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refactor: remove unused custom event type code (#12729)
* also make ApprovingObject Serializable
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parent
4259b7fa39
commit
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2 changed files with 10 additions and 47 deletions
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@ -3,11 +3,13 @@ package mage;
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import mage.abilities.Ability;
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import mage.game.Game;
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import java.io.Serializable;
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/**
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*
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* @author LevelX2
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*/
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public class ApprovingObject {
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public class ApprovingObject implements Serializable {
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private final Ability approvingAbility;
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private final MageObjectReference approvingMageObjectReference;
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@ -32,7 +32,6 @@ public class GameEvent implements Serializable {
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protected Zone zone;
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protected List<UUID> appliedEffects = new ArrayList<>();
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protected ApprovingObject approvingObject; // e.g. the approving object for casting a spell from non hand zone
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protected UUID customEventType = null;
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public enum EventType {
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@ -668,28 +667,20 @@ public class GameEvent implements Serializable {
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playerId player who gave the gift
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*/
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GAVE_GIFT,
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//custom events
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// custom events - must store some unique data to track
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CUSTOM_EVENT
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}
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public GameEvent(EventType type, UUID targetId, Ability source, UUID playerId) {
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this(type, null, targetId, source, playerId, 0, false);
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this(type, targetId, source, playerId, 0, false, null);
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}
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public GameEvent(EventType type, UUID targetId, Ability source, UUID playerId, ApprovingObject approvingObject) {
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this(type, null, targetId, source, playerId, 0, false, approvingObject);
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this(type, targetId, source, playerId, 0, false, approvingObject);
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}
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public GameEvent(EventType type, UUID targetId, Ability source, UUID playerId, int amount, boolean flag) {
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this(type, null, targetId, source, playerId, amount, flag);
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}
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public GameEvent(UUID customEventType, UUID targetId, Ability source, UUID playerId) {
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this(EventType.CUSTOM_EVENT, customEventType, targetId, source, playerId, 0, false);
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}
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public GameEvent(UUID customEventType, UUID targetId, Ability source, UUID playerId, int amount, boolean flag) {
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this(EventType.CUSTOM_EVENT, customEventType, targetId, source, playerId, amount, flag);
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this(type, targetId, source, playerId, amount, flag, null);
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}
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public static GameEvent getEvent(EventType type, UUID targetId, Ability source, UUID playerId, int amount) {
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@ -716,24 +707,10 @@ public class GameEvent implements Serializable {
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return event;
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}
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public static GameEvent getEvent(UUID customEventType, UUID targetId, Ability source, UUID playerId, int amount) {
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return new GameEvent(customEventType, targetId, source, playerId, amount, false);
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}
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public static GameEvent getEvent(UUID customEventType, UUID targetId, Ability source, UUID playerId) {
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return new GameEvent(customEventType, targetId, source, playerId);
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}
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private GameEvent(EventType type, UUID customEventType, UUID targetId, Ability source, UUID playerId, int amount, boolean flag) {
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this(type, customEventType, targetId, source, playerId, amount, flag, null);
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}
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private GameEvent(EventType type, UUID customEventType,
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UUID targetId, Ability source, UUID playerId,
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private GameEvent(EventType type, UUID targetId, Ability source, UUID playerId,
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int amount, boolean flag, ApprovingObject approvingObject
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) {
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this.type = type;
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this.customEventType = customEventType;
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this.targetId = targetId;
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this.sourceId = source == null ? null : source.getSourceId(); // We only keep the sourceId from the whole source.
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this.amount = amount;
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@ -747,18 +724,12 @@ public class GameEvent implements Serializable {
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return type;
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}
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public UUID getCustomEventType() {
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return customEventType;
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}
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public UUID getId() {
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return id;
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}
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/**
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* Some batch events can contain multiple events list, see BatchGameEvent for usage
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*
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* @return
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*/
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public UUID getTargetId() {
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return targetId;
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@ -825,8 +796,6 @@ public class GameEvent implements Serializable {
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/**
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* Returns possibly approving object that allowed the creation of the event.
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*
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* @return
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*/
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public ApprovingObject getAdditionalReference() {
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return approvingObject;
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@ -847,17 +816,11 @@ public class GameEvent implements Serializable {
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* creature or player, it deals double that damage to that creature or
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* player instead." A creature that normally deals 2 damage will deal 8
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* damage--not just 4, and not an infinite amount.
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*
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* @return
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*/
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public List<UUID> getAppliedEffects() {
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return appliedEffects;
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}
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public boolean isCustomEvent(UUID customEventType) {
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return type == EventType.CUSTOM_EVENT && this.customEventType.equals(customEventType);
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}
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public void addAppliedEffects(List<UUID> appliedEffects) {
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if (appliedEffects != null) {
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this.appliedEffects.addAll(appliedEffects);
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@ -867,7 +830,7 @@ public class GameEvent implements Serializable {
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public void setAppliedEffects(List<UUID> appliedEffects) {
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if (appliedEffects != null) {
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if (this.appliedEffects.isEmpty()) {
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this.appliedEffects = appliedEffects; // Use object refecence to handle that an replacement effect can only be once applied to an event
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this.appliedEffects = appliedEffects; // Use object reference to handle that an replacement effect can only be once applied to an event
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} else {
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this.appliedEffects.addAll(appliedEffects);
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}
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@ -888,9 +851,7 @@ public class GameEvent implements Serializable {
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* Custom sourceId setup for some events (use it in constructor).
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* TODO: replace all custom sourceId to normal event classes
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* for now, having the setter helps find all that do not provide an Ability source,
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* so keeping it is worthwhile until a thoughtfull cleanup.
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*
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* @param sourceId
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* so keeping it is worthwhile until a thoughtful cleanup.
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*/
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protected void setSourceId(UUID sourceId) {
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this.sourceId = sourceId;
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