foul-magics/Mage/src/main/java/mage/game/turn/CombatDamageStep.java

80 lines
2.5 KiB
Java

package mage.game.turn;
import mage.constants.PhaseStep;
import mage.game.Game;
import mage.game.combat.CombatGroup;
import mage.game.events.GameEvent;
import mage.game.events.GameEvent.EventType;
import java.util.UUID;
/**
* @author BetaSteward_at_googlemail.com
*/
public class CombatDamageStep extends Step {
private final boolean first;
/**
* @param first if true, then it is the FirstCombatDamageStep
*/
public CombatDamageStep(boolean first) {
super(first ? PhaseStep.FIRST_COMBAT_DAMAGE : PhaseStep.COMBAT_DAMAGE, true);
this.stepEvent = EventType.COMBAT_DAMAGE_STEP;
this.preStepEvent = EventType.COMBAT_DAMAGE_STEP_PRE;
this.postStepEvent = EventType.COMBAT_DAMAGE_STEP_POST;
this.first = first;
}
protected CombatDamageStep(final CombatDamageStep step) {
super(step);
this.first = step.first;
}
@Override
public void priority(Game game, UUID activePlayerId, boolean resuming) {
game.fireEvent(new GameEvent(GameEvent.EventType.COMBAT_DAMAGE_STEP_PRIORITY, null, null, activePlayerId));
super.priority(game, activePlayerId, resuming);
}
@Override
public boolean skipStep(Game game, UUID activePlayerId) {
// 508.8
if (game.getCombat().noAttackers()) {
return true;
}
// 510.4
if (first && !game.getCombat().hasFirstOrDoubleStrike(game)) {
return true;
}
return super.skipStep(game, activePlayerId);
}
@Override
public void beginStep(Game game, UUID activePlayerId) {
super.beginStep(game, activePlayerId);
for (CombatGroup group : game.getCombat().getGroups()) {
group.assignDamageToBlockers(first, game);
}
for (CombatGroup group : game.getCombat().getBlockingGroups()) {
group.assignDamageToAttackers(first, game);
}
for (CombatGroup group : game.getCombat().getGroups()) {
group.applyDamage(game);
}
for (CombatGroup group : game.getCombat().getBlockingGroups()) {
group.applyDamage(game);
}
// Even if no damage was dealt, some watchers need a reset. For instance PhantomPreventionWatcher.
game.getState().addBatchDamageCouldHaveBeenFired(true, game);
// Must fire damage batch events now, before SBA (https://github.com/magefree/mage/issues/9129)
game.getState().handleSimultaneousEvent(game);
}
@Override
public CombatDamageStep copy() {
return new CombatDamageStep(this);
}
}