Turn counting removed from GameState (cause phaseHandler already did it)

Inlined some static methods called from phaseHandler
PhaseType: index is not a field, yet the order is set by a list initialized statically
GetLabelForPhase - moved to VField from PhaseUtil
Game has a method to determine the next player who takes turn/priority after the given one.
This commit is contained in:
Maxmtg
2012-10-20 12:29:48 +00:00
parent bf1f64d8f2
commit b0e7d92dea
7 changed files with 176 additions and 234 deletions

View File

@@ -70,7 +70,6 @@ public class GameState {
private final Zone stackZone = new Zone(ZoneType.Stack);
private long timestamp = 0;
private int nTurn = 0;
private final GameAction action;
/**
@@ -269,21 +268,6 @@ public class GameState {
}
}
/**
* TODO: Write javadoc for this method.
* @return
*/
public int getTurnNumber() {
return nTurn;
}
/**
* TODO: Write javadoc for this method.
*/
public void notifyNextTurn() {
nTurn++;
}
// THESE WERE MOVED HERE FROM AllZoneUtil
// They must once become non-static members of this class
@@ -441,4 +425,19 @@ public class GameState {
public GameAction getAction() {
return action;
}
/**
* TODO: Write javadoc for this method.
* @param playerTurn
* @return
*/
public Player getNextPlayerAfter(Player playerTurn) {
int iPlayer = roPlayers.indexOf(playerTurn);
if( iPlayer == roPlayers.size() - 1)
iPlayer = -1;
iPlayer++;
// should also check that he has not lost yet.
return roPlayers.get(iPlayer);
}
}

View File

@@ -87,7 +87,7 @@ public class MatchController {
throw new RuntimeException("Game is not over yet.");
GameOutcome result = new GameOutcome(reason, game.getPlayers());
result.setTurnsPlayed(game.getTurnNumber());
result.setTurnsPlayed(game.getPhaseHandler().getTurn());
gamesPlayed.add(result);
}

