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- Added a TODO note to GameActionUtil (if fully chained inputs are implemented in the future), fixed imports.
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@@ -50,8 +50,6 @@ import forge.card.spellability.SpellAbilityRestriction;
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import forge.control.input.InputPayDiscardCost;
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import forge.control.input.InputPayDiscardCost;
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import forge.control.input.InputPayManaCostAbility;
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import forge.control.input.InputPayManaCostAbility;
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import forge.control.input.InputPayReturnCost;
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import forge.control.input.InputPayReturnCost;
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import forge.control.input.InputPaySacCost;
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import forge.game.GameLossReason;
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import forge.game.event.CardDamagedEvent;
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import forge.game.event.CardDamagedEvent;
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import forge.game.event.FlipCoinEvent;
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import forge.game.event.FlipCoinEvent;
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import forge.game.event.LifeLossEvent;
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import forge.game.event.LifeLossEvent;
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@@ -537,6 +535,10 @@ public final class GameActionUtil {
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}
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}
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costPart = remainingParts.get(0);
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costPart = remainingParts.get(0);
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//TODO: if a full-featured algorithm to chain together input-based costs is implemented
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// at some point in time, it's possible to restore the InputPaySacCost-based input
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// interface for sacrifice costs (instead of the menu-based one above).
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//the following costs need inputs and can't be combined at the moment
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//the following costs need inputs and can't be combined at the moment
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if (costPart instanceof CostReturn) {
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if (costPart instanceof CostReturn) {
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final boolean bResolving = Singletons.getModel().getGame().getStack().isResolving();
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final boolean bResolving = Singletons.getModel().getGame().getStack().isResolving();
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