/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package mage.abilities.effects.common; import java.util.UUID; import mage.abilities.Ability; import mage.abilities.DelayedTriggeredAbility; import mage.abilities.effects.OneShotEffect; import mage.constants.Duration; import mage.constants.Outcome; import mage.constants.TurnPhase; import mage.game.Game; import mage.game.events.GameEvent; import mage.game.turn.TurnMod; /** * * @author LevelX2 */ public class AddCombatAndMainPhaseEffect extends OneShotEffect { public AddCombatAndMainPhaseEffect() { super(Outcome.Benefit); staticText = "After this main phase, there is an additional combat phase followed by an additional main phase"; } public AddCombatAndMainPhaseEffect(final AddCombatAndMainPhaseEffect effect) { super(effect); } @Override public AddCombatAndMainPhaseEffect copy() { return new AddCombatAndMainPhaseEffect(this); } @Override public boolean apply(Game game, Ability source) { // 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. if (game.getTurn().getPhaseType() == TurnPhase.PRECOMBAT_MAIN || game.getTurn().getPhaseType() == TurnPhase.POSTCOMBAT_MAIN) { // we can't add two turn modes at once, will add additional post combat on delayed trigger resolution TurnMod combat = new TurnMod(source.getControllerId(), TurnPhase.COMBAT, TurnPhase.POSTCOMBAT_MAIN, false); game.getState().getTurnMods().add(combat); DelayedAddMainPhaseAbility delayedTriggeredAbility = new DelayedAddMainPhaseAbility(); delayedTriggeredAbility.setConnectedTurnMod(combat.getId()); game.addDelayedTriggeredAbility(delayedTriggeredAbility, source); return true; } return false; } } class DelayedAddMainPhaseAbility extends DelayedTriggeredAbility { private UUID connectedTurnMod; private boolean enabled; public DelayedAddMainPhaseAbility() { super(null, Duration.EndOfTurn); this.usesStack = false; // don't show this to the user } public DelayedAddMainPhaseAbility(DelayedAddMainPhaseAbility ability) { super(ability); this.connectedTurnMod = ability.connectedTurnMod; this.enabled = ability.enabled; } @Override public DelayedAddMainPhaseAbility copy() { return new DelayedAddMainPhaseAbility(this); } @Override public boolean checkEventType(GameEvent event, Game game) { return event.getType() == GameEvent.EventType.PHASE_CHANGED || event.getType() == GameEvent.EventType.COMBAT_PHASE_PRE; } @Override public boolean checkTrigger(GameEvent event, Game game) { if (event.getType() == GameEvent.EventType.PHASE_CHANGED && this.connectedTurnMod.equals(event.getSourceId())) { enabled = true; } if (event.getType() == GameEvent.EventType.COMBAT_PHASE_PRE && enabled) { // add additional post combat main phase after that - after phase == null because add it after this combat game.getState().getTurnMods().add(new TurnMod(getControllerId(), TurnPhase.POSTCOMBAT_MAIN, null, false)); enabled = false; } return false; } public void setConnectedTurnMod(UUID connectedTurnMod) { this.connectedTurnMod = connectedTurnMod; } @Override public String getRule() { return "add additional post combat main phase"; } }