Fixed the end-of-regroup reconcile skipping code not triggering a true reconcile for the end-of-game detection to work. As a result, re-enabled the flag for PC formats.
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@@ -23,7 +23,7 @@
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"order": 2,
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"sites":"FELLOWSHIP",
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"cancelRingBearerSkirmish":true,
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"winAtEndOfRegroup":false,
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"winAtEndOfRegroup":true,
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"discardPileIsPublic":true,
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"set":[1, 2, 3, 101],
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"erratasets": [
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@@ -43,7 +43,7 @@
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"code":"pc_movie",
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"order": 4,
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"sites":"KING",
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"winAtEndOfRegroup":false,
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"winAtEndOfRegroup":true,
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"discardPileIsPublic":true,
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"set":[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 101],
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"erratasets": [
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@@ -64,7 +64,7 @@
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"code":"pc_expanded",
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"order": 6,
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"sites":"SHADOWS",
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"winAtEndOfRegroup":false,
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"winAtEndOfRegroup":true,
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"discardPileIsPublic":true,
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"set":[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 100, 101],
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"erratasets": [
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@@ -88,9 +88,12 @@ public class PlayerReconcilesAction implements Action {
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GameState gameState = _game.getGameState();
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final Set<? extends PhysicalCard> cardsInHand = new HashSet<PhysicalCard>(gameState.getHand(_playerId));
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// Formats which are set to end the game at the end of the regroup phase instead of at the start of the regroup phase
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// should prematurely end the game instead of doing a true reconcile.
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if(game.getFormat().winWhenShadowReconciles() && game.getGameState().getCurrentPhase() == Phase.REGROUP
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&& game.getGameState().getCurrentSiteNumber() == 9) {
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&& game.getGameState().getCurrentSiteNumber() == 9 && !_playerId.equals(game.getGameState().getCurrentPlayerId())) {
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game.getGameState().sendMessage("End of regroup phase reached.");
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_effectQueue.add(new TriggeringResultEffect(new ReconcileResult(_playerId), "Player reconciled"));
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}
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else {
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game.getGameState().sendMessage(_playerId + " reconciles");
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