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https://github.com/Card-Forge/forge.git
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Checkstyle fixes
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2
.gitattributes
vendored
2
.gitattributes
vendored
@@ -10042,7 +10042,7 @@ src/main/java/forge/Player.java svneol=native#text/plain
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src/main/java/forge/PlayerType.java svneol=native#text/plain
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src/main/java/forge/PlayerUtil.java svneol=native#text/plain
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src/main/java/forge/PlayerZone.java svneol=native#text/plain
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src/main/java/forge/PlayerZone_ComesIntoPlay.java svneol=native#text/plain
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src/main/java/forge/PlayerZoneComesIntoPlay.java svneol=native#text/plain
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src/main/java/forge/SetInfo.java svneol=native#text/plain
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src/main/java/forge/SetUtils.java svneol=native#text/plain
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src/main/java/forge/SimpleCombat.java svneol=native#text/plain
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@@ -262,8 +262,8 @@ public class GameAction {
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}
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AllZone.getTriggerHandler().suppressMode("ChangesZone");
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((PlayerZone_ComesIntoPlay) AllZone.getHumanPlayer().getZone(Zone.Battlefield)).setTriggers(false);
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((PlayerZone_ComesIntoPlay) AllZone.getComputerPlayer().getZone(Zone.Battlefield)).setTriggers(false);
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((PlayerZoneComesIntoPlay) AllZone.getHumanPlayer().getZone(Zone.Battlefield)).setTriggers(false);
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((PlayerZoneComesIntoPlay) AllZone.getComputerPlayer().getZone(Zone.Battlefield)).setTriggers(false);
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int tiz = c.getTurnInZone();
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@@ -273,8 +273,8 @@ public class GameAction {
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c.setTurnInZone(tiz);
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AllZone.getTriggerHandler().clearSuppression("ChangesZone");
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((PlayerZone_ComesIntoPlay) AllZone.getHumanPlayer().getZone(Zone.Battlefield)).setTriggers(true);
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((PlayerZone_ComesIntoPlay) AllZone.getComputerPlayer().getZone(Zone.Battlefield)).setTriggers(true);
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((PlayerZoneComesIntoPlay) AllZone.getHumanPlayer().getZone(Zone.Battlefield)).setTriggers(true);
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((PlayerZoneComesIntoPlay) AllZone.getComputerPlayer().getZone(Zone.Battlefield)).setTriggers(true);
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}
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/**
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@@ -68,7 +68,7 @@ public abstract class Player extends GameEntity {
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*/
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public Player(String myName, int myLife, int myPoisonCounters) {
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for (Zone z : ALL_ZONES) {
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PlayerZone toPut = z == Zone.Battlefield ? new PlayerZone_ComesIntoPlay(z, this) : new DefaultPlayerZone(z, this);
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PlayerZone toPut = z == Zone.Battlefield ? new PlayerZoneComesIntoPlay(z, this) : new DefaultPlayerZone(z, this);
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zones.put(z, toPut);
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}
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@@ -14,7 +14,7 @@ import forge.card.spellability.SpellAbility;
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* @author Forge
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* @version $Id$
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*/
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public class PlayerZone_ComesIntoPlay extends DefaultPlayerZone {
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public class PlayerZoneComesIntoPlay extends DefaultPlayerZone {
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/** Constant <code>serialVersionUID=5750837078903423978L</code>. */
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private static final long serialVersionUID = 5750837078903423978L;
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@@ -27,7 +27,7 @@ public class PlayerZone_ComesIntoPlay extends DefaultPlayerZone {
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* @param zone a {@link java.lang.String} object.
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* @param player a {@link forge.Player} object.
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*/
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public PlayerZone_ComesIntoPlay(final Constant.Zone zone, final Player player) {
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public PlayerZoneComesIntoPlay(final Constant.Zone zone, final Player player) {
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super(zone, player);
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}
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@@ -99,7 +99,9 @@ public class PlayerZone_ComesIntoPlay extends DefaultPlayerZone {
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list = list.filter(new CardListFilter() {
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public boolean addCard(final Card c) {
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return c.hasKeyword("Landfall")
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|| c.hasKeyword("Landfall - Whenever a land enters the battlefield under your control, CARDNAME gets +2/+2 until end of turn.");
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|| c.hasKeyword(
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"Landfall - Whenever a land enters the battlefield under your control, "
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+ "CARDNAME gets +2/+2 until end of turn.");
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}
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});
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@@ -110,12 +112,12 @@ public class PlayerZone_ComesIntoPlay extends DefaultPlayerZone {
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// Check for a mountain
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if (!listValakut.isEmpty() && c.isType("Mountain") ) {
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for (int i = 0; i < listValakut.size(); i++) {
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boolean b = GameActionUtil.executeValakutEffect(listValakut.get(i),c);
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if (!b) {
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// Not enough mountains to activate Valakut -- stop the loop
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break;
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}
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}
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boolean b = GameActionUtil.executeValakutEffect(listValakut.get(i),c);
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if (!b) {
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// Not enough mountains to activate Valakut -- stop the loop
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break;
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}
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}
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}*/
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//Tectonic Instability
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@@ -315,21 +317,20 @@ public class PlayerZone_ComesIntoPlay extends DefaultPlayerZone {
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leavesTrigger = b;
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}
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@Override
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public Card[] getCards(boolean filter) {
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public final Card[] getCards(final boolean filter) {
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// Battlefield filters out Phased Out cards by default. Needs to call getCards(false) to get Phased Out cards
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Card[] c;
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if (!filter){
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if (!filter) {
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c = new Card[cards.size()];
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cards.toArray(c);
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}
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else{
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else {
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Iterator<Card> itr = cards.iterator();
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ArrayList<Card> list = new ArrayList<Card>();
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while(itr.hasNext()){
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while (itr.hasNext()) {
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Card crd = itr.next();
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if (!crd.isPhasedOut()){
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if (!crd.isPhasedOut()) {
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list.add(crd);
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}
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}
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