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- Fix cleanup crash with planeswalkers in play
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@@ -58,7 +58,7 @@ public class Combat {
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// Defenders are the Defending Player + Each controlled Planeswalker
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private List<GameEntity> defenders = new ArrayList<GameEntity>();
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private Map<GameEntity, CardList> defenderMap = new TreeMap<GameEntity, CardList>();
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private Map<GameEntity, CardList> defenderMap = new HashMap<GameEntity, CardList>();
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private int currentDefender = 0;
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private int nextDefender = 0;
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@@ -108,13 +108,13 @@ public class Combat {
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public final void initiatePossibleDefenders(final Player defender) {
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this.defenders.clear();
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this.defenderMap.clear();
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this.defenders.add((GameEntity)defender);
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this.defenderMap.put((GameEntity)defender, new CardList());
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this.defenders.add((GameEntity) defender);
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this.defenderMap.put((GameEntity) defender, new CardList());
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CardList planeswalkers = defender.getCardsIn(ZoneType.Battlefield);
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planeswalkers = planeswalkers.getType("Planeswalker");
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for (final Card pw : planeswalkers) {
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this.defenders.add((GameEntity)pw);
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this.defenderMap.put((GameEntity)pw, new CardList());
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this.defenders.add((GameEntity) pw);
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this.defenderMap.put((GameEntity) pw, new CardList());
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}
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}
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@@ -202,7 +202,7 @@ public class Combat {
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*/
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public final void setDefenders(final List<GameEntity> newDef) {
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this.defenders = newDef;
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for(GameEntity entity : this.defenders) {
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for (GameEntity entity : this.defenders) {
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this.defenderMap.put(entity, new CardList());
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}
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}
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@@ -406,7 +406,7 @@ public class Combat {
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return defender;
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}
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System.out.println("Attacker " + c + " missing defender " + defender);
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System.out.println("Attacker " + c + " missing defender " + defender);
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return null;
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}
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@@ -545,7 +545,8 @@ public class Combat {
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*
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* @param attacker
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* a {@link forge.Card} object.
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* @return a {@link forge.CardList} object.
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* @param blockers
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* a {@link forge.CardList} object.
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*/
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public void setBlockerList(final Card attacker, final CardList blockers) {
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this.attackerMap.put(attacker, blockers);
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@@ -570,7 +571,7 @@ public class Combat {
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// Keep track of all of the different maps
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CardList blockers = this.attackerMap.get(c);
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this.attackerMap.remove(c);
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for(Card b : blockers) {
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for (Card b : blockers) {
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this.blockerMap.get(b).remove(c);
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}
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@@ -578,12 +579,12 @@ public class Combat {
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GameEntity entity = this.attackerToDefender.get(c);
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this.attackerToDefender.remove(c);
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this.defenderMap.get(entity).remove(c);
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} else if (this.blockerMap.containsKey(c)){ // card is a blocker
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} else if (this.blockerMap.containsKey(c)) { // card is a blocker
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CardList attackers = this.blockerMap.get(c);
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boolean stillDeclaring = Singletons.getModel().getGameState().getPhaseHandler().is(PhaseType.COMBAT_DECLARE_BLOCKERS);
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this.blockerMap.remove(c);
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for(Card a : attackers) {
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for (Card a : attackers) {
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this.attackerMap.get(a).remove(c);
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if (stillDeclaring && this.attackerMap.get(a).size() == 0) {
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this.blocked.remove(a);
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@@ -684,8 +685,8 @@ public class Combat {
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}
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private final boolean assignDamageAsIfNotBlocked(Card attacker) {
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return attacker.hasKeyword("CARDNAME assigns its combat damage as though it weren't blocked.") ||
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(attacker.hasKeyword("You may have CARDNAME assign its combat damage as though it weren't blocked.")
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return attacker.hasKeyword("CARDNAME assigns its combat damage as though it weren't blocked.")
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|| (attacker.hasKeyword("You may have CARDNAME assign its combat damage as though it weren't blocked.")
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&& GameActionUtil.showYesNoDialog(attacker, "Do you want to assign its combat damage as though it weren't blocked?"));
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}
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@@ -694,7 +695,7 @@ public class Combat {
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CardList blockers = null;
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final CardList attackers = this.getAttackerList();
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boolean assignedDamage = false;
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for(final Card attacker : attackers) {
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for (final Card attacker : attackers) {
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// If attacker isn't in the right first/regular strike section, continue along
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if (!(attacker.hasDoubleStrike() || attacker.hasFirstStrike() == firstStrikeDamage)) {
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continue;
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@@ -740,7 +741,6 @@ public class Combat {
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return assignedDamage;
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}
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/**
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* <p>
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* distributeAIDamage.
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