/*
* 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:
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* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
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* 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
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*/
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);
}
}