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https://github.com/Card-Forge/forge.git
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PhaseHandler.isNextTurn changed by getNextTurn.equals(ai)
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@@ -1499,7 +1499,7 @@ public class AbilityFactory {
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}
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return Singletons.getModel().getGame().getPhaseHandler().is(PhaseType.END_OF_TURN)
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&& Singletons.getModel().getGame().getNextPlayerAfter(sa.getActivatingPlayer()).equals(ai);
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&& Singletons.getModel().getGame().getPhaseHandler().getNextTurn().equals(ai);
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}
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/**
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@@ -45,7 +45,6 @@ import forge.game.phase.PhaseHandler;
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import forge.game.phase.PhaseType;
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import forge.game.player.ComputerUtil;
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import forge.game.player.Player;
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import forge.game.player.PlayerType;
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import forge.game.zone.PlayerZone;
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import forge.game.zone.Zone;
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import forge.game.zone.ZoneType;
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@@ -1929,7 +1928,7 @@ public class AbilityFactoryCounters {
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if (type.equals("P1P1") && sa.isAbility() && source.isCreature()
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&& sa.getPayCosts() != null && sa.getPayCosts().getTap()
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&& sa instanceof AbilitySub
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&& (phase.isNextTurn(PlayerType.HUMAN)
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&& (!phase.getNextTurn().equals(ai)
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|| phase.getPhase().isBefore(PhaseType.COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY))) {
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boolean combatants = false;
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for (Card c : hList) {
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@@ -44,7 +44,6 @@ import forge.game.phase.PhaseHandler;
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import forge.game.phase.PhaseType;
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import forge.game.player.ComputerUtil;
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import forge.game.player.Player;
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import forge.game.player.PlayerType;
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import forge.game.zone.ZoneType;
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import forge.util.MyRandom;
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@@ -646,7 +645,7 @@ public class AbilityFactoryDealDamage {
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// on the stack
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// or from taking combat damage
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final boolean freePing = isTrigger || saMe.getPayCosts() == null || tgt.getNumTargeted() > 0
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|| (phase.is(PhaseType.END_OF_TURN) && saMe.isAbility() && phase.isNextTurn(PlayerType.COMPUTER))
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|| (phase.is(PhaseType.END_OF_TURN) && saMe.isAbility() && phase.getNextTurn().equals(ai))
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|| (phase.is(PhaseType.MAIN2) && saMe.getRestrictions().getPlaneswalker());
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if (freePing && saMe.canTarget(ai.getOpponent()) && tgt.addTarget(enemy)) {
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@@ -664,7 +663,7 @@ public class AbilityFactoryDealDamage {
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// because we can
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else if (saMe.canTarget(enemy)) {
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if ((phase.is(PhaseType.END_OF_TURN) && phase.isNextTurn(PlayerType.COMPUTER))
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if ((phase.is(PhaseType.END_OF_TURN) && phase.getNextTurn().equals(ai))
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|| (AbilityFactory.isSorcerySpeed(saMe) && phase.is(PhaseType.MAIN2))
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|| saMe.getPayCosts() == null || isTrigger) {
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tgt.addTarget(enemy);
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@@ -46,7 +46,6 @@ import forge.card.spellability.Target;
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import forge.game.phase.PhaseType;
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import forge.game.player.ComputerUtil;
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import forge.game.player.Player;
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import forge.game.player.PlayerType;
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import forge.game.zone.ZoneType;
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import forge.gui.GuiChoose;
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import forge.util.MyRandom;
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@@ -363,7 +362,7 @@ public class AbilityFactoryZoneAffecting {
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randomReturn = true;
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}
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if ((Singletons.getModel().getGame().getPhaseHandler().is(PhaseType.END_OF_TURN)
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&& Singletons.getModel().getGame().getPhaseHandler().isNextTurn(PlayerType.COMPUTER))) {
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&& Singletons.getModel().getGame().getPhaseHandler().getNextTurn().equals(ai))) {
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randomReturn = true;
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}
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@@ -917,7 +916,7 @@ public class AbilityFactoryZoneAffecting {
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}
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if ((Singletons.getModel().getGame().getPhaseHandler().is(PhaseType.END_OF_TURN)
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&& Singletons.getModel().getGame().getPhaseHandler().isNextTurn(PlayerType.COMPUTER))) {
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&& Singletons.getModel().getGame().getPhaseHandler().getNextTurn().equals(ai))) {
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chance = .9; // 90% for end of opponents turn
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}
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@@ -85,6 +85,7 @@ public class InputPassPriority extends Input implements java.io.Serializable {
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@Override
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public final void selectCard(final Card card, final PlayerZone zone) {
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if (Singletons.getModel().getGame().getAction().playCard(card)) {
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// really need it? does not playCard push it into stack and thus give priority?
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Singletons.getModel().getGame().getPhaseHandler().setPriority(Singletons.getControl().getPlayer());
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}
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else {
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@@ -31,7 +31,6 @@ import forge.Singletons;
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import forge.card.trigger.TriggerType;
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import forge.game.GameState;
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import forge.game.player.Player;
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import forge.game.player.PlayerType;
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import forge.game.zone.ZoneType;
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import forge.properties.ForgePreferences.FPref;
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import forge.util.MyObservable;
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@@ -143,7 +142,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
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*
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* @return a {@link forge.game.player.Player} object.
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*/
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public final Player getFirstPriority() {
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private final Player getFirstPriority() {
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return this.pFirstPriority;
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}
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@@ -652,20 +651,6 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
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return this.extraTurns.peek().getPlayer();
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}
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/**
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* <p>
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* isNextTurn.
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* </p>
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*
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* @param pl
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* a {@link forge.game.player.Player} object.
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* @return a boolean.
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*/
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@Deprecated
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public final boolean isNextTurn(final PlayerType pt) {
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final Player next = this.getNextTurn();
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return next.getType() == pt;
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}
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/**
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* <p>
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@@ -242,7 +242,7 @@ public class ComputerUtilAttack {
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int fixedBlockers = 0;
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final List<Card> vigilantes = new ArrayList<Card>();
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//check for time walks
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if (Singletons.getModel().getGame().getPhaseHandler().isNextTurn(PlayerType.COMPUTER)) {
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if (Singletons.getModel().getGame().getPhaseHandler().getNextTurn().equals(ai)) {
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return attackers;
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}
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for (final Card c : this.computerList) {
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