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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8869d282b2
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39 changed files with 308 additions and 635 deletions
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@ -599,7 +599,7 @@ public abstract class PermanentImpl extends CardImpl implements Permanent {
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game.getTurnStepType() == PhaseStep.UNTAP
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);
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game.fireEvent(event);
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game.getState().addSimultaneousUntapped(event, game);
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game.getState().addSimultaneousUntappedToBatch(event, game);
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return true;
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}
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return false;
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@ -617,7 +617,7 @@ public abstract class PermanentImpl extends CardImpl implements Permanent {
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this.tapped = true;
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TappedEvent event = new TappedEvent(objectId, source, source == null ? null : source.getControllerId(), forCombat);
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game.fireEvent(event);
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game.getState().addSimultaneousTapped(event, game);
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game.getState().addSimultaneousTappedToBatch(event, game);
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return true;
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}
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return false;
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