View File

@@ -50,7 +50,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
/** Constant <code>serialVersionUID=5207222278370963197L</code>. */
private static final long serialVersionUID = 5207222278370963197L;
private int phaseIndex = 0;
private PhaseType phase = PhaseType.UNTAP;
private int turn = 1;
private final Stack<ExtraTurn> extraTurns = new Stack<ExtraTurn>();
@@ -286,27 +286,37 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
public final void handleBeginPhase() {
this.setPhaseEffects(false);
// Handle effects that happen at the beginning of phases
final PhaseType phase = this.getPhase();
final Player turn = this.getPlayerTurn();
this.setSkipPhase(true);
game.getAction().checkStateEffects();
if (this.isAutoPassedPhase(turn, phase)) {
if (this.isAutoPassedPhase(this.getPlayerTurn(), this.getPhase())) {
this.setAutoPass(false);
}
switch(phase) {
switch(this.getPhase()) {
case UNTAP:
//SDisplayUtil.showTab(EDocID.REPORT_STACK.getDoc());
PhaseUtil.handleUntap();
PhaseUtil.handleUntap(game);
break;
case UPKEEP:
PhaseUtil.handleUpkeep();
if (PhaseUtil.skipUpkeep()) {
// Slowtrips all say "on the next turn's upkeep" if there is no
// upkeep next turn, the trigger will never occur.
for( Player p : game.getPlayers() )
p.clearSlowtripList();
game.getPhaseHandler().setNeedToNextPhase(true);
} else {
game.getUpkeep().executeUntil(this.getPlayerTurn());
game.getUpkeep().executeAt();
}
break;
case DRAW:
PhaseUtil.handleDraw();
if (getTurn() == 1 || PhaseUtil.skipDraw(this.getPlayerTurn()))
game.getPhaseHandler().setNeedToNextPhase(true);
else
this.getPlayerTurn().drawCards(1, true);
break;
case COMBAT_BEGIN:
@@ -329,7 +339,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
// we can skip AfterBlockers and AfterAttackers if necessary
case COMBAT_DECLARE_BLOCKERS:
if (this.inCombat()) {
PhaseUtil.verifyCombat();
Singletons.getModel().getGame().getCombat().verifyCreaturesInPlay();
CombatUtil.showCombat();
} else {
this.setNeedToNextPhase(true);
@@ -340,7 +350,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
// After declare blockers are finished being declared mark them
// blocked and trigger blocking things
if (this.inCombat()) {
PhaseUtil.handleDeclareBlockers();
PhaseUtil.handleDeclareBlockers(game);
CombatUtil.showCombat();
} else {
this.setNeedToNextPhase(true);
@@ -440,8 +450,8 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
if (!this.isNeedToNextPhase()) {
// Run triggers if phase isn't being skipped
final HashMap<String, Object> runParams = new HashMap<String, Object>();
runParams.put("Phase", phase.Name);
runParams.put("Player", turn);
runParams.put("Phase", this.getPhase().Name);
runParams.put("Player", this.getPlayerTurn());
game.getTriggerHandler().runTrigger(TriggerType.Phase, runParams);
}
@@ -450,7 +460,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
game.getStack().unfreezeStack();
// UNTAP
if (phase != PhaseType.UNTAP) {
if (this.getPhase() != PhaseType.UNTAP) {
// during untap
this.resetPriority();
}
@@ -502,7 +512,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
this.bCombat = false;
}
if (this.phaseIndex == PhaseType.CLEANUP.Index) {
if (this.phase == PhaseType.CLEANUP) {
this.bPreventCombatDamageThisTurn = false;
if (!this.bRepeat) {
this.setPlayerTurn(this.handleNextTurn());
@@ -526,11 +536,10 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
game.getCombat().reset();
game.getCombat().setAttackingPlayer(player);
game.getCombat().setDefendingPlayer(opp);
this.phaseIndex = PhaseType.COMBAT_DECLARE_ATTACKERS.Index;
this.phase = PhaseType.COMBAT_DECLARE_ATTACKERS;
} else {
if (!this.bRepeat) { // for when Cleanup needs to repeat itself
this.phaseIndex++;
this.phaseIndex %= PhaseType.values().length;
this.phase = phase.getNextPhase();
} else {
this.bRepeat = false;
}
@@ -594,7 +603,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
* @return a {@link forge.game.player.Player} object.
*/
private Player getNextActivePlayer() {
Player nextTurn = this.getPlayerTurn().getOpponent();
Player nextTurn = game.getNextPlayerAfter(this.getPlayerTurn());
if (!this.extraTurns.isEmpty()) {
ExtraTurn extraTurn = this.extraTurns.pop();
nextTurn = extraTurn.getPlayer();
@@ -669,8 +678,8 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
* a {@link java.lang.String} object.
* @return a boolean.
*/
public final synchronized boolean is(final PhaseType phase) {
return this.getPhase() == phase;
public final synchronized boolean is(final PhaseType phase0) {
return this.getPhase() == phase0;
}
/**
@@ -681,7 +690,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
* @return a {@link java.lang.String} object.
*/
public final PhaseType getPhase() {
return PhaseType.getByIndex(this.phaseIndex);
return phase;
}
/**
@@ -704,7 +713,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
*/
public final Player getNextTurn() {
if (this.extraTurns.isEmpty()) {
return this.getPlayerTurn().getOpponent();
return game.getNextPlayerAfter(this.getPlayerTurn());
}
return this.extraTurns.peek().getPlayer();
@@ -736,35 +745,12 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
// use a stack to handle extra turns, make sure the bottom of the stack
// restores original turn order
if (this.extraTurns.isEmpty()) {
this.extraTurns.push(new ExtraTurn(this.getPlayerTurn().getOpponent()));
this.extraTurns.push(new ExtraTurn(game.getNextPlayerAfter(this.getPlayerTurn())));
}
return this.extraTurns.push(new ExtraTurn(player));
}
/**
* <p>
* skipTurn.
* </p>
*
* @param player
* a {@link forge.game.player.Player} object.
*/
public final void skipTurn(final Player player) {
// skipping turn without having extras is equivalent to giving your
// opponent an extra turn
boolean skipped = false;
for (ExtraTurn turn : this.extraTurns) {
if (turn.getPlayer().equals(player)) {
this.extraTurns.remove(turn);
skipped = true;
break;
}
}
if (!skipped) {
this.addExtraTurn(player.getOpponent());
}
}
/**
* <p>
@@ -831,7 +817,7 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
if (firstAction.equals(actingPlayer)) {
// pass the priority to other player
this.setPriorityPlayer(actingPlayer.getOpponent());
this.setPriorityPlayer(game.getNextPlayerAfter(actingPlayer));
Singletons.getModel().getMatch().getInput().resetInput();
game.getStack().chooseOrderOfSimultaneousStackEntryAll();
} else {
@@ -929,8 +915,8 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
* @param phase
* a {@link java.forge.game.phase.PhaseType} object.
*/
public final void setDevPhaseState(final PhaseType phase) {
this.phaseIndex = phase.Index;
public final void setDevPhaseState(final PhaseType phase0) {
this.phase = phase0;
}
/**
@@ -938,8 +924,8 @@ public class PhaseHandler extends MyObservable implements java.io.Serializable {
*
* @param phaseID the new phase state
*/
public final void setPhaseState(final PhaseType phaseID) {
this.phaseIndex = phaseID.Index;
public final void setPhaseState(final PhaseType phase0) {
this.phase = phase0;
this.handleBeginPhase();
}

