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manabrew_engine/ability/effects/
add_phase_effect.rs

1use super::{resolve_numeric_svar, EffectContext};
2use crate::parsing::keys;
3
4/// Resolve `SP$ AddPhase` — add extra combat (or main) phases to the current turn.
5///
6/// Mirrors Java `AddPhaseEffect.java`.
7/// Increments `game.extra_combat_phases`. The game loop inserts extra
8/// Combat→Main2 cycles after the normal combat phase.
9///
10/// # Card script examples
11/// ```text
12/// A:SP$ AddPhase | ExtraPhase$ Combat | Amount$ 1
13/// A:SP$ AddPhase | ExtraPhase$ Combat | Amount$ 2
14/// ```
15/// Struct form of this effect so it can participate in the
16/// `SpellAbilityEffect` trait hierarchy — mirrors Java's
17/// `AddPhaseEffect` class extending `SpellAbilityEffect`.
18#[manabrew_engine_macros::spell_effect(AddPhaseEffect)]
19fn resolve(ctx: &mut EffectContext, sa: &crate::spellability::SpellAbility) {
20    let extra_phase = sa.ir.extra_phase_text.as_deref().unwrap_or("Combat");
21
22    let amount = resolve_numeric_svar(ctx.game, sa, keys::AMOUNT, 1).max(0) as u32;
23
24    match extra_phase {
25        "Combat" | "BeginCombat" => {
26            ctx.game.extra_combat_phases += amount;
27        }
28        _ => {
29            // Only extra combat phases are supported for now
30        }
31    }
32}
33
34#[cfg(test)]
35mod tests {
36    use crate::ability::spell_ability_effect::SpellAbilityEffect;
37    use std::collections::HashMap;
38
39    use crate::ability::effects::EffectContext;
40    use crate::agent::PassAgent;
41    use crate::game::GameState;
42    use crate::ids::PlayerId;
43    use crate::mana::ManaPool;
44    use crate::spellability::SpellAbility;
45    use crate::trigger::handler::TriggerHandler;
46
47    #[test]
48    fn add_extra_combat_phase() {
49        let mut game = GameState::new(&["Alice", "Bob"], 20);
50        let p0 = PlayerId(0);
51        assert_eq!(game.extra_combat_phases, 0);
52
53        let sa =
54            SpellAbility::new_simple(None, p0, "SP$ AddPhase | ExtraPhase$ Combat | Amount$ 1");
55
56        let mut th = TriggerHandler::new();
57        let mut agents: Vec<Box<dyn crate::agent::PlayerAgent>> =
58            vec![Box::new(PassAgent), Box::new(PassAgent)];
59        let mut mp = vec![ManaPool::default(), ManaPool::default()];
60        let templates = HashMap::new();
61        let templates_variants = HashMap::new();
62        let token_fallback = HashMap::new();
63        let edition_dates: HashMap<String, String> = HashMap::new();
64        let mut rng_adapter = crate::game_rng::ThreadRngAdapter;
65        let mut ctx = EffectContext {
66            game: &mut game,
67            combat: None,
68            agents: &mut agents,
69            trigger_handler: &mut th,
70            token_templates: &templates,
71            token_art_variants: &templates_variants,
72            token_fallback: &token_fallback,
73            edition_dates: &edition_dates,
74            mana_pools: &mut mp,
75            parent_target_card: None,
76            rng: &mut rng_adapter,
77        };
78        super::AddPhaseEffect::resolve(&mut ctx, &sa);
79
80        assert_eq!(ctx.game.extra_combat_phases, 1);
81    }
82}