Make surveil trigger unconditional, as unlike scry, there is no "pseudo-surveil" action.
parent
8c776ee71b
commit
5aaa5ddc02
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@ -10,26 +10,20 @@ import magic.model.trigger.MagicTriggerType;
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public class MagicSurveilEvent extends MagicEvent {
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public class MagicSurveilEvent extends MagicEvent {
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public MagicSurveilEvent(final MagicEvent event) {
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public MagicSurveilEvent(final MagicEvent event) {
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this(event.getSource(), event.getPlayer(), true);
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this(event.getSource(), event.getPlayer());
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}
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}
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public MagicSurveilEvent(final MagicSource source, final MagicPlayer player) {
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private MagicSurveilEvent(final MagicSource source, final MagicPlayer player) {
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this(source, player, true);
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}
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private MagicSurveilEvent(final MagicSource source, final MagicPlayer player, final boolean trigger) {
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super(
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super(
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source,
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source,
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player,
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player,
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new MagicSurveilChoice(),
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new MagicSurveilChoice(),
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trigger ? 1 : 0,
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EventAction,
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EventAction,
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""
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""
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);
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);
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}
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}
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private static final MagicEventAction EventAction = (final MagicGame game, final MagicEvent event) -> {
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private static final MagicEventAction EventAction = (final MagicGame game, final MagicEvent event) -> {
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final boolean trigger = event.getRefInt() == 1;
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final MagicPlayer p = event.getPlayer();
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final MagicPlayer p = event.getPlayer();
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if (event.isYes()) {
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if (event.isYes()) {
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game.logAppendMessage(p,
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game.logAppendMessage(p,
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@ -40,8 +34,6 @@ public class MagicSurveilEvent extends MagicEvent {
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}
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}
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// Surveil triggers even if the card is not moved or library is empty.
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// Surveil triggers even if the card is not moved or library is empty.
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// Only once regardless of amount of cards surveiled
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// Only once regardless of amount of cards surveiled
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if (trigger) {
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game.executeTrigger(MagicTriggerType.WhenSurveil, p);
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game.executeTrigger(MagicTriggerType.WhenSurveil, p);
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}
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};
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};
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}
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}
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