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abilities.py
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abilities.py
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# Copyright 2011 Marek Schmidt
#
# This file is part of ManaClash
#
# ManaClash is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# ManaClash is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with ManaClash. If not, see <http://www.gnu.org/licenses/>.
#
#
from cost import *
from functools import partial
from objects import *
from selectors import *
class Ability:
def get_text(self, game, obj):
return ""
class TriggeredAbility(Ability):
def isActive(self, game, obj):
return True
def getEventHandlers(self, game, obj):
return []
class StateBasedAbility(Ability):
def isActive(self, game, obj):
return True
def register(self, game, obj):
pass
class StaticAbility(Ability):
def isActive(self, game, obj):
return True
def getEffects(self):
return []
class ActivatedAbility(Ability):
def canActivate(self, game, obj, player):
return False
def activate(self, game, obj, player):
pass
def determineCost(self, game, obj, player):
game.process_returns_push([])
class ManaAbility(ActivatedAbility):
pass
class BasicManaAbility(ManaAbility):
def __init__(self, mana):
self.mana = mana
def canActivate(self, game, obj, player):
return player.id == obj.state.controller_id and obj.zone_id == game.get_in_play_zone().id and not obj.tapped
def activate(self, game, obj, player):
game.doTap(obj)
game.doAddMana(player, obj, self.mana)
game.raise_event("tapped_for_mana", obj, player, self.mana)
def get_text(self, game, obj):
return "[%s]" % self.mana
def __str__ (self):
return "BasicManaAbility(%s)" % str(self.mana)
class PlayLandAbility(ActivatedAbility):
def canActivate(self, game, obj, player):
return (player.land_play_limit is None or player.land_played < player.land_play_limit) and player.id == obj.state.controller_id and obj.state.controller_id == game.active_player_id and (game.current_phase == "precombat main" or game.current_phase == "postcombat main") and game.get_stack_length() == 0 and obj.zone_id == game.objects[obj.state.controller_id].hand_id
def activate(self, game, obj, player):
game.doZoneTransfer(obj, game.get_in_play_zone())
obj.controller_id = player.id
player.land_played += 1
def get_text(self, game, obj):
return "Play " + str(obj)
def __str__ (self):
return "PlayLandAbility()"
class ManacostReplaceXProcess:
def __init__ (self, manacost):
self.manacost = manacost
def next(self, game, action):
xcost = game.process_returns_pop()
game.process_returns_push([ManaCost(self.manacost.replace("X", xcost))])
class PlaySpell(ActivatedAbility):
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and ("instant" in obj.state.types or (obj.state.controller_id == game.active_player_id and (game.current_phase == "precombat main" or game.current_phase == "postcombat main") and game.get_stack_length() == 0)) and obj.zone_id == game.objects[obj.state.controller_id].hand_id)
def activate(self, game, obj, player):
from process import PlaySpellProcess
game.process_push(PlaySpellProcess(self, player, obj))
def get_text(self, game, obj):
return "Play " + str(obj) + " [%s]" % (obj.state.manacost)
def determineCost(self, game, obj, player):
manacost = obj.state.manacost
if "X" in obj.state.manacost:
from process import AskXProcess
game.process_push(ManacostReplaceXProcess(manacost))
game.process_push(AskXProcess(obj, player))
else:
c = ManaCost(manacost)
game.process_returns_push([c])
def __str__ (self):
return "PlaySpell()"
class TagAbility(StaticAbility):
def __init__ (self, tag):
from effects import XGetsTag
self.effect = XGetsTag(SelfSelector(), tag)
self.tag = tag
def isActive(self, game, obj):
return True
def getEffects(self):
return [self.effect]
def __str__ (self):
return "TagAbility(%s)" % self.tag
class ContinuousEffectStaticAbility(StaticAbility):
def __init__ (self, effect):
self.effect = effect
def isActive(self, game, obj):
return self.effect.isSelf() or game.isInPlay(obj)
def getEffects(self):
return [self.effect]
def __str__ (self):
return "ContinuousEffectStaticAbility(%s)" % str(self.effect)
class ConditionalContinuousEffectStaticAbility(StaticAbility):
def __init__ (self, condition, effect):
from effects import ConditionalEffect
