Fixed that combat damage triggered abilities go to stack during the related combat step.

This commit is contained in:
LevelX2 2018-01-27 17:56:46 +01:00
parent 2f016c8ea6
commit f5499531c7
5 changed files with 26 additions and 15 deletions

View file

@ -25,13 +25,13 @@
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com.
*/
package mage.game.turn;
import java.util.UUID;
import mage.constants.PhaseStep;
import mage.game.Game;
import mage.game.combat.CombatGroup;
import mage.game.events.GameEvent;
import mage.game.events.GameEvent.EventType;
/**
@ -51,6 +51,12 @@ public class CombatDamageStep extends Step {
super(step);
}
@Override
public void priority(Game game, UUID activePlayerId, boolean resuming) {
game.fireEvent(new GameEvent(EventType.COMBAT_DAMAGE_STEP_PRIORITY, null, null, activePlayerId));
super.priority(game, activePlayerId, resuming);
}
@Override
public boolean skipStep(Game game, UUID activePlayerId) {
if (game.getCombat().noAttackers()) {
@ -62,14 +68,14 @@ public class CombatDamageStep extends Step {
@Override
public void beginStep(Game game, UUID activePlayerId) {
super.beginStep(game, activePlayerId);
for (CombatGroup group: game.getCombat().getGroups()) {
for (CombatGroup group : game.getCombat().getGroups()) {
group.assignDamageToBlockers(false, game);
}
for (CombatGroup group : game.getCombat().getBlockingGroups()) {
group.assignDamageToAttackers(false, game);
}
for (CombatGroup group: game.getCombat().getGroups()) {
for (CombatGroup group : game.getCombat().getGroups()) {
group.applyDamage(game);
}