/* * 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.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); } }