* 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.

This commit is contained in:
LevelX2 2015-06-02 15:01:52 +02:00
parent 3115bbdcb6
commit f9f674b8f7
3 changed files with 150 additions and 8 deletions

View file

@ -57,10 +57,9 @@ public class BloodchiefAscension extends CardImpl {
super(ownerId, 82, "Bloodchief Ascension", Rarity.RARE, new CardType[]{CardType.ENCHANTMENT}, "{B}"); super(ownerId, 82, "Bloodchief Ascension", Rarity.RARE, new CardType[]{CardType.ENCHANTMENT}, "{B}");
this.expansionSetCode = "ZEN"; this.expansionSetCode = "ZEN";
// 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.) // 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.)
this.addAbility(new BeginningOfEndStepTriggeredAbility(Zone.BATTLEFIELD, this.addAbility(new BeginningOfEndStepTriggeredAbility(Zone.BATTLEFIELD,
new AddCountersSourceEffect(CounterType.QUEST.createInstance(), false), new AddCountersSourceEffect(CounterType.QUEST.createInstance(1), false),
TargetController.ANY, TargetController.ANY,
new OpponentLostLifeCondition(Condition.ComparisonType.GreaterThan, 1), new OpponentLostLifeCondition(Condition.ComparisonType.GreaterThan, 1),
true)); true));

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@ -0,0 +1,146 @@
/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
package org.mage.test.multiplayer;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.counters.CounterType;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestMultiPlayerBase;
/**
*
* @author LevelX2
*/
public class BloodchiefAscensionTest extends CardTestMultiPlayerBase {
@Test
public void testBloodchiefAscensionAllPlayers() {
// Enchantment
// 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.)
// 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.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain",3);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=2");
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 18);
assertLife(playerC, 18);
assertLife(playerD, 18);
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerB, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
/**
* One of my opponents in a multiplayer game had a Bloodchief Ascension in play. I took lethal damage on my turn,
* but he didn't get a counter on Bloodchief Ascension at my end step. I think he should, even though I had left
* the game from dying, because of:
*
* 800.4g. If a player leaves the game during his or her turn, that turn continues to its completion without an
* active player. If the active player would receive priority, instead the next player in turn order receives priority,
* or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
*/
@Test
public void testBloodchiefAscension() {
// Enchantment
// 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.)
// 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.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain",21);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=20");
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 0);
assertLife(playerC, 18);
assertLife(playerD, 18);
Assert.assertTrue("playerB has lost", playerB.hasLost());
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
}

View file

@ -2100,12 +2100,9 @@ public abstract class GameImpl implements Game, Serializable {
} }
} }
// Update players in range of // 801.2c The particular players within each players range of influence are determined as each turn begins.
for (Player leftPlayer :this.getPlayers().values()) { // So no update of range if influence yet
if (leftPlayer.isInGame()) {
leftPlayer.otherPlayerLeftGame(this);
}
}
} }
@Override @Override