View File

@@ -1,57 +1,55 @@
package forge.game.phase;
import java.security.InvalidParameterException;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import org.apache.commons.lang3.StringUtils;
public enum PhaseType {
UNTAP("Untap", 0),
UPKEEP("Upkeep", 1),
DRAW("Draw", 2),
MAIN1("Main1", 3),
COMBAT_BEGIN("BeginCombat", 4),
COMBAT_DECLARE_ATTACKERS("Declare Attackers", 5),
COMBAT_DECLARE_ATTACKERS_INSTANT_ABILITY("Declare Attackers - Play Instants and Abilities", 6),
COMBAT_DECLARE_BLOCKERS("Declare Blockers", 7),
COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY("Declare Blockers - Play Instants and Abilities", 8),
COMBAT_FIRST_STRIKE_DAMAGE("First Strike Damage", 9),
COMBAT_DAMAGE("Combat Damage", 10),
COMBAT_END("EndCombat", 11),
MAIN2("Main2", 12),
END_OF_TURN("End of Turn", 13),
CLEANUP("Cleanup", 14);
UNTAP("Untap"),
UPKEEP("Upkeep"),
DRAW("Draw"),
MAIN1("Main1"),
COMBAT_BEGIN("BeginCombat"),
COMBAT_DECLARE_ATTACKERS("Declare Attackers"),
COMBAT_DECLARE_ATTACKERS_INSTANT_ABILITY("Declare Attackers - Play Instants and Abilities"),
COMBAT_DECLARE_BLOCKERS("Declare Blockers"),
COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY("Declare Blockers - Play Instants and Abilities"),
COMBAT_FIRST_STRIKE_DAMAGE("First Strike Damage"),
COMBAT_DAMAGE("Combat Damage"),
COMBAT_END("EndCombat"),
MAIN2("Main2"),
END_OF_TURN("End of Turn"),
CLEANUP("Cleanup");
public static final List<PhaseType> ALL_PHASES = Collections.unmodifiableList(
Arrays.asList(
UNTAP, UPKEEP, DRAW, MAIN1,
COMBAT_BEGIN, COMBAT_DECLARE_ATTACKERS, COMBAT_DECLARE_ATTACKERS_INSTANT_ABILITY,
COMBAT_DECLARE_BLOCKERS, COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY,
COMBAT_FIRST_STRIKE_DAMAGE, COMBAT_DAMAGE, COMBAT_END,
MAIN2, END_OF_TURN, CLEANUP
)
);
public final String Name;
public final int Index;
private PhaseType(String name, int index) {
private PhaseType(String name) {
Name = name;
Index = index;
}
public static PhaseType getByIndex(int idx) {
for (PhaseType ph : PhaseType.values()) {
if (ph.Index == idx) {
return ph;
}
}
throw new InvalidParameterException("No PhaseType found with index " + idx);
}
public final boolean isAfter(final PhaseType phase) {
return this.Index > phase.Index;
return ALL_PHASES.indexOf(this) > ALL_PHASES.indexOf(phase);
}
public final boolean isMain() {
return this == MAIN1 || this == MAIN2;
}
public final boolean isBefore(final PhaseType phase) {
return this.Index < phase.Index;
return ALL_PHASES.indexOf(this) < ALL_PHASES.indexOf(phase);
}
public static PhaseType smartValueOf(final String value) {
@@ -91,8 +89,10 @@ public enum PhaseType {
PhaseType from = PhaseType.smartValueOf(s.substring(0, idxArrow));
String sTo = s.substring(idxArrow + 2);
PhaseType to = StringUtils.isBlank(sTo) ? PhaseType.CLEANUP : PhaseType.smartValueOf(sTo);
for (int i = from.Index; i <= to.Index; i++) {
result.add(PhaseType.getByIndex(i));
int iFrom = ALL_PHASES.indexOf(from);
int iTo = ALL_PHASES.indexOf(to);
for (int i = iFrom; i <= iTo; i++) {
result.add(ALL_PHASES.get(i));
}
}
else {
@@ -101,4 +101,15 @@ public enum PhaseType {
}
return result;
}
/**
* TODO: Write javadoc for this method.
* @return
*/
public PhaseType getNextPhase() {
int iNext = ALL_PHASES.indexOf(this) + 1;
while ( iNext >= ALL_PHASES.size() )
iNext = 0;
return ALL_PHASES.get(iNext);
}
}

