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- Latest attempt at fixing City of Brass triggers without screwing up Priority.
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@@ -455,17 +455,8 @@ public class MagicStack extends MyObservable {
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System.out.println(sp.getSourceCard().getName() + " - activatingPlayer not set before adding to stack.");
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System.out.println(sp.getSourceCard().getName() + " - activatingPlayer not set before adding to stack.");
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}
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}
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// 2012-07-21 the following comparison needs to move below the pushes but somehow screws up priority
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if (Singletons.getModel().getGameState().getPhaseHandler().is(PhaseType.CLEANUP)) {
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// When it's down there. That makes absolutely no sense to me, so i'm putting it back for now
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// If something triggers during Cleanup, need to repeat
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if (!((sp instanceof AbilityTriggered) || (sp instanceof AbilityStatic))) {
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// when something is added we need to setPriority
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Singletons.getModel().getGameState().getPhaseHandler().setPriority(sp.getActivatingPlayer());
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}
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if (Singletons.getModel().getGameState().getPhaseHandler().is(PhaseType.CLEANUP)) { // If something
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// triggers during
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// Cleanup, need to
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// repeat
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Singletons.getModel().getGameState().getPhaseHandler().repeatPhase();
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Singletons.getModel().getGameState().getPhaseHandler().repeatPhase();
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}
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}
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@@ -864,11 +855,6 @@ public class MagicStack extends MyObservable {
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}
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}
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}
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}
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/*
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* if (sp.getTargetCard() != null)
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* CardFactoryUtil.checkTargetingEffects(sp, sp.getTargetCard());
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*/
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if (this.getSimultaneousStackEntryList().size() > 0) {
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if (this.getSimultaneousStackEntryList().size() > 0) {
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Singletons.getModel().getGameState().getPhaseHandler().passPriority();
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Singletons.getModel().getGameState().getPhaseHandler().passPriority();
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}
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}
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@@ -916,6 +902,13 @@ public class MagicStack extends MyObservable {
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final SpellAbilityStackInstance si = new SpellAbilityStackInstance(sp);
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final SpellAbilityStackInstance si = new SpellAbilityStackInstance(sp);
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this.getStack().push(si);
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this.getStack().push(si);
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// 2012-07-21 the following comparison needs to move below the pushes but somehow screws up priority
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// When it's down there. That makes absolutely no sense to me, so i'm putting it back for now
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if (!((sp instanceof AbilityTriggered) || (sp instanceof AbilityStatic))) {
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// when something is added we need to setPriority
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Singletons.getModel().getGameState().getPhaseHandler().setPriority(sp.getActivatingPlayer());
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}
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SDisplayUtil.showTab(EDocID.REPORT_STACK.getDoc());
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SDisplayUtil.showTab(EDocID.REPORT_STACK.getDoc());
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this.updateObservers();
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this.updateObservers();
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