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