forked from External/mage
Refactor batch events (#11995)
* create new abstract class for batch event framework * adjust CardUtil.getEventTargets to support new framework * update TappedBatchEvent to new framework * update UntappedBatchEvent to new framework * slight cleanup * update LifeLostBatchEvent to new framework * update ZoneChangeBatchEvent to new framework * complete refactor by moving damage events to new framework * remove old code no longer used * clean up some nonsense code in star wars card * fix watcher checking id before event type * fix wrong id usage * fix missed wrong id usage
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39 changed files with 308 additions and 635 deletions
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@ -120,10 +120,15 @@ public class GameEvent implements Serializable {
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/* DAMAGED_BATCH_FOR_ONE_PLAYER
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combines all player damage events to a single batch (event) and split it per damaged player
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playerId the id of the damaged player
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targetId the id of the damaged player (playerId won't work for batch)
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*/
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DAMAGED_BATCH_FOR_ONE_PLAYER,
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/* DAMAGED_BATCH_FOR_ALL
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includes all damage events, both permanent damage and player damage, in single batch event
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*/
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DAMAGED_BATCH_FOR_ALL,
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/* DAMAGE_CAUSES_LIFE_LOSS,
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targetId the id of the damaged player
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sourceId sourceId of the ability which caused the damage, can be null for default events like combat
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