View File

@@ -28,13 +28,13 @@ import forge.CardLists;
import forge.CardPredicates.Presets;
import forge.Singletons;
import forge.card.trigger.TriggerType;
import forge.game.GameState;
import forge.game.player.Player;
import forge.game.zone.ZoneType;
import forge.gui.match.CMatchUI;
import forge.gui.match.controllers.CMessage;
import forge.gui.match.nonsingleton.VField.PhaseLabel;
/**
* <p>
* PhaseUtil class.
@@ -64,7 +64,8 @@ public class PhaseUtil {
return true;
}
if (Singletons.getModel().getGame().isCardInPlay("Sands of Time") || Singletons.getModel().getGame().isCardInPlay("Stasis")) {
if (Singletons.getModel().getGame().isCardInPlay("Sands of Time")
|| Singletons.getModel().getGame().isCardInPlay("Stasis")) {
return true;
}
@@ -81,18 +82,18 @@ public class PhaseUtil {
* handleUntap.
* </p>
*/
public static void handleUntap() {
final PhaseHandler ph = Singletons.getModel().getGame().getPhaseHandler();
public static void handleUntap(GameState game) {
final PhaseHandler ph = game.getPhaseHandler();
final Player turn = ph.getPlayerTurn();
Singletons.getModel().getGame().notifyNextTurn();
CMessage.SINGLETON_INSTANCE.updateGameInfo(Singletons.getModel().getMatch());
Singletons.getModel().getGame().getCombat().reset();
Singletons.getModel().getGame().getCombat().setAttackingPlayer(turn);
Singletons.getModel().getGame().getCombat().setDefendingPlayer(turn.getOpponent());
game.getCombat().reset();
game.getCombat().setAttackingPlayer(turn);
game.getCombat().setDefendingPlayer(turn.getOpponent());
// Tokens starting game in play now actually suffer from Sum. Sickness again
// Tokens starting game in play now actually suffer from Sum. Sickness
// again
final List<Card> list = turn.getCardsIncludePhasingIn(ZoneType.Battlefield);
for (final Card c : list) {
if (turn.getTurn() > 0 || !c.isStartsGameInPlay()) {
@@ -101,7 +102,7 @@ public class PhaseUtil {
}
turn.incrementTurn();
Singletons.getModel().getGame().getAction().resetActivationsPerTurn();
game.getAction().resetActivationsPerTurn();
final List<Card> lands = CardLists.filter(turn.getLandsInPlay(), Presets.UNTAPPED);
turn.setNumPowerSurgeLands(lands.size());
@@ -110,39 +111,17 @@ public class PhaseUtil {
// phase is skipped
if (PhaseUtil.skipUntap(turn)) {
Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
game.getPhaseHandler().setNeedToNextPhase(true);
return;
}
Singletons.getModel().getGame().getUntap().executeUntil(turn);
Singletons.getModel().getGame().getUntap().executeAt();
game.getUntap().executeUntil(turn);
game.getUntap().executeAt();
// otherwise land seems to stay tapped when it is really untapped
// AllZone.getHumanPlayer().getZone(ZoneType.Battlefield).updateObservers();
Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
}
// ******* UPKEEP PHASE *****
/**
* <p>
* handleUpkeep.
* </p>
*/
public static void handleUpkeep() {
final Player turn = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
if (PhaseUtil.skipUpkeep()) {
// Slowtrips all say "on the next turn's upkeep" if there is no
// upkeep next turn, the trigger will never occur.
turn.clearSlowtripList();
turn.getOpponent().clearSlowtripList();
Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
return;
}
Singletons.getModel().getGame().getUpkeep().executeUntil(turn);
Singletons.getModel().getGame().getUpkeep().executeAt();
game.getPhaseHandler().setNeedToNextPhase(true);
}
/**
@@ -166,23 +145,6 @@ public class PhaseUtil {
return false;
}
// ******* DRAW PHASE *****
/**
* <p>
* handleDraw.
* </p>
*/
public static void handleDraw() {
final Player playerTurn = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
if (PhaseUtil.skipDraw(playerTurn)) {
Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
return;
}
playerTurn.drawCards(1, true);
}
/**
* <p>
* skipDraw.
@@ -192,11 +154,7 @@ public class PhaseUtil {
* a {@link forge.game.player.Player} object.
* @return a boolean.
*/
private static boolean skipDraw(final Player player) {
// starting player skips his draw
if (Singletons.getModel().getGame().getPhaseHandler().getTurn() == 1) {
return true;
}
public static boolean skipDraw(final Player player) {
if (player.hasKeyword("Skip your next draw step.")) {
player.removeKeyword("Skip your next draw step.");
@@ -212,15 +170,6 @@ public class PhaseUtil {
// ********* Declare Attackers ***********
/**
* <p>
* verifyCombat.
* </p>
*/
public static void verifyCombat() {
Singletons.getModel().getGame().getCombat().verifyCreaturesInPlay();
}
/**
* <p>
* handleCombatBegin.
@@ -259,7 +208,7 @@ public class PhaseUtil {
* a {@link forge.game.player.Player} object.
* @return a boolean.
*/
private static boolean skipCombat(final Player player) {
public static boolean skipCombat(final Player player) {