self.effect = ConditionalEffect(condition, effect)
def isActive(self, game, obj):
return self.effect.isSelf() or game.isInPlay(obj)
def getEffects(self):
return [self.effect]
def __str__ (self):
return "ConditionalContinuousEffectStaticAbility(%s)" % (str(self.effect))
class TapCostDoEffectAbility(ActivatedAbility):
def __init__ (self, costs, effect):
self.costs = costs
self.effect = effect
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and obj.zone_id == game.get_in_play_zone().id and not obj.tapped and ("creature" not in obj.state.types or "summoning sickness" not in obj.state.tags or "haste" in obj.state.tags))
def activate(self, game, obj, player):
from process import ActivateTappingAbilityProcess
game.process_push(ActivateTappingAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [T %s]" % (self.effect, ",".join(map(str,self.costs)))
def determineCost(self, game, obj, player):
game.process_returns_push(self.costs)
def __str__ (self):
return "TapCostDoEffectAbility(%s, %s)" % (str(map(str,self.costs)), str(self.effect))
class TapDoManaEffectAbility(ManaAbility):
def __init__ (self, effect):
self.effect = effect
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and obj.zone_id == game.get_in_play_zone().id and not obj.tapped and ("creature" not in obj.state.types or "summoning sickness" not in obj.state.tags or "haste" in obj.state.tags))
def activate(self, game, obj, player):
from process import ActivateTappingManaAbilityProcess
game.process_push(ActivateTappingManaAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [T]" % (self.effect)
def __str__ (self):
return "TapDoManaEffectAbility(%s)" % (str(self.effect))
class CostDoEffectAbility(ActivatedAbility):
def __init__ (self, costs, effect):
self.costs = costs
self.effect = effect
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and obj.zone_id == game.get_in_play_zone().id)
def activate(self, game, obj, player):
from process import ActivateAbilityProcess
game.process_push(ActivateAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [%s]" % (self.effect, ",".join(map(str,self.costs)))
def determineCost(self, game, obj, player):
game.process_returns_push(self.costs)
def __str__ (self):
return "CostDoEffectAbility(%s, %s)" % (str(map(str,self.costs)), str(self.effect))
class CostDoEffectAsSorceryAbility(ActivatedAbility):
def __init__ (self, costs, effect):
self.costs = costs
self.effect = effect
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and obj.zone_id == game.get_in_play_zone().id and (obj.state.controller_id == game.active_player_id and (game.current_phase == "precombat main" or game.current_phase == "postcombat main") and game.get_stack_length() == 0))
def activate(self, game, obj, player):
from process import ActivateAbilityProcess
game.process_push(ActivateAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [%s]" % (self.effect, ",".join(map(str,self.costs)))
def determineCost(self, game, obj, player):
game.process_returns_push(self.costs)
def __str__ (self):
return "CostDoEffectAsSorceryAbility(%s, %s)" % (str(map(str,self.costs)), str(self.effect))
class CostDoEffectGraveyardUpkeepAbility(ActivatedAbility):
def __init__ (self, costs, effect):
self.costs = costs
self.effect = effect
def canActivate(self, game, obj, player):
return player.id == obj.state.controller_id and obj.zone_id == game.get_graveyard(player).id and game.current_step == "upkeep" and player.id == game.active_player_id
def activate(self, game, obj, player):
from process import ActivateAbilityProcess
game.process_push(ActivateAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [%s]" % (self.effect, ",".join(map(str,self.costs)))
def determineCost(self, game, obj, player):
game.process_returns_push(self.costs)
def __str__ (self):
return "CostDoEffectGraveyardUpkeepAbility(%s, %s)" % (str(map(str,self.costs)), str(self.effect))
class SelfTurnTapCostDoEffectAbility(ActivatedAbility):
def __init__ (self, costs, effect):
self.costs = costs
self.effect = effect
def canActivate(self, game, obj, player):
return (player.id == obj.state.controller_id and obj.state.controller_id == game.active_player_id and obj.zone_id == game.get_in_play_zone().id and not obj.tapped and ("creature" not in obj.state.types or "summoning sickness" not in obj.state.tags or "haste" in obj.state.tags))
