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Fixes phase skipping for human
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@@ -49,14 +49,12 @@ public abstract class PlayerController {
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public boolean mayAutoPass(PhaseType phase) {
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return phase.isBefore(autoPassUntil);
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}
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public boolean isUiSetToSkipPhase(final Player turn, final PhaseType phase) {
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boolean isLocalPlayer = getPlayer().equals(Singletons.getControl().getPlayer());
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return isLocalPlayer && !CMatchUI.SINGLETON_INSTANCE.stopAtPhase(turn, phase);
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return false; // human has it's overload
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}
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/**
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@@ -34,9 +34,6 @@ import forge.item.CardPrinted;
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*/
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public class PlayerControllerHuman extends PlayerController {
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private PhaseType autoPassUntil = null;
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private final Input defaultInput;
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private final Input blockInput;
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private final Input cleanupInput;
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@@ -55,15 +52,9 @@ public class PlayerControllerHuman extends PlayerController {
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cleanupInput = new InputCleanup(game);
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}
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public boolean mayAutoPass(PhaseType phase) {
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return phase.isBefore(autoPassUntil);
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}
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@Override
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public boolean isUiSetToSkipPhase(final Player turn, final PhaseType phase) {
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boolean isLocalPlayer = getPlayer().equals(Singletons.getControl().getPlayer());
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return isLocalPlayer && !CMatchUI.SINGLETON_INSTANCE.stopAtPhase(turn, phase);
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return !CMatchUI.SINGLETON_INSTANCE.stopAtPhase(turn, phase);
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}
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/**
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