From 21a34b8f3c70bbeab7ff1a4abccd3ce2d15f6d7f Mon Sep 17 00:00:00 2001 From: Hanmac Date: Thu, 29 Dec 2016 12:47:28 +0000 Subject: [PATCH] commit GameEntity i forgot --- forge-game/src/main/java/forge/game/GameEntity.java | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/forge-game/src/main/java/forge/game/GameEntity.java b/forge-game/src/main/java/forge/game/GameEntity.java index 3afa905c056..cf8693cf069 100644 --- a/forge-game/src/main/java/forge/game/GameEntity.java +++ b/forge-game/src/main/java/forge/game/GameEntity.java @@ -55,7 +55,7 @@ public abstract class GameEntity extends GameObject implements IIdentifiable { getView().updateName(this); } - public boolean addDamage(final int damage, final Card source) { + public int addDamage(final int damage, final Card source) { int damageToDo = damage; damageToDo = replaceDamage(damageToDo, source, false); @@ -64,13 +64,13 @@ public abstract class GameEntity extends GameObject implements IIdentifiable { return addDamageAfterPrevention(damageToDo, source, false); } - public boolean addDamageWithoutPrevention(final int damage, final Card source) { + public int addDamageWithoutPrevention(final int damage, final Card source) { int damageToDo = replaceDamage(damage, source, false); return addDamageAfterPrevention(damageToDo, source, false); } // This function handles damage after replacement and prevention effects are applied - public abstract boolean addDamageAfterPrevention(final int damage, final Card source, final boolean isCombat); + public abstract int addDamageAfterPrevention(final int damage, final Card source, final boolean isCombat); // This should be also usable by the AI to forecast an effect (so it must // not change the game state)