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[Tests] Play card interactions through a Cockatrice event player (#7697)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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14 changed files with 1119 additions and 3 deletions
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Testing/local_game_lifecycle_test.xml
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178
Testing/local_game_lifecycle_test.xml
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<events>
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<!--
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Tier 6: Local Game Lifecycle (Extended)
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Tests: create game -> load decks -> ready up -> game starts
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-> play through turns using menu activate commands
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Phase actions triggered via activate on phasesMenu:
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aNextPhaseAction advances phase + triggers phase action (e.g., draw at draw step)
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aNextTurn in gameMenu triggers next turn
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This avoids keyboard shortcut issues in offscreen/test environments.
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-->
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<!-- ===== Phase 1: Start a local game via main menu ===== -->
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<event widget="MainWindow/menubar/cockatriceMenu" command="activate" arguments="Start &local game..." />
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<!-- Force two players so both deck views exist, independent of the user's settings -->
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<event widget="MainWindow/localGameDialog/generalGroupBox/numberPlayersEdit" command="set_int" arguments="2" />
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<event widget="MainWindow/localGameDialog" command="key" arguments="16777220" />
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<!-- ===== Phase 2: Player 1 loads deck from clipboard ===== -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_0/qt_tabwidget_stackedwidget/deckViewContainer/loadFromClipboardButton" command="activate" arguments="" />
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_0/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit/contentsEdit" command="keyEvent" arguments="6,65,67108864,,0,1" />
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<!-- 1 Lightning Bolt -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_0/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit/contentsEdit" command="typeText" arguments="1 Lightning Bolt" />
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<!-- Ctrl+Return to accept clipboard dialog -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_0/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit" command="keyEvent" arguments="6,16777220,67108864,,0,1" />
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<!-- Delay -->
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Player 1 ready up -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_0/qt_tabwidget_stackedwidget/deckViewContainer/readyStartButton" command="activate" arguments="" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- ===== Phase 3: Player 2 loads deck from clipboard ===== -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_1/qt_tabwidget_stackedwidget/deckViewContainer/loadFromClipboardButton" command="activate" arguments="" />
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_1/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit/contentsEdit" command="keyEvent" arguments="6,65,67108864,,0,1" />
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<!-- 1 Lightning Bolt -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_1/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit/contentsEdit" command="typeText" arguments="1 Lightning Bolt" />
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<!-- Ctrl+Return to accept clipboard dialog -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_1/qt_tabwidget_stackedwidget/deckViewContainer/dlgDeckTextEdit" command="keyEvent" arguments="6,16777220,67108864,,0,1" />
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<!-- Delay -->
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Player 2 ready up -> game auto-starts -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/deckViewContainerWidget/tabbedDeckView_1/qt_tabwidget_stackedwidget/deckViewContainer/readyStartButton" command="activate" arguments="" />
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<!-- Delay for game to start -->
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- ===== Phase 4: Advance through all 11 phases via phasesMenu activate ===== -->
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<!-- Using activate on phasesMenu triggers aNextPhaseAction which:
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- advances the phase by 1
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- calls triggerPhaseAction (e.g., draw card at draw step, untap all at untap) -->
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<!-- Phase 0 (Untap) → 1 (Upkeep) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 1 (Upkeep) → 2 (Draw): TRIGGERS DRAW — Player 1 draws 1 card -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="pause" arguments="500" />
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<!-- Phase 2 (Draw) → 3 (Main 1) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="pause" arguments="500" />
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<!-- ===== Main 1: Play a card from hand by double-click ===== -->
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<!-- clickCard resolves card by name in the scene, maps to viewport coords at current window size. -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/mainWidget/gamePlayAreaWidget/gameView" command="clickCard" arguments="Lightning Bolt,hand" />
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<event widget="MainWindow" command="pause" arguments="500" />
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<!-- Phase 3 → 4 (Begin Combat) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="pause" arguments="300" />
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<!-- Phase 4 → 5 (Declare Attackers) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 5 → 6 (Declare Blockers) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 6 → 7 (Combat Damage) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 7 → 8 (End Combat) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 8 → 9 (Main 2) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 9 → 10 (Cleanup) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 10 → 0 (Untap): TRIGGERS NEXT TURN + UNTAP ALL — now Player 2's turn -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<!-- Delay for turn transition -->
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- ===== Phase 5: Player 2's turn — advance through all 11 phases ===== -->
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<!-- Phase 0 (Untap) → 1 (Upkeep) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 1 (Upkeep) → 2 (Draw): TRIGGERS DRAW — Player 2 draws 1 card -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 2 (Draw) → 3 (Main 1) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 3 → 4 (Begin Combat) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 4 → 5 (Declare Attackers) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 5 → 6 (Declare Blockers) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 6 → 7 (Combat Damage) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 7 → 8 (End Combat) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 8 → 9 (Main 2) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 9 → 10 (Cleanup) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 10 → 0 (Untap): TRIGGERS NEXT TURN — back to Player 1 -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<!-- Delay -->
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- ===== Phase 6: Player 1 turn 2 — advance to draw again ===== -->
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<!-- Phase 0 (Untap) → 1 (Upkeep) -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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<!-- Phase 1 (Upkeep) → 2 (Draw): TRIGGERS DRAW — Player 1 draws again -->
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<event widget="MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu" command="activate" arguments="aNextPhaseAction" />
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<event widget="MainWindow" command="key" arguments="32" />
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<event widget="MainWindow" command="key" arguments="32" />
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</events>
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