def activate(self, game, obj, player):
from process import ActivateTappingAbilityProcess
game.process_push(ActivateTappingAbilityProcess(self, player, obj, self.effect))
def get_text(self, game, obj):
return "Activate \"%s\" [T %s]" % (self.effect, ",".join(map(str,self.costs)))
def determineCost(self, game, obj, player):
game.process_returns_push(self.costs)
def __str__ (self):
return "SelfTurnTapCostDoEffectAbility(%s, %s)" % (str(map(str,self.costs)), str(self.effect))
class WhenXComesIntoPlayDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_zone_transfer", partial(self.onPostZoneTransfer, obj.id))]
def onPostZoneTransfer(self, SELF_id, game, obj, zone_from, zone_to, cause):
SELF = game.obj(SELF_id)
if self.selector.contains(game, SELF, obj) and zone_to.type == "in play":
from process import TriggerEffectProcess
slots = {}
for slot in self.selector.slots():
slots[slot] = game.create_lki(obj)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXComesIntoPlayDoEffectAbility(%s, %s)" % (str(self.selector), str(self.effect))
class AsSelfComesIntoPlayAnswerDialog(TriggeredAbility):
def __init__(self, dialog):
self.dialog = dialog
def isActive(self, game, obj):
return True
def getEventHandlers(self, game, obj):
return [("post_zone_transfer", partial(self.onPostZoneTransfer, obj.id))]
def onPostZoneTransfer(self, SELF_id, game, obj, zone_from, zone_to, cause):
SELF = game.obj(SELF_id)
if SelfSelector().contains(game, SELF, obj) and zone_to.type == "in play":
self.dialog.doModal(game, SELF)
def __str__ (self):
return "AsSelfComesIntoPlayAnswerDialog(%s)" % (str(self.dialog))
class WhenXIsPutIntoGraveyardFromPlayDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("pre_zone_transfer", partial(self.onPostZoneTransfer, obj.id))]
def onPostZoneTransfer(self, SELF_id, game, obj, zone_from, zone_to, cause):
SELF = game.obj(SELF_id)
if self.selector.contains(game, SELF, obj) and zone_to.type == "graveyard" and zone_from.type == "in play":
from process import TriggerEffectProcess
slots = {}
for slot in self.selector.slots():
slots[slot] = game.create_lki(obj)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXIsPutIntoGraveyardFromPlayDoEffectAbility(%s, %s)" % (str(self.selector), str(self.effect))
class WheneverXCausesYToBePutIntoYourGraveyardFromTheBattlefield(TriggeredAbility):
def __init__(self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.y_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("pre_zone_transfer", partial(self.onPostZoneTransfer, obj.id))]
def onPostZoneTransfer(self, SELF_id, game, obj, zone_from, zone_to, cause):
SELF = game.obj(SELF_id)
if cause is not None and self.x_selector.contains(game, SELF, cause) and self.y_selector.contains(game, SELF, obj) and zone_to.type == "graveyard" and zone_from.type == "in play" and zone_to.player_id == SELF.get_controller_id():
from process import TriggerEffectProcess
slots = {}
slots["that card"] = game.create_lki(obj)
for slot in self.y_selector.slots():
slots[slot] = game.create_lki(obj)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WheneverXCausesYToBePutIntoYourGraveyardFromTheBattlefield(%s, %s, %s)" % (str(self.x_selector), str(self.y_selector), str(self.effect))
class WhenXDealsDamageToYDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or isinstance(self.y_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_deal_damage", partial(self.onPostDealDamage, obj.id))]
def onPostDealDamage(self, SELF_id, game, source_lki, dest_lki, n):
SELF = game.obj(SELF_id)
if self.x_selector.contains_lki(game, SELF, source_lki) and self.y_selector.contains_lki(game, SELF, dest_lki):
from process import TriggerEffectProcess
slots = {}
for slot in self.x_selector.slots():
slots[slot] = source_lki
for slot in self.y_selector.slots():
slots[slot] = dest_lki
slots["that much"] = n
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDealsDamageToYDoEffectAbility(%s, %s, %s)" % (str(self.x_selector), str(self.y_selector), str(self.effect))
class WhenXDealsDamageDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_deal_damage", partial(self.onPostDealDamage, obj.id))]
def onPostDealDamage(self, SELF_id, game, source_lki, dest_lki, n):
SELF = game.obj(SELF_id)
if self.x_selector.contains_lki(game, SELF, source_lki):
from process import TriggerEffectProcess
slots = {}
