* Some changes to skip handling.

This commit is contained in:
LevelX2 2018-02-02 00:27:12 +01:00
parent f9ca04dfbb
commit db0fc1b439
2 changed files with 14 additions and 11 deletions

View file

@ -139,7 +139,7 @@ public abstract class PlayerImpl implements Player, Serializable {
protected boolean passedUntilEndOfTurn; // F5
protected boolean passedUntilNextMain; // F7
protected boolean passedUntilStackResolved; // F10
protected Date dateLastAddedToStack; // F10
protected Date dateLastAddedToStack;
protected boolean passedUntilEndStepBeforeMyTurn; // F11
protected boolean skippedAtLeastOnce; // used to track if passed started in specific phase
/**
@ -2105,11 +2105,13 @@ public abstract class PlayerImpl implements Player, Serializable {
skippedAtLeastOnce = !(game.getTurn().getStepType() == PhaseStep.POSTCOMBAT_MAIN || game.getTurn().getStepType() == PhaseStep.PRECOMBAT_MAIN);
this.skip();
break;
case PASS_PRIORITY_UNTIL_STACK_RESOLVED: //F8
resetPlayerPassedActions();
passedUntilStackResolved = true;
dateLastAddedToStack = game.getStack().getDateLastAdded();
this.skip();
case PASS_PRIORITY_UNTIL_STACK_RESOLVED: // Default F10 - Skips until the current stack is resolved
if (!game.getStack().isEmpty()) { // If stack is empty do nothing
resetPlayerPassedActions();
passedUntilStackResolved = true;
dateLastAddedToStack = game.getStack().getDateLastAdded();
this.skip();
}
break;
case PASS_PRIORITY_UNTIL_END_STEP_BEFORE_MY_NEXT_TURN: //F11
resetPlayerPassedActions();