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Fixed bug with not counting keycards as lands in the land count causing various issues. Fixed final keyword issue causing build warnings.
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@@ -161,10 +161,10 @@ public class SimulateMatch {
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private static void simulateSingleMatch(Match mc, int iGame, boolean outputGamelog) {
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StopWatch sw = new StopWatch();
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final StopWatch sw = new StopWatch();
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sw.start();
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Game g1 = mc.createGame();
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final Game g1 = mc.createGame();
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// will run match in the same thread
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long startTime = System.currentTimeMillis();
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@@ -217,7 +217,7 @@ public class DeckgenUtil {
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System.out.println("Wrong card count "+deck.getMain().countAll());
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deck=buildCardGenDeck(format,isForAI);
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}
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if(deck.getMain().countAll(Predicates.compose(CardRulesPredicates.Presets.IS_LAND, PaperCard.FN_GET_RULES))>30){
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if(deck.getMain().countAll(Predicates.compose(CardRulesPredicates.Presets.IS_LAND, PaperCard.FN_GET_RULES))>27){
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System.out.println("Too many lands "+deck.getMain().countAll(Predicates.compose(CardRulesPredicates.Presets.IS_LAND, PaperCard.FN_GET_RULES)));
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deck=buildCardGenDeck(format,isForAI);
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}
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@@ -249,6 +249,7 @@ public class CardThemedDeckBuilder extends DeckGeneratorBase {
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addLands(clrCnts);
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}
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if (logToConsole) {
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System.out.println("Lands needed : " + landsNeeded);
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System.out.println("Post Lands : " + deckList.size());
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}
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if (keyCard.getRules().getColorIdentity().isColorless()&&landsNeeded>0){
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@@ -313,6 +314,7 @@ public class CardThemedDeckBuilder extends DeckGeneratorBase {
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deckList.addAll(keyCardList);
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aiPlayables.removeAll(keyCardList);
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rankedColorList.removeAll(keyCardList);
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landsNeeded--;
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}
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// Add the deck card
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if(secondKeyCard.getRules().getMainPart().getType().isLand()) {
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@@ -321,6 +323,7 @@ public class CardThemedDeckBuilder extends DeckGeneratorBase {
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deckList.addAll(keyCardList);
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aiPlayables.removeAll(keyCardList);
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rankedColorList.removeAll(keyCardList);
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landsNeeded--;
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}
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}
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@@ -650,6 +653,16 @@ public class CardThemedDeckBuilder extends DeckGeneratorBase {
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}
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}
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}
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//check all colors have at least one count for each color in colors
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for ( int i = 0 ; i < MagicColor.WUBRG.length; i++ ) {
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final byte c = MagicColor.WUBRG[i];
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if ( colors.hasAnyColor(c)) {
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if(clrCnts[i] == 0 ) {
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clrCnts[i]++;
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}
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}
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}
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return clrCnts;
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}
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