Fix for issue 647 (Evil Presence cast on a swamp removes mana ability)
This commit is contained in:
@@ -260,6 +260,8 @@ erg_raiders_i157.txt
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evil_presence.txt
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evil_presence2.txt
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evil_presence3.txt
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evil_presence_i647.txt
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evil_presence_i647_2.txt
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explore.txt
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Faceless_Butcher.txt
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fangren_pathcutter.txt
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21
projects/mtg/bin/Res/test/evil_presence_i647.txt
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21
projects/mtg/bin/Res/test/evil_presence_i647.txt
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@@ -0,0 +1,21 @@
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#Testing Evil Presence on a swamp...it should have no visible effect
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# Bug: it removes the swamp's ability
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#see http://code.google.com/p/wagic/issues/detail?id=647
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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hand:Evil Presence
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inplay:Swamp
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manapool:{B}
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[PLAYER2]
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[DO]
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Evil Presence
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Swamp
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Swamp
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[ASSERT]
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FIRSTMAIN
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[PLAYER1]
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inplay:Swamp,Evil Presence
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manapool:{B}
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[PLAYER2]
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[END]
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33
projects/mtg/bin/Res/test/evil_presence_i647_2.txt
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33
projects/mtg/bin/Res/test/evil_presence_i647_2.txt
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@@ -0,0 +1,33 @@
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#Testing Evil Presence on a swamp...it should have no visible effect
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# Bug: it removes the swamp's ability
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#In thistest we make sure we don't get a crash during the next turn, when abilities are added/removed from different sources
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#see http://code.google.com/p/wagic/issues/detail?id=647
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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hand:Evil Presence, Disenchant
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inplay:Swamp,Forest,Plains
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manapool:{B}
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[PLAYER2]
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[DO]
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Evil Presence
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Swamp
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eot
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eot
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next
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#upkeep
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next
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#draw
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next
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#main
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Forest
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Plains
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Disenchant
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Evil Presence
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[ASSERT]
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FIRSTMAIN
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[PLAYER1]
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inplay:Swamp,Forest,Plains
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graveyard:Evil Presence,disenchant
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[PLAYER2]
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[END]
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@@ -2160,6 +2160,7 @@ class ALord: public ListMaintainerAbility, public NestedAbility
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public:
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int includeSelf;
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map<Damageable *, MTGAbility *> abilities;
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vector<MTGAbility *> bermudaTriangle; //Hack: Lost abilities that need to be properly removed if they reappear
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ALord(int _id, MTGCardInstance * card, TargetChooser * _tc, int _includeSelf, MTGAbility * a) :
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ListMaintainerAbility(_id, card), NestedAbility(a)
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@@ -2170,7 +2171,19 @@ public:
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if(ability->aType == MTGAbility::STANDARD_PREVENT)
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aType = MTGAbility::STANDARD_PREVENT;
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}
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void Update(float dt)
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{
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ListMaintainerAbility::Update(dt);
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//This is a hack to avoid some abilities "combing back from the dead" because of the loseAbility keyword :/
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for (int i = (int)(bermudaTriangle.size()) - 1 ; i >= 0 ; --i)
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{
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if (game->removeObserver(bermudaTriangle[i]))
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bermudaTriangle.erase(bermudaTriangle.begin()+i);
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}
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}
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int canBeInList(Player *p)
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{
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if (tc->canTarget(p)) return 1;
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@@ -2237,8 +2250,9 @@ public:
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int removed(MTGCardInstance * card)
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{
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if (abilities.find(card) != abilities.end())
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{
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game->removeObserver(abilities[card]);
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{
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if (!game->removeObserver(abilities[card]))
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bermudaTriangle.push_back(abilities[card]);
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abilities.erase(card);
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}
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return 1;
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@@ -76,7 +76,7 @@ class GameObserver{
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void Affinity();
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void eventOccured();
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void addObserver(MTGAbility * observer);
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void removeObserver(ActionElement * observer);
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bool removeObserver(ActionElement * observer);
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void startGame(Rules * rules);
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void untapPhase();
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int isInPlay(MTGCardInstance * card);
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@@ -58,6 +58,7 @@ public:
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bool wasDealtDamage;
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bool damageToOpponent;
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bool damageToController;
