forked from External/mage
revert the GameEvent::setSourceId removal
xenodron mentionned that one of the use of setSourceId is to more easily find the Event that use non-standard sourceId. So reverting the change made in a previous commit. It was a non-functional change meant to ease new BatchEvent sharing sourceId, but I'll use setSourceId instead there.
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00556c4cf6
commit
95adcf0e9a
26 changed files with 88 additions and 63 deletions
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@ -25,9 +25,10 @@ public abstract class BatchEvent<T extends GameEvent> extends GameEvent {
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* @param firstEvent added to initialize the batch (batch is never empty)
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*/
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protected BatchEvent(EventType eventType, boolean singleTargetId, boolean singleSourceId, T firstEvent) {
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super(eventType, (singleTargetId ? firstEvent.getTargetId() : null), (singleSourceId ? firstEvent.getSourceId() : null), null);
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super(eventType, (singleTargetId ? firstEvent.getTargetId() : null), null, null);
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this.singleTargetId = singleTargetId;
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this.singleSourceId = singleSourceId;
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this.setSourceId(singleSourceId ? firstEvent.getSourceId() : null);
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if (firstEvent instanceof BatchEvent) { // sanity check, if you need it then think twice and research carefully
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throw new UnsupportedOperationException("Wrong code usage: nesting batch events not supported");
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}
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@ -38,7 +39,7 @@ public abstract class BatchEvent<T extends GameEvent> extends GameEvent {
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* For alternate event structure logic used by ZoneChangeBatchEvent, list of events starts empty.
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*/
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protected BatchEvent(EventType eventType) {
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super(eventType, null, (UUID) null, null);
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super(eventType, null, null, null);
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this.singleTargetId = false;
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this.singleSourceId = false;
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}
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