if (player.hasKeyword("Skip your next combat phase.")) {
return true;
@@ -285,9 +234,10 @@ public class PhaseUtil {
* </p>
*/
public static void handleDeclareAttackers() {
PhaseUtil.verifyCombat();
Singletons.getModel().getGame().getCombat().verifyCreaturesInPlay();
// Handles removing cards like Mogg Flunkies from combat if group attack didn't occur
// Handles removing cards like Mogg Flunkies from combat if group attack
// didn't occur
final List<Card> filterList = Singletons.getModel().getGame().getCombat().getAttackerList();
for (Card c : filterList) {
if (c.hasKeyword("CARDNAME can't attack or block alone.") && c.isAttacking()) {
@@ -351,26 +301,29 @@ public class PhaseUtil {
* <p>
* handleDeclareBlockers.
* </p>
*
* @param game
*/
public static void handleDeclareBlockers() {
PhaseUtil.verifyCombat();
public static void handleDeclareBlockers(GameState game) {
game.getCombat().verifyCreaturesInPlay();
// Handles removing cards like Mogg Flunkies from combat if group block didn't occur
final List<Card> filterList = Singletons.getModel().getGame().getCombat().getAllBlockers();
// Handles removing cards like Mogg Flunkies from combat if group block
// didn't occur
final List<Card> filterList = game.getCombat().getAllBlockers();
for (Card c : filterList) {
if (c.hasKeyword("CARDNAME can't attack or block alone.") && c.isBlocking()) {
if (Singletons.getModel().getGame().getCombat().getAllBlockers().size() < 2) {
Singletons.getModel().getGame().getCombat().undoBlockingAssignment(c);
if (game.getCombat().getAllBlockers().size() < 2) {
game.getCombat().undoBlockingAssignment(c);
}
}
}
Singletons.getModel().getGame().getStack().freezeStack();
game.getStack().freezeStack();
Singletons.getModel().getGame().getCombat().setUnblocked();
game.getCombat().setUnblocked();
List<Card> list = new ArrayList<Card>();
list.addAll(Singletons.getModel().getGame().getCombat().getAllBlockers());
list.addAll(game.getCombat().getAllBlockers());
list = CardLists.filter(list, new Predicate<Card>() {
@Override
@@ -379,20 +332,20 @@ public class PhaseUtil {
}
});
final List<Card> attList = Singletons.getModel().getGame().getCombat().getAttackerList();
final List<Card> attList = game.getCombat().getAttackerList();
CombatUtil.checkDeclareBlockers(list);
for (final Card a : attList) {
final List<Card> blockList = Singletons.getModel().getGame().getCombat().getBlockers(a);
final List<Card> blockList = game.getCombat().getBlockers(a);
for (final Card b : blockList) {
CombatUtil.checkBlockedAttackers(a, b);
}
}
Singletons.getModel().getGame().getStack().unfreezeStack();
game.getStack().unfreezeStack();
Singletons.getModel().getGame().getGameLog().add("Combat", CombatUtil.getCombatBlockForLog(), 1);
game.getGameLog().add("Combat", CombatUtil.getCombatBlockForLog(), 1);
}
// ***** Combat Utility **********
@@ -415,59 +368,20 @@ public class PhaseUtil {
* Retrieves and visually activates phase label for appropriate phase and
* player.
*
* @param s
* @param phase
* &emsp; Phase state
*/
public static void visuallyActivatePhase(final PhaseType s) {
PhaseLabel lbl = null;
public static void visuallyActivatePhase(final PhaseType phase) {
final Player p = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
final CMatchUI t = CMatchUI.SINGLETON_INSTANCE;
final CMatchUI matchUi = CMatchUI.SINGLETON_INSTANCE;
// Index of field; computer is 1, human is 0
int i = p.isComputer() ? 1 : 0;
switch(s) {
case UPKEEP:
lbl = t.getFieldControls().get(i).getView().getLblUpkeep();
break;
case DRAW:
lbl = t.getFieldControls().get(i).getView().getLblDraw();
break;
case MAIN1:
lbl = t.getFieldControls().get(i).getView().getLblMain1();
break;
case COMBAT_BEGIN:
lbl = t.getFieldControls().get(i).getView().getLblBeginCombat();
break;
case COMBAT_DECLARE_ATTACKERS:
lbl = t.getFieldControls().get(i).getView().getLblDeclareAttackers();
break;
case COMBAT_DECLARE_BLOCKERS:
lbl = t.getFieldControls().get(i).getView().getLblDeclareBlockers();
break;
case COMBAT_DAMAGE:
lbl = t.getFieldControls().get(i).getView().getLblCombatDamage();
break;
case COMBAT_FIRST_STRIKE_DAMAGE:
lbl = t.getFieldControls().get(i).getView().getLblFirstStrike();
break;
case COMBAT_END:
lbl = t.getFieldControls().get(i).getView().getLblEndCombat();
break;
case MAIN2:
lbl = t.getFieldControls().get(i).getView().getLblMain2();
break;
case END_OF_TURN:
lbl = t.getFieldControls().get(i).getView().getLblEndTurn();
break;
case CLEANUP:
lbl = t.getFieldControls().get(i).getView().getLblCleanup();
break;
default:
return;
}
PhaseLabel lbl = matchUi.getFieldControls().get(i).getView().getLabelFor(phase);
t.resetAllPhaseButtons();
matchUi.resetAllPhaseButtons();
if (lbl != null)
lbl.setActive(true);
}
}

