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- Fixed Time Vault not untapping when skipping a turn, and allowing you to untap any of your tapped Time Vaults not just the first one
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@@ -760,11 +760,19 @@ public class PhaseHandler implements java.io.Serializable {
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return getNextActivePlayer();
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return getNextActivePlayer();
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}
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}
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// TODO: This shouldn't filter by Time Vault, just in case Time Vault doesn't have it's normal ability.
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List<Card> vaults = CardLists.filter(nextPlayer.getCardsIn(ZoneType.Battlefield, "Time Vault"), Presets.TAPPED);
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List<Card> vaults = CardLists.filter(nextPlayer.getCardsIn(ZoneType.Battlefield, "Time Vault"), Presets.TAPPED);
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if(!vaults.isEmpty()) {
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if(!vaults.isEmpty()) {
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final Card crd = vaults.get(0);
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Card crd = vaults.get(0);
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boolean untapTimeVault = nextPlayer.getController().chooseBinary(new SpellAbility.EmptySa(crd, nextPlayer), "Untap " + crd + "?", BinaryChoiceType.UntapTimeVault, false);
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SpellAbility fakeSA = new SpellAbility.EmptySa(crd, nextPlayer);
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boolean untapTimeVault = nextPlayer.getController().chooseBinary(fakeSA, "Skip a turn to untap a Time Vault?", BinaryChoiceType.UntapTimeVault, false);
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if (untapTimeVault) {
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if (untapTimeVault) {
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if (vaults.size() > 1) {
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Card c = nextPlayer.getController().chooseSingleEntityForEffect(vaults, fakeSA, "Which Time Vault do you want to Untap?");
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if (c != null)
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crd = c;
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}
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crd.untap();
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if( null == extraTurn )
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if( null == extraTurn )
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this.setPlayerTurn(nextPlayer);
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this.setPlayerTurn(nextPlayer);
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return getNextActivePlayer();
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return getNextActivePlayer();
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