End of Combat triggers should fire before the active player gets priority, fixes #1284

master
melvinzhang 2017-08-30 15:34:02 +08:00
parent 32d16376f0
commit c64f8c6dfd
1 changed files with 3 additions and 3 deletions

View File

@ -20,14 +20,14 @@ public class MagicEndOfCombatPhase extends MagicPhase {
@Override
public void executeBeginStep(final MagicGame game) {
// End of combat triggers
game.executeTrigger(MagicTriggerType.AtEndOfCombat,game.getTurnPlayer());
// Active player gets priority
game.setStep(game.canSkip()?MagicStep.NextPhase:MagicStep.ActivePlayer);
}
@Override
public void executeEndOfPhase(final MagicGame game) {
// End of combat triggers
game.executeTrigger(MagicTriggerType.AtEndOfCombat,game.getTurnPlayer());
// Remove permanents from combat
for (final MagicPlayer player : game.getPlayers()) {
for (final MagicPermanent permanent : player.getPermanents()) {