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manabrew_engine/ability/effects/
end_combat_phase_effect.rs

1use super::EffectContext;
2
3/// Resolve `SP$ EndCombatPhase` — end the current combat phase.
4///
5/// Mirrors Java `EndCombatPhaseEffect.java`.
6/// Sets the `end_combat_requested` flag on `GameState`. The game loop checks
7/// this flag in `step_combat()` to exit combat early and proceed to Main2.
8///
9/// # Card script examples
10/// ```text
11/// A:SP$ EndCombatPhase
12/// ```
13/// Struct form of this effect so it can participate in the
14/// `SpellAbilityEffect` trait hierarchy — mirrors Java's
15/// `EndCombatPhaseEffect` class extending `SpellAbilityEffect`.
16#[manabrew_engine_macros::spell_effect(EndCombatPhaseEffect)]
17fn resolve(ctx: &mut EffectContext, _sa: &crate::spellability::SpellAbility) {
18    if !ctx.game.turn.is_combat() {
19        return; // CR 723.2g — only meaningful during combat
20    }
21    ctx.game.end_combat_requested = true;
22}
23
24#[cfg(test)]
25mod tests {
26    use crate::ability::spell_ability_effect::SpellAbilityEffect;
27    use std::collections::HashMap;
28
29    use crate::ability::effects::EffectContext;
30    use crate::agent::PassAgent;
31    use crate::game::GameState;
32    use crate::ids::PlayerId;
33    use crate::mana::ManaPool;
34    use crate::spellability::SpellAbility;
35    use crate::trigger::handler::TriggerHandler;
36    use forge_foundation::PhaseType;
37
38    #[test]
39    fn end_combat_sets_flag() {
40        let mut game = GameState::new(&["Alice", "Bob"], 20);
41        let p0 = PlayerId(0);
42        game.turn.phase = PhaseType::CombatDeclareAttackers;
43
44        let sa = SpellAbility::new_simple(None, p0, "SP$ EndCombatPhase");
45
46        let mut th = TriggerHandler::new();
47        let mut agents: Vec<Box<dyn crate::agent::PlayerAgent>> =
48            vec![Box::new(PassAgent), Box::new(PassAgent)];
49        let mut mp = vec![ManaPool::default(), ManaPool::default()];
50        let templates = HashMap::new();
51        let templates_variants = HashMap::new();
52        let token_fallback = HashMap::new();
53        let edition_dates: HashMap<String, String> = HashMap::new();
54        let mut rng_adapter = crate::game_rng::ThreadRngAdapter;
55        let mut ctx = EffectContext {
56            game: &mut game,
57            combat: None,
58            agents: &mut agents,
59            trigger_handler: &mut th,
60            token_templates: &templates,
61            token_art_variants: &templates_variants,
62            token_fallback: &token_fallback,
63            edition_dates: &edition_dates,
64            mana_pools: &mut mp,
65            parent_target_card: None,
66            rng: &mut rng_adapter,
67        };
68        super::EndCombatPhaseEffect::resolve(&mut ctx, &sa);
69
70        assert!(ctx.game.end_combat_requested);
71    }
72
73    #[test]
74    fn end_combat_noop_outside_combat() {
75        let mut game = GameState::new(&["Alice", "Bob"], 20);
76        let p0 = PlayerId(0);
77        game.turn.phase = PhaseType::Main1;
78
79        let sa = SpellAbility::new_simple(None, p0, "SP$ EndCombatPhase");
80
81        let mut th = TriggerHandler::new();
82        let mut agents: Vec<Box<dyn crate::agent::PlayerAgent>> =
83            vec![Box::new(PassAgent), Box::new(PassAgent)];
84        let mut mp = vec![ManaPool::default(), ManaPool::default()];
85        let templates = HashMap::new();
86        let templates_variants = HashMap::new();
87        let token_fallback = HashMap::new();
88        let edition_dates: HashMap<String, String> = HashMap::new();
89        let mut rng_adapter = crate::game_rng::ThreadRngAdapter;
90        let mut ctx = EffectContext {
91            game: &mut game,
92            combat: None,
93            agents: &mut agents,
94            trigger_handler: &mut th,
95            token_templates: &templates,
96            token_art_variants: &templates_variants,
97            token_fallback: &token_fallback,
98            edition_dates: &edition_dates,
99            mana_pools: &mut mp,
100            parent_target_card: None,
101            rng: &mut rng_adapter,
102        };
103        super::EndCombatPhaseEffect::resolve(&mut ctx, &sa);
104
105        assert!(!ctx.game.end_combat_requested);
106    }
107}