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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 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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bRepeatCleanup = false;
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}
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@@ -184,32 +186,6 @@ public class PhaseHandler implements java.io.Serializable {
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setPhase(PhaseType.getNext(phase, isTopsy));
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}
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// Replacement effects
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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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ReplacementResult repres = game.getReplacementHandler().run(ReplacementType.BeginPhase, repRunParams);
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if (repres != ReplacementResult.NotReplaced) {
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// Currently there is no effect to skip entire beginning phase
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// If in the future that kind of effect is added, need to handle it too.
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// Handle skipping of entire combat phase
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if (phase == PhaseType.COMBAT_BEGIN) {
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setPhase(PhaseType.COMBAT_END);
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}
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advanceToNextPhase();
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return;
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}
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if (extraPhase != null) {
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for (Trigger deltrig : extraPhase.getDelayedTriggers()) {
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game.getTriggerHandler().registerThisTurnDelayedTrigger(deltrig);
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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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if (turnEnded) {
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turn++;
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extraPhases.clear();
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@@ -232,6 +208,29 @@ public class PhaseHandler implements java.io.Serializable {
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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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final Map<AbilityKey, Object> repRunParams = AbilityKey.mapFromAffected(playerTurn);
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repRunParams.put(AbilityKey.Phase, phase.nameForScripts);
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ReplacementResult repres = game.getReplacementHandler().run(ReplacementType.BeginPhase, repRunParams);
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if (repres != ReplacementResult.NotReplaced) {
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// Currently there is no effect to skip entire beginning phase
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// If in the future that kind of effect is added, need to handle it too.
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// Handle skipping of entire combat phase
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if (phase == PhaseType.COMBAT_BEGIN) {
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setPhase(PhaseType.COMBAT_END);
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}
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advanceToNextPhase();
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return;
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}
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if (extraPhase != null) {
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for (Trigger deltrig : extraPhase.getDelayedTriggers()) {
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game.getTriggerHandler().registerThisTurnDelayedTrigger(deltrig);
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}
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}
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}
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String phaseType = oldPhase == phase ? "Repeat" : phase == PhaseType.getNext(oldPhase, isTopsy) ? "" : "Additional";
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game.fireEvent(new GameEventTurnPhase(playerTurn, phase, phaseType));
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}
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