forked from External/mage
refactor: improved usage of one time turn modifications (skip step, extra turn, etc)
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4554fbc408
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46 changed files with 222 additions and 190 deletions
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@ -1,114 +1,55 @@
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package mage.game.turn;
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import mage.constants.PhaseStep;
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import mage.constants.TurnPhase;
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import mage.util.Copyable;
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import java.io.Serializable;
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import java.util.UUID;
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import mage.constants.PhaseStep;
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import mage.constants.TurnPhase;
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/**
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* stores extra turns, phases or steps
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* Creates a signle turn modification for turn, phase or step
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* <p>
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* For one time usage only
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* <p>
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* If you need it in continuous effect then use ContinuousRuleModifyingEffectImpl
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* with game events like UNTAP_STEP (example: Sands of Time)
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* <p>
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* Supports:
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* - new controller
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* - turn: extra and skip
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* - phase: extra and skip
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* - step: extra and skip
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*
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* @author BetaSteward_at_googlemail.com
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* @author JayDi85
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*/
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public class TurnMod implements Serializable {
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public class TurnMod implements Serializable, Copyable<TurnMod> {
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private final UUID id;
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private final UUID playerId;
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private UUID newControllerId;
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private boolean extraTurn;
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private boolean skipTurn;
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private TurnPhase extraPhase;
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private TurnPhase skipPhase;
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private Step extraStep;
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private PhaseStep skipStep;
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private TurnPhase afterPhase;
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private PhaseStep afterStep;
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private boolean locked = false; // locked for modification, used for wrong code usage protection
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private String note;
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// Turn mod that should be applied after current turn mod.
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// Implemented only for control player turn mod!
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// Added for Emrakul, the Promised End.
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// Turn mod that should be applied after current turn mod
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// Implemented only for new controller turn mod
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private TurnMod subsequentTurnMod;
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/**
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* Used to define if a player skips the next turn or gets an extra turn.
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*
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* @param playerId
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* @param skip - true = skips next turn, false = player gets extra turn
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*/
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public TurnMod(UUID playerId, boolean skip) {
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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if (skip) {
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this.skipTurn = true;
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}
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else {
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this.extraTurn = true;
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}
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}
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/**
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* Used to define that a player controlls the next turn of another player.
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*
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* @param playerId - id of the player whose next turn is controlled by newControllerId
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* @param newControllerId - id of the player that controlls playerId's next turn
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*/
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public TurnMod(UUID playerId, UUID newControllerId) {
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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this.newControllerId = newControllerId;
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}
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/**
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* Used to define if and when a player gets an extra phase.
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*
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* @param playerId
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* @param phase
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* @param afterPhase - set to null if extraPhase is after the next phase
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* @param skip
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*/
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public TurnMod(UUID playerId, TurnPhase phase, TurnPhase afterPhase, boolean skip) {
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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if (skip) {
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this.skipPhase = phase;
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}
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else {
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this.extraPhase = phase;
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}
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this.afterPhase = afterPhase;
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}
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/**
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* Used to define if and when a player gets an extra step.
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*
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* @param playerId
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* @param step - extra step the player gets
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* @param afterStep - set to null if extraStep is after the next step
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*/
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public TurnMod(UUID playerId, Step step, PhaseStep afterStep) {
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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this.extraStep = step;
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this.afterStep = afterStep;
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}
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/**
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* Used to define that a player skips the next time the specified step
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*
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* @param playerId
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* @param step - step to skip the next time
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*/
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public TurnMod(UUID playerId, PhaseStep step) {
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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this.skipStep = step;
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}
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public TurnMod(final TurnMod mod) {
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private TurnMod(final TurnMod mod) {
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this.id = mod.id;
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this.playerId = mod.playerId;
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this.newControllerId = mod.newControllerId;
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@ -126,6 +67,86 @@ public class TurnMod implements Serializable {
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this.subsequentTurnMod = mod.subsequentTurnMod.copy();
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}
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this.note = mod.note;
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this.locked = mod.locked;
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}
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public TurnMod copy() {
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return new TurnMod(this);
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}
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public TurnMod(UUID playerId) {
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// TODO: delete
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this.id = UUID.randomUUID();
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this.playerId = playerId;
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}
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private void lock() {
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if (this.locked) {
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throw new IllegalStateException("Wrong code usage: you must use only one type of turn modification");
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}
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this.locked = true;
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}
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public TurnMod withSkipTurn() {
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this.skipTurn = true;
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lock();
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return this;
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}
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public TurnMod withExtraTurn() {
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this.extraTurn = true;
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lock();
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return this;
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}
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public TurnMod withNewController(UUID newControllerId) {
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return withNewController(newControllerId, null);
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}
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public TurnMod withNewController(UUID newControllerId, TurnMod nextSubsequentTurnMod) {
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this.newControllerId = newControllerId;
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this.subsequentTurnMod = nextSubsequentTurnMod;
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lock();
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return this;
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}
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public TurnMod withSkipPhase(TurnPhase skipPhase) {
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this.skipPhase = skipPhase;
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lock();
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return this;
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}
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public TurnMod withExtraPhase(TurnPhase extraPhase) {
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return withExtraPhase(extraPhase, null);
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}
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public TurnMod withExtraPhase(TurnPhase extraPhase, TurnPhase addAfterPhase) {
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this.extraPhase = extraPhase;
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this.afterPhase = addAfterPhase;
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lock();
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return this;
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}
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public TurnMod withSkipStep(PhaseStep skipStep) {
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this.skipStep = skipStep;
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lock();
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return this;
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}
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public TurnMod withExtraStep(Step extraStep) {
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return withExtraStep(extraStep, null);
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}
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public TurnMod withExtraStep(Step extraStep, PhaseStep addAfterStep) {
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this.extraStep = extraStep;
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this.afterStep = addAfterStep;
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lock();
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return this;
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}
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public TurnMod withNote(String note) {
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this.note = note;
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return this;
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}
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public UUID getPlayerId() {
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@ -168,10 +189,6 @@ public class TurnMod implements Serializable {
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return newControllerId;
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}
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public TurnMod copy() {
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return new TurnMod(this);
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}
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public UUID getId() {
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return id;
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}
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@ -180,15 +197,11 @@ public class TurnMod implements Serializable {
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return subsequentTurnMod;
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}
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public void setSubsequentTurnMod(TurnMod subsequentTurnMod) {
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this.subsequentTurnMod = subsequentTurnMod;
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}
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public void setNote(String note) {
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this.note = note;
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}
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public String getNote() {
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return note;
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}
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}
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public boolean isLocked() {
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return locked;
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}
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}
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