/*
* 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 java.util.UUID;
import mage.constants.PhaseStep;
import mage.game.Game;
import mage.game.combat.CombatGroup;
import mage.game.events.GameEvent.EventType;
/**
*
* @author BetaSteward_at_googlemail.com
*/
public class CombatDamageStep extends Step {
public CombatDamageStep() {
super(PhaseStep.COMBAT_DAMAGE, true);
this.stepEvent = EventType.COMBAT_DAMAGE_STEP;
this.preStepEvent = EventType.COMBAT_DAMAGE_STEP_PRE;
this.postStepEvent = EventType.COMBAT_DAMAGE_STEP_POST;
}
public CombatDamageStep(final CombatDamageStep step) {
super(step);
}
@Override
public boolean skipStep(Game game, UUID activePlayerId) {
if (game.getCombat().noAttackers()) {
return true;
}
return super.skipStep(game, activePlayerId);
}
@Override
public void beginStep(Game game, UUID activePlayerId) {
super.beginStep(game, activePlayerId);
for (CombatGroup group: game.getCombat().getGroups()) {
group.assignDamageToBlockers(false, game);
}
for (CombatGroup group : game.getCombat().getBlockingGroups()) {
group.assignDamageToAttackers(false, game);
}
for (CombatGroup group: game.getCombat().getGroups()) {
group.applyDamage(game);
}
for (CombatGroup group : game.getCombat().getBlockingGroups()) {
group.applyDamage(game);
}
}
public boolean getFirst() {
return false;
}
@Override
public CombatDamageStep copy() {
return new CombatDamageStep(this);
}
}