/*
* 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.
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* 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.io.Serializable;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
import mage.Constants.PhaseStep;
import mage.Constants.TurnPhase;
import mage.game.Game;
/**
*
* @author BetaSteward_at_googlemail.com
*/
public class Turn implements Serializable {
private Phase currentPhase;
private UUID activePlayerId;
private List<Phase> phases = new ArrayList<Phase>();
public Turn() {
phases.add(new BeginningPhase());
phases.add(new PreCombatMainPhase());
phases.add(new CombatPhase());
phases.add(new PostCombatMainPhase());
phases.add(new EndPhase());
}
public Turn(final Turn turn) {
if (turn.currentPhase != null)
this.currentPhase = turn.currentPhase.copy();
this.activePlayerId = turn.activePlayerId;
for (Phase phase: turn.phases) {
this.phases.add(phase.copy());
}
}
public TurnPhase getPhaseType() {
if (currentPhase != null)
return currentPhase.getType();
return null;
}
public Phase getPhase() {
return currentPhase;
}
public Phase getPhase(TurnPhase turnPhase) {
for (Phase phase: phases) {
if (phase.getType() == turnPhase) {
return phase;
}
}
return null;
}
public void setPhase(Phase phase) {
this.currentPhase = phase;
}
public Step getStep() {
if (currentPhase != null)
return currentPhase.getStep();
return null;
}
public PhaseStep getStepType() {
if (currentPhase != null && currentPhase.getStep() != null)
return currentPhase.getStep().getType();
return null;
}
public void play(Game game, UUID activePlayerId) {
if (game.isGameOver())
return;
if (game.getState().getTurnMods().skipTurn(activePlayerId))
return;
this.activePlayerId = activePlayerId;
resetCounts();
game.getPlayer(activePlayerId).beginTurn(game);
for (Phase phase: phases) {
if (game.isGameOver())
return;
currentPhase = phase;
if (!game.getState().getTurnMods().skipPhase(activePlayerId, currentPhase.getType())) {
if (phase.play(game, activePlayerId)) {
//20091005 - 500.4/703.4n
game.emptyManaPools();
game.saveState();
//20091005 - 500.8
playExtraPhases(game, phase.getType());
}
}
}
//20091005 - 500.7
playExtraTurns(game);
}
private void resetCounts() {
for (Phase phase: phases) {
phase.resetCount();
}
}
private void playExtraPhases(Game game, TurnPhase afterPhase) {
TurnPhase extraPhase = game.getState().getTurnMods().extraPhase(activePlayerId, afterPhase);
if (extraPhase == null)
return;
Phase phase;
switch(extraPhase) {
case BEGINNING:
phase = new BeginningPhase();
break;
case PRECOMBAT_MAIN:
phase = new PreCombatMainPhase();
break;
case COMBAT:
phase = new CombatPhase();
break;
case POSTCOMBAT_MAIN:
phase = new PostCombatMainPhase();
break;
default:
phase = new EndPhase();
}
currentPhase = phase;
phase.play(game, activePlayerId);
}
private void playExtraTurns(Game game) {
while (game.getState().getTurnMods().extraTurn(activePlayerId)) {
this.play(game, activePlayerId);
}
}
public Turn copy() {
return new Turn(this);
}
}