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Intuitively, it should be like the \"end turn\" and \"combat\"\nevents go on the stack, and the opponent should have a chance to\nrespond to them. (It's not exactly like that, in that if the\nopponent does play a response, then when the stack is resolved the\nfirst player gets a chance to play more cards at normal speed.)","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/0cebff0993d954025479ca2661322bb73443f6a4"},{"sha":"50ed2d4137153473d149b63578646b51625d01cf","author":{"email":"836b8a4df352def538dd0b82547aca747291f84a@gmail.com","name":"Chris Beck"},"message":"remove precombat_phases counter, leave only \"is_final_response\"","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/50ed2d4137153473d149b63578646b51625d01cf"},{"sha":"a9beb2bd7b24738a83105ec042cb1b1d2ad962da","author":{"email":"836b8a4df352def538dd0b82547aca747291f84a@gmail.com","name":"Chris Beck"},"message":"fixup response phases -- don't double prompt player on their turn","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/a9beb2bd7b24738a83105ec042cb1b1d2ad962da"},{"sha":"44819c6586749ba99891ebaa9f7a6c6170d670e0","author":{"email":"836b8a4df352def538dd0b82547aca747291f84a@gmail.com","name":"Chris Beck"},"message":"add some corrective code for turn announcement text\n\nI'm not sure exactly why this is necessary when it wasn't before,\nbut I find that when I don't have this, in games vs AI it often\nannounces the AI's turn as my turn, when I have the opportunity\nto respond to the AI's end of play.\n\nThis seems like it should only be necessary if the \"new turn\"\nmessage essentially coincides with the \"end turn\" message. In MP\ngames, I guess I would expect that since the new turn always\nbegins with a proper phase (not a response phase), that this code\nthat I added would not have any effect.","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/44819c6586749ba99891ebaa9f7a6c6170d670e0"},{"sha":"73b50fc7f3e63670b7c9e46c0124f031033bc8b2","author":{"email":"8e0cdb9b082447a0689d2ad6ad76294f4a692a43@gmail.com","name":"Chris Beck"},"message":"Merge pull request #16 from cbeck88/refactor_timings_iii\n\nRefactor timings iii","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/73b50fc7f3e63670b7c9e46c0124f031033bc8b2"},{"sha":"ec3e2051e9397ccbc1bc3001f3f41a2545977737","author":{"email":"836b8a4df352def538dd0b82547aca747291f84a@gmail.com","name":"Chris Beck"},"message":"add check to skip response phase if victory is at hand\n\nimplemented as discussed on irc: we simulate what happens to the\ngame if we end the turn and move to the next turn. if the opponent\nhas life <= 0 in this simulation, then we autopass the turn.","distinct":false,"url":"https://api.github.com/repos/cbeck88/Citadel/commits/ec3e2051e9397ccbc1bc3001f3f41a2545977737"}]}