End of Combat triggers should fire before the active player gets priority, fixes #1284
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@ -20,14 +20,14 @@ public class MagicEndOfCombatPhase extends MagicPhase {
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@Override
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public void executeBeginStep(final MagicGame game) {
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// End of combat triggers
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game.executeTrigger(MagicTriggerType.AtEndOfCombat,game.getTurnPlayer());
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// Active player gets priority
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game.setStep(game.canSkip()?MagicStep.NextPhase:MagicStep.ActivePlayer);
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}
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@Override
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public void executeEndOfPhase(final MagicGame game) {
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// End of combat triggers
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game.executeTrigger(MagicTriggerType.AtEndOfCombat,game.getTurnPlayer());
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// Remove permanents from combat
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for (final MagicPlayer player : game.getPlayers()) {
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for (final MagicPermanent permanent : player.getPermanents()) {
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