J :
* Fix the last tests that didn't work, Rampage ability.
This commit is contained in:
@@ -607,139 +607,42 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode){
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if (!a) return BAKA_EFFECT_DONTKNOW;
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GenericTargetAbility * gta = dynamic_cast<GenericTargetAbility*>(a);
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if (gta) {
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if (GenericTargetAbility * abi = dynamic_cast<GenericTargetAbility*>(a)) {
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if (mode == MODE_PUTINTOPLAY) return BAKA_EFFECT_GOOD;
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return abilityEfficiency(gta->ability,p, mode);
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return abilityEfficiency(abi->ability,p, mode);
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}
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GenericActivatedAbility * gaa = dynamic_cast<GenericActivatedAbility*>(a);
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if (gaa) {
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if (GenericActivatedAbility * abi = dynamic_cast<GenericActivatedAbility*>(a)) {
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if (mode == MODE_PUTINTOPLAY) return BAKA_EFFECT_GOOD;
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return abilityEfficiency(gaa->ability,p, mode);
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return abilityEfficiency(abi->ability,p, mode);
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}
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MultiAbility * mua = dynamic_cast<MultiAbility*>(a);
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if (mua) return abilityEfficiency(mua->abilities[0],p, mode);
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MayAbility * maya = dynamic_cast<MayAbility*>(a);
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if (maya) return abilityEfficiency(maya->ability,p, mode);
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ALord * alord = dynamic_cast<ALord *>(a);
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if (alord) {
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int myCards = countCards(alord->tc, p);
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int theirCards = countCards(alord->tc, p->opponent());
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int efficiency = abilityEfficiency(alord->ability,p, mode);
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if (MultiAbility * abi = dynamic_cast<MultiAbility*>(a)) return abilityEfficiency(abi->abilities[0],p, mode);
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if (MayAbility * abi = dynamic_cast<MayAbility*>(a)) return abilityEfficiency(abi->ability,p, mode);
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if (ALord * abi = dynamic_cast<ALord *>(a)) {
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int myCards = countCards(abi->tc, p);
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int theirCards = countCards(abi->tc, p->opponent());
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int efficiency = abilityEfficiency(abi->ability,p, mode);
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if (myCards > theirCards) return efficiency;
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return -efficiency;
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}
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AAsLongAs * ala = dynamic_cast<AAsLongAs *>(a);
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if (ala) {
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return abilityEfficiency(ala->ability,p, mode);
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}
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AForeach * af = dynamic_cast<AForeach *>(a);
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if (af) {
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return abilityEfficiency(af->ability,p, mode);
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}
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AAFizzler * aaf = dynamic_cast<AAFizzler *>(a);
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if (aaf){
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return BAKA_EFFECT_BAD;
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}
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AAUntapper * aau = dynamic_cast<AAUntapper *>(a);
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if (aau){
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return BAKA_EFFECT_GOOD;
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}
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AATapper * aat = dynamic_cast<AATapper *>(a);
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if (aat){
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return BAKA_EFFECT_BAD;
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}
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ATokenCreator * aatc = dynamic_cast<ATokenCreator *>(a);
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if (aatc){
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return BAKA_EFFECT_GOOD;
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}
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AAMover * aam = dynamic_cast<AAMover *>(a);
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if (aam){
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//TODO
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return BAKA_EFFECT_BAD;
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}
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AACopier * aac = dynamic_cast<AACopier *>(a);
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if (aac){
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return BAKA_EFFECT_GOOD;
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}
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AADestroyer * aad = dynamic_cast<AADestroyer *>(a);
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if (aad){
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return BAKA_EFFECT_BAD;
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}
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AStandardRegenerate * asr = dynamic_cast<AStandardRegenerate *>(a);
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if (asr){
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return BAKA_EFFECT_GOOD;
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}
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AADamager * aada = dynamic_cast<AADamager *>(a);
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if (aada){
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return BAKA_EFFECT_BAD;
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}
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AALifer * aal = dynamic_cast<AALifer *>(a);
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if (aal){
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if (aal->life > 0) return BAKA_EFFECT_GOOD;
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return BAKA_EFFECT_BAD;
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}
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AADepleter * aade = dynamic_cast<AADepleter *>(a);
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if (aade){
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return BAKA_EFFECT_BAD;
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}
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AADrawer * aadr = dynamic_cast<AADrawer *>(a);
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if (aadr){
