@Override
 public boolean match(GameState state, Identified object, Set set) {
   Set newSet = Set.fromCollection(set);
   for (ZoneChange change : set.getAll(ZoneChange.class)) {
     newSet.add(state.get(change.oldObjectID));
     // If we're evaluating this pattern to determine whether a look-back
     // trigger should trigger, the new object might not actually exist
     // yet.
     if (state.containsIdentified(change.newObjectID)) newSet.add(state.get(change.newObjectID));
     newSet.remove(change);
   }
   return super.match(state, object, newSet);
 }
Beispiel #2
0
    @Override
    protected void update(GameState state, Event event) {
      MagicSet movements = event.getResult(state);
      for (ZoneChange zc : movements.getAll(ZoneChange.class)) {

        int ownerID = state.<GameObject>get(zc.oldObjectID).ownerID;
        if (this.counts.containsKey(ownerID))
          this.counts.put(ownerID, this.counts.get(ownerID) + 1);
        else this.counts.put(ownerID, 1);
      }
    }
Beispiel #3
0
    @Override
    public boolean checkSpecialRestrictions(GameState state, List<Target> choices) {
      if (choices.isEmpty()) return true;

      List<Integer> controllers = new LinkedList<Integer>();
      for (Target choice : choices) {
        int controller = state.<GameObject>get(choice.targetID).controllerID;
        if (controllers.contains(controller)) return false;
        controllers.add(controller);
      }

      return true;
    }
Beispiel #4
0
    @Override
    protected boolean match(GameState state, Event event) {
      if (event.type != EventType.MOVE_BATCH) return false;

      for (ZoneChange change :
          event
              .parametersNow
              .get(EventType.Parameter.TARGET)
              .evaluate(state, null)
              .getAll(ZoneChange.class)) {
        if (state.battlefield().ID != change.destinationZoneID) continue;

        GameObject object = state.get(change.newObjectID);
        if (!object.getColors().contains(Color.GREEN) || !object.getTypes().contains(Type.CREATURE))
          continue;

        return true;
      }
      return false;
    }
 @Override
 public org.rnd.jmagic.engine.Set evaluate(GameState state, Identified thisObject) {
   Set ret = new Set();
   for (int ID : state.getTracker(Tracker.class).getValue(state)) ret.add(state.get(ID));
   return ret;
 }