forked from External/mage
Implement Damage Batch for Permanent event (#11841)
* implement [WHO] Donna Noble * Changed trigger to DAMAGED_BATCH_FOR_PERMANENTS, check for need of separate targets * fix short circuit operator * simplify control path in paired damage trigger * Initial commit, missing tests * use CardUtil.getEventTargets * Implement Donna Noble using DamagedBatchForOnePermanentEvent * fix double-effect bug * remove unnecessary custom effect * Fix addSimultaneousDamage to avoid adding damage events to existing DamagedBatchForOnePlayerEvent instances when they shouldnt * Add clarifying comment * Incorporate batching of DAMAGED_BATCH_FOR_ONE_PERMANENT into if-else if tree to match new logic * Add tests * make ability inline * Move DamageBatchTests * Change batch events to take first event in constructor
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11 changed files with 365 additions and 12 deletions
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@ -450,6 +450,11 @@ public class GameEvent implements Serializable {
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*/
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DAMAGED_BATCH_FOR_PERMANENTS,
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/* DAMAGED_BATCH_FOR_ONE_PERMANENT
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combines all permanent damage events to a single batch (event) and split it per damaged permanent
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*/
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DAMAGED_BATCH_FOR_ONE_PERMANENT,
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DESTROY_PERMANENT,
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/* DESTROY_PERMANENT_BY_LEGENDARY_RULE
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targetId id of the permanent to destroy
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