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Merge branch 'turns' into 'master'
Update advanceToNextPhase logic See merge request core-developers/forge!4633
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@@ -162,6 +162,8 @@ public class PhaseHandler implements java.io.Serializable {
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boolean isTopsy = playerTurn.getAmountOfKeyword("The phases of your turn are reversed.") % 2 == 1;
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boolean isTopsy = playerTurn.getAmountOfKeyword("The phases of your turn are reversed.") % 2 == 1;
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boolean turnEnded = false;
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boolean turnEnded = false;
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game.getStack().clearUndoStack(); //can't undo action from previous phase
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if (bRepeatCleanup) { // for when Cleanup needs to repeat itself
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if (bRepeatCleanup) { // for when Cleanup needs to repeat itself
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bRepeatCleanup = false;
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bRepeatCleanup = false;
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}
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}
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@@ -184,6 +186,28 @@ public class PhaseHandler implements java.io.Serializable {
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setPhase(PhaseType.getNext(phase, isTopsy));
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setPhase(PhaseType.getNext(phase, isTopsy));
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}
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}
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if (turnEnded) {
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turn++;
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extraPhases.clear();
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game.updateTurnForView();
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game.fireEvent(new GameEventTurnBegan(playerTurn, turn));
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// Tokens starting game in play should suffer from Sum. Sickness
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for (final Card c : playerTurn.getCardsIncludePhasingIn(ZoneType.Battlefield)) {
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if (playerTurn.getTurn() > 0 || !c.isStartsGameInPlay()) {
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c.setSickness(false);
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}
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}
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playerTurn.incrementTurn();
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game.getAction().resetActivationsPerTurn();
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final List<Card> lands = CardLists.filter(playerTurn.getLandsInPlay(), Presets.UNTAPPED);
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playerTurn.setNumPowerSurgeLands(lands.size());
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}
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//update tokens
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game.fireEvent(new GameEventTokenStateUpdate(playerTurn.getTokensInPlay()));
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// Replacement effects
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// Replacement effects
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final Map<AbilityKey, Object> repRunParams = AbilityKey.mapFromAffected(playerTurn);
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final Map<AbilityKey, Object> repRunParams = AbilityKey.mapFromAffected(playerTurn);
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repRunParams.put(AbilityKey.Phase, phase.nameForScripts);
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repRunParams.put(AbilityKey.Phase, phase.nameForScripts);
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@@ -206,32 +230,7 @@ public class PhaseHandler implements java.io.Serializable {
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}
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}
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}
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}
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game.getStack().clearUndoStack(); //can't undo action from previous phase
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String phaseType = oldPhase == phase ? "Repeat" : phase == PhaseType.getNext(oldPhase, isTopsy) ? "" : "Additional";
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String phaseType = oldPhase == phase ? "Repeat" : phase == PhaseType.getNext(oldPhase, isTopsy) ? "" : "Additional";
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if (turnEnded) {
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turn++;
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extraPhases.clear();
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game.updateTurnForView();
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game.fireEvent(new GameEventTurnBegan(playerTurn, turn));
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// Tokens starting game in play should suffer from Sum. Sickness
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for (final Card c : playerTurn.getCardsIncludePhasingIn(ZoneType.Battlefield)) {
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if (playerTurn.getTurn() > 0 || !c.isStartsGameInPlay()) {
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c.setSickness(false);
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}
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}
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playerTurn.incrementTurn();
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game.getAction().resetActivationsPerTurn();
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final List<Card> lands = CardLists.filter(playerTurn.getLandsInPlay(), Presets.UNTAPPED);
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playerTurn.setNumPowerSurgeLands(lands.size());
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}
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//update tokens
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game.fireEvent(new GameEventTokenStateUpdate(playerTurn.getTokensInPlay()));
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game.fireEvent(new GameEventTurnPhase(playerTurn, phase, phaseType));
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game.fireEvent(new GameEventTurnPhase(playerTurn, phase, phaseType));
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}
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}
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