forked from External/mage
100 lines
3.5 KiB
Java
100 lines
3.5 KiB
Java
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package mage.abilities.effects.common;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.abilities.DelayedTriggeredAbility;
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import mage.abilities.effects.OneShotEffect;
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import mage.constants.Duration;
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import mage.constants.Outcome;
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import mage.constants.TurnPhase;
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import mage.game.Game;
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import mage.game.events.GameEvent;
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import mage.game.turn.TurnMod;
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/**
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*
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* @author LevelX2
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*/
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public class AddCombatAndMainPhaseEffect extends OneShotEffect {
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public AddCombatAndMainPhaseEffect() {
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super(Outcome.Benefit);
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staticText = "After this main phase, there is an additional combat phase followed by an additional main phase";
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}
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public AddCombatAndMainPhaseEffect(final AddCombatAndMainPhaseEffect effect) {
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super(effect);
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}
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@Override
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public AddCombatAndMainPhaseEffect copy() {
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return new AddCombatAndMainPhaseEffect(this);
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}
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@Override
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public boolean apply(Game game, Ability source) {
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// 15.07.2006 If it's somehow not a main phase when Fury of the Horde resolves, all it does is untap all creatures that attacked that turn. No new phases are created.
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if (game.getTurn().getPhaseType() == TurnPhase.PRECOMBAT_MAIN
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|| game.getTurn().getPhaseType() == TurnPhase.POSTCOMBAT_MAIN) {
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// we can't add two turn modes at once, will add additional post combat on delayed trigger resolution
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TurnMod combat = new TurnMod(source.getControllerId(), TurnPhase.COMBAT, TurnPhase.POSTCOMBAT_MAIN, false);
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game.getState().getTurnMods().add(combat);
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DelayedAddMainPhaseAbility delayedTriggeredAbility = new DelayedAddMainPhaseAbility();
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delayedTriggeredAbility.setConnectedTurnMod(combat.getId());
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game.addDelayedTriggeredAbility(delayedTriggeredAbility, source);
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return true;
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}
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return false;
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}
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}
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class DelayedAddMainPhaseAbility extends DelayedTriggeredAbility {
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private UUID connectedTurnMod;
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private boolean enabled;
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public DelayedAddMainPhaseAbility() {
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super(null, Duration.EndOfTurn);
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this.usesStack = false; // don't show this to the user
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}
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public DelayedAddMainPhaseAbility(DelayedAddMainPhaseAbility ability) {
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super(ability);
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this.connectedTurnMod = ability.connectedTurnMod;
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this.enabled = ability.enabled;
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}
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@Override
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public DelayedAddMainPhaseAbility copy() {
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return new DelayedAddMainPhaseAbility(this);
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}
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@Override
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public boolean checkEventType(GameEvent event, Game game) {
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return event.getType() == GameEvent.EventType.PHASE_CHANGED || event.getType() == GameEvent.EventType.COMBAT_PHASE_PRE;
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}
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@Override
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public boolean checkTrigger(GameEvent event, Game game) {
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if (event.getType() == GameEvent.EventType.PHASE_CHANGED && this.connectedTurnMod.equals(event.getSourceId())) {
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enabled = true;
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}
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if (event.getType() == GameEvent.EventType.COMBAT_PHASE_PRE && enabled) {
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// add additional post combat main phase after that - after phase == null because add it after this combat
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game.getState().getTurnMods().add(new TurnMod(getControllerId(), TurnPhase.POSTCOMBAT_MAIN, null, false));
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enabled = false;
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}
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return false;
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}
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public void setConnectedTurnMod(UUID connectedTurnMod) {
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this.connectedTurnMod = connectedTurnMod;
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}
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@Override
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public String getRule() {
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return "add additional post combat main phase";
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}
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}
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