for slot in self.x_selector.slots():
slots[slot] = source_lki
slots["that much"] = n
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDealsDamageDoEffectAbility(%s, %s)" % (str(self.x_selector), str(self.effect))
class WhenXDealsCombatDamageToYDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or isinstance(self.y_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_deal_combat_damage", partial(self.onPostDealDamage, obj.id))]
def onPostDealDamage(self, SELF_id, game, source_lki, dest_lki, n):
SELF = game.obj(SELF_id)
if self.x_selector.contains_lki(game, SELF, source_lki) and self.y_selector.contains_lki(game, SELF, dest_lki):
from process import TriggerEffectProcess
slots = {}
for slot in self.x_selector.slots():
slots[slot] = source_lki
for slot in self.y_selector.slots():
slots[slot] = dest_lki
slots["that much"] = n
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDealsCombatDamageToYDoEffectAbility(%s, %s, %s)" % (str(self.x_selector), str(self.y_selector), str(self.effect))
class WhenXDealsCombatDamageDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_deal_combat_damage", partial(self.onPostDealDamage, obj.id))]
def onPostDealDamage(self, SELF_id, game, source_lki, dest_lki, n):
SELF = game.obj(SELF_id)
if self.x_selector.contains_lki(game, SELF, source_lki):
from process import TriggerEffectProcess
slots = {}
for slot in self.x_selector.slots():
slots[slot] = source_lki
slots["that much"] = n
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDealsCombatDamageDoEffectAbility(%s, %s)" % (str(self.x_selector), str(self.effect))
class WhenXAttacksDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("attacks", partial(self.onAttacks, obj.id))]
def onAttacks(self, SELF_id, game, attacker_lki):
assert isinstance(game.lki(attacker_lki), LastKnownInformation)
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.selector.contains_lki(game, SELF, attacker_lki):
slots = {}
for slot in self.selector.slots():
slots[slot] = attacker_lki
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXAttacksDoEffectAbility(%s, %s)" % (str(self.selector), str(self.effect))
class WhenXBlocksDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("blocks", partial(self.onBlocks, obj.id))]
def onBlocks(self, SELF_id, game, blocker_lki, attacker_lki):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.selector.contains_lki(game, SELF, blocker_lki):
slots = {}
for slot in self.selector.slots():
slots[slot] = blocker_lki
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXBlocksDoEffectAbility(%s, %s)" % (self.selector, self.effect)
class WhenXAttacksOrBlocksDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("attacks", partial(self.onAttacks, obj.id)), ("blocks", partial(self.onBlocks, obj.id))]
def onAttacks(self, SELF_id, game, attacker):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.selector.contains_lki(game, SELF, attacker):
slots = {}
for slot in self.selector.slots():
slots[slot] = attacker
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def onBlocks(self, SELF_id, game, blocker, attacker):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.selector.contains_lki(game, SELF, blocker):
slots = {}
for slot in self.selector.slots():
slots[slot] = blocker
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXAttacksOrBlocksDoEffectAbility(%s, %s)" % (str(self.selector), str(self.effect))
class WhenXBlocksOrBecomesBlockedByYDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or isinstance(self.y_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("blocks", partial(self.onBlocks, obj.id))]
def onBlocks(self, SELF_id, game, blocker, attacker):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains_lki(game, SELF, blocker) and self.y_selector.contains_lki(game, SELF, attacker):
slots = {}
for slot in self.y_selector.slots():
slots[slot] = attacker
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
elif (self.x_selector.contains_lki(game, SELF, attacker) and self.y_selector.contains_lki(game, SELF, blocker)):
slots = {}
for slot in self.y_selector.slots():
slots[slot] = blocker
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXBlocksOrBecomesBlockedByYDoEffectAbility(%s, %s, %s)" % (self.x_selector, self.y_selector, self.effect)
class WhenXDiscardsACardDoEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_discard", partial(self.onDiscard, obj.id))]
