clean DamagedBatchCouldHaveFiredEvent isCombat

no longer flag to be more in line with other damage events
This commit is contained in:
Susucre 2024-05-02 10:39:42 +02:00
parent f24b3d988d
commit ab69e05115
2 changed files with 11 additions and 4 deletions

View file

@ -819,9 +819,11 @@ public class GameState implements Serializable, Copyable<GameState> {
}
// There might be no damage dealt, but we want to fire that damage (in a batch) could have been dealt.
// Of note, DamagedBatchCouldHaveFiredEvent is not a batch event in the sense it doesn't contain sub events.
public void addBatchDamageCouldHaveBeenFired(boolean combat, Game game) {
for (GameEvent event : simultaneousEvents) {
if (event instanceof DamagedBatchCouldHaveFiredEvent && event.getFlag() == combat) {
if (event instanceof DamagedBatchCouldHaveFiredEvent
&& ((DamagedBatchCouldHaveFiredEvent) event).isCombat() == combat) {
return;
}
}

View file

@ -1,7 +1,5 @@
package mage.game.events;
import mage.abilities.Ability;
/**
* Does not contain any info on damage events, and can fire even when all damage is prevented.
* Fire any time a DAMAGED_BATCH_FOR_ALL could have fired (combat & noncombat).
@ -11,7 +9,14 @@ import mage.abilities.Ability;
*/
public class DamagedBatchCouldHaveFiredEvent extends GameEvent {
private final boolean isCombat;
public DamagedBatchCouldHaveFiredEvent(boolean combat) {
super(EventType.DAMAGED_BATCH_COULD_HAVE_FIRED, null, (Ability) null, null, 0, combat);
super(EventType.DAMAGED_BATCH_COULD_HAVE_FIRED, null, null, null);
this.isCombat = combat;
}
public boolean isCombat() {
return isCombat;
}
}