forked from External/mage
refactor: improved usage of one time turn modifications (skip step, extra turn, etc)
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4554fbc408
commit
8d938926b6
46 changed files with 222 additions and 190 deletions
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@ -38,7 +38,7 @@ public class AddCombatAndMainPhaseEffect extends OneShotEffect {
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if (game.getTurnPhaseType() == TurnPhase.PRECOMBAT_MAIN
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|| game.getTurnPhaseType() == TurnPhase.POSTCOMBAT_MAIN) {
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// we can't add two turn modes at once, will add additional post combat on delayed trigger resolution
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TurnMod combat = new TurnMod(source.getControllerId(), TurnPhase.COMBAT, TurnPhase.POSTCOMBAT_MAIN, false);
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TurnMod combat = new TurnMod(source.getControllerId()).withExtraPhase(TurnPhase.COMBAT, TurnPhase.POSTCOMBAT_MAIN);
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game.getState().getTurnMods().add(combat);
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DelayedAddMainPhaseAbility delayedTriggeredAbility = new DelayedAddMainPhaseAbility();
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delayedTriggeredAbility.setConnectedTurnMod(combat.getId());
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@ -83,7 +83,7 @@ class DelayedAddMainPhaseAbility extends DelayedTriggeredAbility {
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}
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if (event.getType() == GameEvent.EventType.COMBAT_PHASE_PRE && enabled) {
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// add additional post combat main phase after that - after phase == null because add it after this combat
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game.getState().getTurnMods().add(new TurnMod(getControllerId(), TurnPhase.POSTCOMBAT_MAIN, null, false));
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game.getState().getTurnMods().add(new TurnMod(getControllerId()).withExtraPhase(TurnPhase.POSTCOMBAT_MAIN));
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enabled = false;
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}
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return false;
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