priorityPassedCount not copied when Game is cloned! Fixed
parent
3f7a696e23
commit
e4e18b1f02
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@ -113,7 +113,6 @@ public class MagicGame {
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logMessageBuilder=new MagicLogMessageBuilder(this);
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payedCost=new MagicPayedCost();
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changePhase(gameplay.getStartPhase(this));
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}
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public MagicGame(final MagicGame game,final MagicPlayer scorePlayer) {
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@ -133,6 +132,7 @@ public class MagicGame {
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this.step=game.step;
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this.landPlayed=game.landPlayed;
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this.priorityPassed=game.priorityPassed;
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this.priorityPassedCount=game.priorityPassedCount;
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this.stateCheckRequired=game.stateCheckRequired;
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//copied and stored in copyMap
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@ -188,8 +188,8 @@ public class MagicGame {
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public long getGameId() {
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keys = new long[] {
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turn,
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phase.getType().ordinal(),
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step.ordinal(),
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phase.hashCode(),
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step.hashCode(),
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turnPlayer.getIndex(),
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landPlayed,
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priorityPassedCount,
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@ -3,6 +3,9 @@ package magic.model.event;
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import magic.model.MagicGame;
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public interface MagicEventAction {
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public void executeEvent(final MagicGame game,final MagicEvent event,final Object[] data,final Object[] choiceResults);
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}
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public void executeEvent(
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final MagicGame game,
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final MagicEvent event,
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final Object[] data,
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final Object[] choiceResults);
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}
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@ -6,7 +6,6 @@ import magic.model.MagicSource;
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import magic.model.choice.MagicPlayChoice;
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import magic.model.choice.MagicPlayChoiceResult;
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import magic.model.phase.MagicStep;
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import magic.model.phase.MagicPhaseType;
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public class MagicPriorityEvent extends MagicEvent {
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