Clean up an inconsistency in ZoneChangeEvent handling

Some places set a bit on the ZoneChangeEvent if a permanent was meant
to enter the battlefield tapped but only MeldCard ever read that bit to
determine whether things should come into play tapped.
This commit is contained in:
Samuel Sandeen 2016-09-05 09:51:32 -04:00
parent c58ad022d7
commit db3c2e9d8c
5 changed files with 4 additions and 14 deletions

View file

@ -67,17 +67,12 @@ public class ZoneChangeEvent extends GameEvent {
}
public ZoneChangeEvent(UUID targetId, UUID sourceId, UUID playerId, Zone fromZone, Zone toZone, ArrayList<UUID> appliedEffects) {
this(targetId, sourceId, playerId, fromZone, toZone, appliedEffects, false);
}
public ZoneChangeEvent(UUID targetId, UUID sourceId, UUID playerId, Zone fromZone, Zone toZone, ArrayList<UUID> appliedEffects, boolean comesIntoPlayTapped) {
super(EventType.ZONE_CHANGE, targetId, sourceId, playerId);
this.fromZone = fromZone;
this.toZone = toZone;
if (appliedEffects != null) {
this.appliedEffects = appliedEffects;
}
this.flag = comesIntoPlayTapped;
}
public ZoneChangeEvent(Permanent target, UUID playerId, Zone fromZone, Zone toZone) {
@ -111,9 +106,4 @@ public class ZoneChangeEvent extends GameEvent {
public boolean isDiesEvent() {
return (toZone == Zone.GRAVEYARD && fromZone == Zone.BATTLEFIELD);
}
public boolean comesIntoPlayTapped() {
return this.flag;
}
}