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* Fixed that removed players (e.g. by lethal damage) changed the players in range wrongly immediatly instead of at the start of the next turn.
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3 changed files with 150 additions and 8 deletions
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@ -57,10 +57,9 @@ public class BloodchiefAscension extends CardImpl {
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super(ownerId, 82, "Bloodchief Ascension", Rarity.RARE, new CardType[]{CardType.ENCHANTMENT}, "{B}");
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super(ownerId, 82, "Bloodchief Ascension", Rarity.RARE, new CardType[]{CardType.ENCHANTMENT}, "{B}");
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this.expansionSetCode = "ZEN";
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this.expansionSetCode = "ZEN";
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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this.addAbility(new BeginningOfEndStepTriggeredAbility(Zone.BATTLEFIELD,
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this.addAbility(new BeginningOfEndStepTriggeredAbility(Zone.BATTLEFIELD,
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new AddCountersSourceEffect(CounterType.QUEST.createInstance(), false),
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new AddCountersSourceEffect(CounterType.QUEST.createInstance(1), false),
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TargetController.ANY,
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TargetController.ANY,
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new OpponentLostLifeCondition(Condition.ComparisonType.GreaterThan, 1),
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new OpponentLostLifeCondition(Condition.ComparisonType.GreaterThan, 1),
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true));
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true));
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@ -0,0 +1,146 @@
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.multiplayer;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.counters.CounterType;
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import org.junit.Assert;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestMultiPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class BloodchiefAscensionTest extends CardTestMultiPlayerBase {
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@Test
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public void testBloodchiefAscensionAllPlayers() {
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// Enchantment
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
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addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
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addCard(Zone.HAND, playerA, "Fireball");
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addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
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addCard(Zone.HAND, playerD, "Fireball");
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addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
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addCard(Zone.HAND, playerC, "Fireball");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain",3);
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addCard(Zone.HAND, playerB, "Fireball");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
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setChoice(playerA, "X=2");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
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setChoice(playerD, "X=2");
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castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
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setChoice(playerC, "X=2");
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castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
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setChoice(playerB, "X=2");
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// Player order: A -> D -> C -> B
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setStopAt(4, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 18);
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assertLife(playerB, 18);
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assertLife(playerC, 18);
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assertLife(playerD, 18);
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assertGraveyardCount(playerA, "Fireball", 1);
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assertGraveyardCount(playerB, "Fireball", 1);
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assertGraveyardCount(playerC, "Fireball", 1);
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assertGraveyardCount(playerD, "Fireball", 1);
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assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
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}
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/**
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* One of my opponents in a multiplayer game had a Bloodchief Ascension in play. I took lethal damage on my turn,
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* but he didn't get a counter on Bloodchief Ascension at my end step. I think he should, even though I had left
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* the game from dying, because of:
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*
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* 800.4g. If a player leaves the game during his or her turn, that turn continues to its completion without an
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* active player. If the active player would receive priority, instead the next player in turn order receives priority,
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* or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
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*/
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@Test
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public void testBloodchiefAscension() {
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// Enchantment
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
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addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
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addCard(Zone.HAND, playerA, "Fireball");
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addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
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addCard(Zone.HAND, playerD, "Fireball");
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addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
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addCard(Zone.HAND, playerC, "Fireball");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain",21);
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addCard(Zone.HAND, playerB, "Fireball");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
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setChoice(playerA, "X=2");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
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setChoice(playerD, "X=2");
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castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
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setChoice(playerC, "X=2");
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castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
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setChoice(playerB, "X=20");
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// Player order: A -> D -> C -> B
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setStopAt(4, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 18);
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assertLife(playerB, 0);
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assertLife(playerC, 18);
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assertLife(playerD, 18);
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Assert.assertTrue("playerB has lost", playerB.hasLost());
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assertGraveyardCount(playerA, "Fireball", 1);
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assertGraveyardCount(playerC, "Fireball", 1);
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assertGraveyardCount(playerD, "Fireball", 1);
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assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
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}
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}
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@ -2100,12 +2100,9 @@ public abstract class GameImpl implements Game, Serializable {
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}
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}
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}
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}
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// Update players in range of
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// 801.2c The particular players within each player‘s range of influence are determined as each turn begins.
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for (Player leftPlayer :this.getPlayers().values()) {
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// So no update of range if influence yet
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if (leftPlayer.isInGame()) {
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leftPlayer.otherPlayerLeftGame(this);
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}
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}
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}
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}
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@Override
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@Override
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