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bool mPropertiesChangedSinceLastUpdate;
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int reduxamount;
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int flanked;
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int regenerateTokens;
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@@ -274,7 +274,7 @@ void CardPrimitive::setName(const string& value)
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std::transform(lcname.begin(), lcname.end(), lcname.begin(), ::tolower);
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//This is a bug fix for plague rats and the "foreach ability"
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//Right now we add names as types, so that they get recognized
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if (lcname.at(value.length() - 1) == 's')
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if (value.length() && lcname.at(value.length() - 1) == 's')
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Subtypes::subtypesList->find(lcname);
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}
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@@ -303,14 +303,15 @@ void GameObserver::addObserver(MTGAbility * observer)
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mLayers->actionLayer()->Add(observer);
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}
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void GameObserver::removeObserver(ActionElement * observer)
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//Returns true if the Ability was correctly removed from the game, false otherwise
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//Main (valid) reason of returning false is an attempt at removing an Ability that has already been removed
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bool GameObserver::removeObserver(ActionElement * observer)
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{
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if (observer)
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mLayers->actionLayer()->moveToGarbage(observer);
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if (!observer)
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return false;
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return mLayers->actionLayer()->moveToGarbage(observer);
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else
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{
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} //TODO log error
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}
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GameObserver::~GameObserver()
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@@ -375,6 +376,8 @@ void GameObserver::gameStateBasedEffects()
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{
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MTGCardInstance * card = zone->cards[j];
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card->afterDamage();
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card->mPropertiesChangedSinceLastUpdate = false;
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///////////////////////////////////////////////////////
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//Remove auras that don't have a valid target anymore//
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///////////////////////////////////////////////////////
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@@ -3767,7 +3767,7 @@ void ListMaintainerAbility::updateTargets()
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for (map<MTGCardInstance *, bool>::iterator it = cards.begin(); it != cards.end(); ++it)
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{
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MTGCardInstance * card = (*it).first;
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if (!canBeInList(card))
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if (!canBeInList(card) || card->mPropertiesChangedSinceLastUpdate)
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{
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temp[card] = true;
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}
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@@ -3794,11 +3794,12 @@ void ListMaintainerAbility::updateTargets()
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{
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for (int j = 0; j < zone->nb_cards; j++)
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{
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if (canBeInList(zone->cards[j]))
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MTGCardInstance * card = zone->cards[j];
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if (canBeInList(card))
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{
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if (cards.find(zone->cards[j]) == cards.end())
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if (cards.find(card) == cards.end())
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{
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temp[zone->cards[j]] = true;
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temp[card] = true;
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}
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}
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}
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@@ -145,6 +145,7 @@ void MTGCardInstance::initMTGCI()
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wasDealtDamage = false;
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suspended = false;
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castMethod = Constants::NOT_CAST;
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mPropertiesChangedSinceLastUpdate = false;
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for (int i = 0; i < ManaCost::MANA_PAID_WITH_RETRACE +1; i++)
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@@ -233,6 +234,16 @@ void MTGCardInstance::addType(int type)
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{
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bool before = hasType(type);
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CardPrimitive::addType(type);
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if (!before)
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mPropertiesChangedSinceLastUpdate = true;
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// If the card name is not set, set it to the type.
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//This is a hack for "transform", used in combination with "losesubtypes" on Basic Lands
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//See removeType below
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if (!name.length())
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setName(Subtypes::subtypesList->find(type));
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WEvent * e = NEW WEventCardChangeType(this, type, before, true);
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GameObserver * go = GameObserver::GetInstance();
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if (go)
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@@ -267,6 +278,16 @@ int MTGCardInstance::removeType(int id, int removeAll)
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bool before = hasType(id);
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int result = CardPrimitive::removeType(id, removeAll);
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bool after = hasType(id);
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if (before != after)
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{
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mPropertiesChangedSinceLastUpdate = true;
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// Basic lands have the same name as their subtypes, and TargetChoosers don't make a distinction between name and type,
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// so if we remove a subtype "Forest", we also need to remove its name.
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//This means the card might lose its name, but usually when we force remove a type, we add another one just after that.
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//see "AddType" above which force sets a name if necessary
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if (name.compare(Subtypes::subtypesList->find(id)) == 0)
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setName("");
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}
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WEvent * e = NEW WEventCardChangeType(this, id, before, after);
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GameObserver * go = GameObserver::GetInstance();
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if (go)
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