def onDiscard(self, SELF_id, game, player, card, cause):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, player):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = game.create_lki(player)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDiscardsACardDoEffectAbility(%s, %s)" % (self.x_selector, self.effect)
class WhenXDrawsACardDoEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_draw", partial(self.onDraw, obj.id))]
def onDraw(self, SELF_id, game, player, card):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, player):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = game.create_lki(player)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXDrawsACardDoEffectAbility(%s, %s)" % (self.x_selector, self.effect)
class WhenXCausesYToDiscardZ(TriggeredAbility):
def __init__ (self, x_selector, y_selector, z_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.z_selector = z_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.x_selector, SelfSelector) or isinstance(self.z_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_discard", partial(self.onDiscard, obj.id))]
def onDiscard(self, SELF_id, game, player, card, cause):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, cause) and self.y_selector.contains(game, SELF, player) and self.z_selector.contains(game, SELF, card):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = cause
for slot in self.y_selector.slots():
slots[slot] = player
for slot in self.z_selector.slots():
slots[slot] = card
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXCausesYToDiscardZ(%s, %s, %s, %s)" % (self.x_selector, self.y_selector, self.z_selector, self.effect)
class WhenXCastsYDoEffectAbility(TriggeredAbility):
def __init__(self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return isinstance(self.y_selector, SelfSelector) or game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("play", partial(self.onPlay, obj.id))]
def onPlay(self, SELF_id, game, spell):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, game.objects[spell.get_controller_id()]) and self.y_selector.contains(game, SELF, spell):
slots = {}
for slot in self.y_selector.slots():
slots[slot] = spell
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXCastsYDoEffectAbility(%s, %s, %s)" % (str(self.x_selector), str(self.y_selector), str(self.effect))
class WhenXBecomesTappedDoEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("post_tap", partial(self.onTap, obj.id))]
def onTap(self, SELF_id, game, obj):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, obj):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = game.create_lki(obj)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXBecomesTappedDoEffectAbility(%s, %s)" % (self.x_selector, self.effect)
class ConsumeStackProcess:
def next(self, game, action):
game.process_returns_pop()
class WhenXBecomesTappedForManaDoManaEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, effect):
self.x_selector = x_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("tapped_for_mana", partial(self.onTap, obj.id))]
def onTap(self, SELF_id, game, obj, player, mana):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, obj):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = game.create_lki(obj)
# mana abilities don't use stack, resolve immediately
# we need to consume the effect.resolve return value
game.process_push(ConsumeStackProcess())
from rules import manaEffect
e = EffectObject(obj, obj.get_controller_id(), self.effect, slots)
effect = manaEffect(self.effect)
effect.resolve(game, e)
def __str__ (self):
return "WhenXBecomesTappedForManaDoManaEffectAbility(%s, %s)" % (self.x_selector, self.effect)
class WhenXTapsYForManaDoEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("tapped_for_mana", partial(self.onTap, obj.id))]
def onTap(self, SELF_id, game, obj, player, mana):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, player) and self.y_selector.contains(game, SELF, obj):
slots = {}
for slot in self.x_selector.slots():
slots[slot] = obj
for slot in self.y_selector.slots():
slots[slot] = obj
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXTapsYForManaDoEffectAbility(%s, %s, %s)" % (self.x_selector, self.y_selector, self.effect)
class WhenXBecomesTargetOfYDoEffectAbility(TriggeredAbility):
