package mage.game.turn; import mage.constants.PhaseStep; import mage.constants.TurnPhase; import mage.game.Game; import mage.game.events.GameEvent.EventType; /** * * @author BetaSteward_at_googlemail.com */ public class EndPhase extends Phase { public EndPhase() { this.type = TurnPhase.END; this.event = EventType.END_PHASE; this.preEvent = EventType.END_PHASE_PRE; this.postEvent = EventType.END_PHASE_POST; this.steps.add(new EndStep()); this.steps.add(new CleanupStep()); } public EndPhase(final EndPhase phase) { super(phase); } @Override protected void playStep(Game game) { if (currentStep.getType() == PhaseStep.CLEANUP) { game.getTurn().setEndTurnRequested(false); // so triggers trigger again currentStep.beginStep(game, activePlayerId); // 514.3a At this point, the game checks to see if any state-based actions would be performed // and/or any triggered abilities are waiting to be put onto the stack (including those that // trigger "at the beginning of the next cleanup step"). If so, those state-based actions are // performed, then those triggered abilities are put on the stack, then the active player gets // priority. Players may cast spells and activate abilities. Once the stack is empty and all players // pass in succession, another cleanup step begins if (game.checkStateAndTriggered()) { game.playPriority(activePlayerId, true); playStep(game); } currentStep.endStep(game, activePlayerId); } else { super.playStep(game); } } @Override public EndPhase copy() { return new EndPhase(this); } }