View File

@@ -91,7 +91,7 @@ public enum CMessage implements ICDoc {
match.getGameType().toString() + ": Game #"
+ (match.getPlayedGames().size() + 1)
+ " of " + match.getGamesPerMatch()
+ ", turn " + match.getCurrentGame().getTurnNumber());
+ ", turn " + match.getCurrentGame().getPhaseHandler().getTurn());
}
/** Flashes animation on input panel if play is currently waiting on input. */

View File

@@ -35,6 +35,7 @@ import javax.swing.border.MatteBorder;
import net.miginfocom.swing.MigLayout;
import forge.card.cardfactory.CardFactoryUtil;
import forge.card.mana.ManaPool;
import forge.game.phase.PhaseType;
import forge.game.player.Player;
import forge.game.zone.ZoneType;
import forge.gui.framework.DragCell;
@@ -538,6 +539,37 @@ public class VField implements IVDoc {
//========== Custom class handling
public PhaseLabel getLabelFor(final PhaseType s) {
switch (s) {
case UPKEEP:
return this.getLblUpkeep();
case DRAW:
return this.getLblDraw();
case MAIN1:
return this.getLblMain1();
case COMBAT_BEGIN:
return this.getLblBeginCombat();
case COMBAT_DECLARE_ATTACKERS:
return this.getLblDeclareAttackers();
case COMBAT_DECLARE_BLOCKERS:
return this.getLblDeclareBlockers();
case COMBAT_DAMAGE:
return this.getLblCombatDamage();
case COMBAT_FIRST_STRIKE_DAMAGE:
return this.getLblFirstStrike();
case COMBAT_END:
return this.getLblEndCombat();
case MAIN2:
return this.getLblMain2();
case END_OF_TURN:
return this.getLblEndTurn();
case CLEANUP:
return this.getLblCleanup();
default:
return null;
}
}
/**
* Shows phase labels, handles repainting and on/off states. A PhaseLabel
* has "skip" and "active" states, meaning "this phase is (not) skipped" and