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https://github.com/Card-Forge/forge.git
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added messages in auto-pass and ai inputs
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@@ -39,7 +39,6 @@ import forge.game.phase.Combat;
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import forge.game.phase.PhaseType;
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import forge.game.player.Player;
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import forge.game.zone.ZoneType;
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import forge.gui.GuiChoose;
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import forge.util.Aggregates;
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import forge.util.MyRandom;
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@@ -15,6 +15,7 @@ public class InputAutoPassPriority extends InputPassPriorityBase {
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@Override
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public void showMessage() {
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showMessage(getTurnPhasePriorityMessage());
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pass();
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}
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@@ -19,7 +19,6 @@ package forge.control.input;
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import forge.Card;
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import forge.card.spellability.SpellAbility;
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import forge.game.phase.PhaseHandler;
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import forge.game.player.HumanPlay;
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import forge.game.player.Player;
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import forge.game.zone.ZoneType;
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@@ -51,27 +50,10 @@ public class InputPassPriority extends InputPassPriorityBase {
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for (Player p : player.getGame().getRegisteredPlayers()) {
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p.getZone(ZoneType.Battlefield).updateObservers();
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}
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showMessage(getTurnPhasePriorityMessage());
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ButtonUtil.enableOnlyOk();
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final PhaseHandler ph = player.getGame().getPhaseHandler();
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final StringBuilder sb = new StringBuilder();
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sb.append("Priority: ").append(player).append("\n").append("\n");
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sb.append("Turn : ").append(ph.getPlayerTurn()).append("\n");
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sb.append("Phase: ").append(ph.getPhase().Name).append("\n");
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sb.append("Stack: ");
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if (!player.getGame().getStack().isEmpty()) {
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sb.append(player.getGame().getStack().size()).append(" to Resolve.");
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} else {
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sb.append("Empty");
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}
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sb.append("\n");
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showMessage(sb.toString());
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}
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/** {@inheritDoc} */
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@Override
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public final void selectButtonOK() {
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@@ -1,6 +1,7 @@
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package forge.control.input;
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import forge.FThreads;
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import forge.game.phase.PhaseHandler;
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import forge.game.player.Player;
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public abstract class InputPassPriorityBase extends InputBase {
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@@ -19,11 +20,28 @@ public abstract class InputPassPriorityBase extends InputBase {
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protected final void pass() { // no futher overloads possible
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setFinished();
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if( FThreads.isEDT() )
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FThreads.invokeInNewThread(passPriority);
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else
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passPriority.run();
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}
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protected String getTurnPhasePriorityMessage() {
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final PhaseHandler ph = player.getGame().getPhaseHandler();
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final StringBuilder sb = new StringBuilder();
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sb.append("Priority: ").append(player).append("\n").append("\n");
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sb.append("Turn : ").append(ph.getPlayerTurn()).append("\n");
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sb.append("Phase: ").append(ph.getPhase().Name).append("\n");
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sb.append("Stack: ");
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if (!player.getGame().getStack().isEmpty()) {
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sb.append(player.getGame().getStack().size()).append(" to Resolve.");
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} else {
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sb.append("Empty");
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}
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sb.append("\n");
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String message = sb.toString();
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return message;
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}
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}
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@@ -54,6 +54,8 @@ public class AiInputCommon extends InputPassPriorityBase implements AiInput {
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return;
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}
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showMessage(getTurnPhasePriorityMessage());
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/*
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* //put this back in ButtonUtil.disableAll();
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* AllZone.getDisplay().showMessage("Phase: " +
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