def __init__ (self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj) or isinstance(self.x_selector, SelfSelector) or isinstance(self.y_selector, SelfSelector)
def getEventHandlers(self, game, obj):
return [("target", partial(self.onTarget, obj.id))]
def onTarget(self, SELF_id, game, source, target):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if self.x_selector.contains(game, SELF, target) and self.y_selector.contains(game, SELF, source):
slots = {}
for slot in self.y_selector.slots():
slots[slot] = game.create_lki(source)
for slot in self.x_selector.slots():
slots[slot] = game.create_lki(target)
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "WhenXBecomesTargetOfYDoEffectAbility(%s, %s, %s)" % (self.x_selector, self.y_selector, self.effect)
class WhenXControlsNoOtherYDoEffectAbility(StateBasedAbility):
def __init__ (self, x_selector, y_selector, effect):
self.x_selector = x_selector
self.y_selector = y_selector
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def register(self, game, obj):
from process import TriggerEffectProcess
player = self.x_selector.only(game, obj)
for o in self.y_selector.all(game, obj):
if o.get_controller_id() == player.get_id() and o.get_id() != obj.get_id():
return
# this is a state-based trigger, check stack for an existing effect
for so in game.get_stack_zone().objects:
if isinstance(so, EffectObject):
if obj.get_id() == so.get_source_lki().get_id() and self.effect == so.get_state().text:
return
# maybe it hasn't triggered yet...
for so in game.triggered_abilities:
if isinstance(so, EffectObject):
if obj.get_id() == so.get_source_lki().get_id() and self.effect == so.get_state().text:
return
slots = {}
game.process_push(TriggerEffectProcess(obj, self.effect, slots))
def __str__ (self):
return "WhenXControlsNoOtherYDoEffectAbility(%s, %s, %s)" % (self.x_selector, self.y_selector, self.effect)
class AtTheBeginningOfEachPlayerssUpkeepDoEffectAbility(TriggeredAbility):
def __init__(self, effect):
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("step", partial(self.onStep, obj.id))]
def onStep(self, SELF_id, game):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if game.current_step == "upkeep":
slots = {}
slots["that player"] = game.create_lki(game.get_active_player())
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "AtTheBeginningOfEachPlayerssUpkeepDoEffectAbility(%s)" % (self.effect)
class AtTheBeginningOfYourUpkeepDoEffectAbility(TriggeredAbility):
def __init__(self, effect):
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("step", partial(self.onStep, obj.id))]
def onStep(self, SELF_id, game):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if game.current_step == "upkeep" and str(SELF.get_controller_id()) == str(game.get_active_player().id):
slots = {}
slots["that player"] = game.create_lki(game.get_active_player())
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "AtTheBeginningOfYourUpkeepDoEffectAbility(%s)" % (self.effect)
class AtTheBeginningOfEachPlayerssEndStepDoEffectAbility(TriggeredAbility):
def __init__(self, effect):
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("step", partial(self.onStep, obj.id))]
def onStep(self, SELF_id, game):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if game.current_step == "end of turn":
slots = {}
slots["that player"] = game.create_lki(game.get_active_player())
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "AtTheBeginningOfEachPlayerssEndStepDoEffectAbility(%s)" % (self.effect)
class AtTheBeginningOfEachPlayerssDrawStepDoEffectAbility(TriggeredAbility):
def __init__(self, effect):
self.effect = effect
def isActive(self, game, obj):
return game.isInPlay(obj)
def getEventHandlers(self, game, obj):
return [("step", partial(self.onStep, obj.id))]
def onStep(self, SELF_id, game):
SELF = game.obj(SELF_id)
from process import TriggerEffectProcess
if game.current_step == "draw":
slots = {}
slots["that player"] = game.create_lki(game.get_active_player())
game.process_push(TriggerEffectProcess(SELF, self.effect, slots))
def __str__ (self):
return "AtTheBeginningOfEachPlayerssDrawStepDoEffectAbility(%s)" % (self.effect)
class WhenXIsReturnedToPlayersHandDoEffectAbility(TriggeredAbility):
def __init__(self, selector, effect):
self.selector = selector
self.effect = effect