Altered the way that multi-wound actionss (such as "wound all minions") works to ensure that prevention effects do not struggle to distinguish their target from a group of cards.

This commit is contained in:
Christian 'ketura' McCarty
2025-04-10 22:27:49 -05:00
parent 0a106a67b5
commit 7ced1b0f35

View File

@@ -45,8 +45,12 @@ public class Wound implements EffectAppenderProducer {
final Collection<? extends PhysicalCard> cardsFromMemory = actionContext.getCardsFromMemory(memory); final Collection<? extends PhysicalCard> cardsFromMemory = actionContext.getCardsFromMemory(memory);
final int timesCount = times.getEvaluator(actionContext).evaluateExpression(actionContext.getGame(), null); final int timesCount = times.getEvaluator(actionContext).evaluateExpression(actionContext.getGame(), null);
List<Effect> result = new LinkedList<>(); List<Effect> result = new LinkedList<>();
for (int i = 0; i < timesCount; i++) for(var card : cardsFromMemory) {
result.add(new WoundCharactersEffect(actionContext.getSource(), Filters.in(cardsFromMemory))); for (int i = 0; i < timesCount; i++) {
result.add(new WoundCharactersEffect(actionContext.getSource(), card));
}
}
return result; return result;
} }
}); });