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return BAKA_EFFECT_GOOD;
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}
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AARandomDiscarder * aard = dynamic_cast<AARandomDiscarder *>(a);
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if (aard){
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return BAKA_EFFECT_BAD;
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}
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ARampageAbility * ara = dynamic_cast<ARampageAbility *>(a);
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if (ara){
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return BAKA_EFFECT_GOOD;
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}
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AInstantPowerToughnessModifierUntilEOT * aiptm = dynamic_cast<AInstantPowerToughnessModifierUntilEOT *>(a);
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if (aiptm){
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if (aiptm->power>=0 && aiptm->toughness>=0) return BAKA_EFFECT_GOOD;
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return BAKA_EFFECT_BAD;
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}
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APowerToughnessModifier * aptm = dynamic_cast<APowerToughnessModifier *>(a);
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if (aptm){
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if (aptm->power>=0 && aptm->toughness>=0) return BAKA_EFFECT_GOOD;
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return BAKA_EFFECT_BAD;
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}
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APowerToughnessModifierUntilEndOfTurn * aptmu = dynamic_cast<APowerToughnessModifierUntilEndOfTurn *>(a);
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if (aptmu){
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return abilityEfficiency(aptmu->ability, p, mode);
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}
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if (AAsLongAs * abi = dynamic_cast<AAsLongAs *>(a)) return abilityEfficiency(abi->ability,p, mode);
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if (AForeach * abi = dynamic_cast<AForeach *>(a)) return abilityEfficiency(abi->ability,p, mode);
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if (dynamic_cast<AAFizzler *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AAUntapper *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AATapper *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<ATokenCreator *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AAMover *>(a)) return BAKA_EFFECT_BAD; //TODO
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if (dynamic_cast<AACopier *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AADestroyer *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_BAD;
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if (AALifer * abi = dynamic_cast<AALifer *>(a)) return abi->life > 0 ? BAKA_EFFECT_GOOD : BAKA_EFFECT_BAD;
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if (dynamic_cast<AADepleter *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AADrawer *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AARandomDiscarder *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<ARampageAbility *>(a)) return BAKA_EFFECT_GOOD;
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if (AInstantPowerToughnessModifierUntilEOT * abi = dynamic_cast<AInstantPowerToughnessModifierUntilEOT *>(a)) return (abi->power>=0 && abi->toughness>=0) ? BAKA_EFFECT_GOOD : BAKA_EFFECT_BAD;
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if (APowerToughnessModifier * abi = dynamic_cast<APowerToughnessModifier *>(a)) return (abi->power>=0 && abi->toughness>=0) ? BAKA_EFFECT_GOOD : BAKA_EFFECT_BAD;
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if (APowerToughnessModifierUntilEndOfTurn * abi = dynamic_cast<APowerToughnessModifierUntilEndOfTurn *>(a)) return abilityEfficiency(abi->ability, p, mode);
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map<int,bool> badAbilities;
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badAbilities[Constants::CANTATTACK] = true;
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@@ -749,30 +652,16 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode){
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badAbilities[Constants::DOESNOTUNTAP] = true;
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badAbilities[Constants::MUSTATTACK] = true;
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AInstantBasicAbilityModifierUntilEOT * aibam = dynamic_cast<AInstantBasicAbilityModifierUntilEOT *>(a);
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if (aibam){
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int result = BAKA_EFFECT_GOOD;
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if (badAbilities[aibam->ability]) result = BAKA_EFFECT_BAD;
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if (aibam->value <= 0) result = -result;
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return result;
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if (AInstantBasicAbilityModifierUntilEOT * abi = dynamic_cast<AInstantBasicAbilityModifierUntilEOT *>(a)) {
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int result = badAbilities[abi->ability] ? BAKA_EFFECT_BAD : BAKA_EFFECT_GOOD;
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return (abi->value <= 0) ? result : -result;
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}
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if (ABasicAbilityModifier * abi = dynamic_cast<ABasicAbilityModifier *>(a)){
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int result = (badAbilities[abi->ability]) ? BAKA_EFFECT_BAD : BAKA_EFFECT_GOOD;
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return (abi->modifier <= 0) ? result : -result;
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}
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ABasicAbilityModifier * abam = dynamic_cast<ABasicAbilityModifier *>(a);
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if (abam){
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int result = BAKA_EFFECT_GOOD;
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if (badAbilities[abam->ability]) result = BAKA_EFFECT_BAD;
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if (abam->modifier <= 0) result = -result;
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return result;
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}
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ABasicAbilityAuraModifierUntilEOT * abamu = dynamic_cast<ABasicAbilityAuraModifierUntilEOT *>(a);
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if (abamu){
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return abilityEfficiency(abamu->ability, p, mode);
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}
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AManaProducer * amp = dynamic_cast<AManaProducer*>(a);
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if (amp) return BAKA_EFFECT_GOOD;
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if (ABasicAbilityAuraModifierUntilEOT * abi = dynamic_cast<ABasicAbilityAuraModifierUntilEOT *>(a)) return abilityEfficiency(abi->ability, p, mode);
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if (dynamic_cast<AManaProducer*>(a)) return BAKA_EFFECT_GOOD;
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return BAKA_EFFECT_DONTKNOW;
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}
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