- bug's reason: wrong usage of canTarget, add/addTarget, getOpponents, etc;
- fixed that it can target dead players in some use cases (close#13507);
- fixed that it wrongly choose targets in bad/good effects in some use cases;
- fixed that it can't find valid targets in some use cases;
- fixed game freezes and errors with some cards;
* draft: fixed miss or empty draft panels on reconnect;
* draft: fixed tourney freezes for richman drafts on disconnects;
* draft: fixed tourney freezes on rare use cases with bad connection;
* Updated Delay and Gandalf Of The Secret Fire to get the main card since they target spells
* Suspend now properly lets you play either side of mdfc and spell parts from adventure/omen cards utilizing CardUtil.castSpellWithAttributesForFree method
* Removed extra code in SuspendPlayCardEffect since the referenced bug for Epochrasite does not seem to appear. Removed related gainedTemporary variable also.
* Added tests for Omen and Suspend With Taigam, Master Opportunists as well as an Epochrasite test for recasting after suspend.
* add initial ability
* remove skip list
* update harmonize ability
* add reminder text
* remove skip list
* add harmonize test
* update tests
* create base class for flashback-like abilities
* [TDM] Implement Focus the Mind
* [TDM] Implement Sage of the Skies
* Extracted cast another spell this turn condition from Rally the Monastery
* Add condition to Rally the Monastery and Slick Sequence
Improves:
* refactor: split CostAdjuster logic in multiple parts - prepare X, prepare cost, increase cost, reduce cost;
* refactor: improved VariableManaCost to support min/max values, playable and AI calculations, test framework;
* refactor: improved EarlyTargetCost to support mana costs too (related to #13023);
* refactor: migrated some cards with CostAdjuster and X to EarlyTargetCost (Knollspine Invocation, etc - related to #13023);
* refactor: added shared code for "As an additional cost to cast this spell, discard X creature cards";
* refactor: added shared code for "X is the converted mana cost of the exiled card";
* tests: added dozens tests with cost adjusters;
Bug fixes:
* game: fixed that some cards with CostAdjuster ignore min/max limits for X (allow to choose any X, example: Scorched Earth, Open The Way);
* game: fixed that some cards ask to announce already defined X values (example: Bargaining Table);
* game: fixed that some cards with CostAdjuster do not support combo with other cost modification effects;
* game, gui: fixed missing game logs about predefined X values;
* game, gui: fixed wrong X icon for predefined X values;
Test framework:
* test framework: added X min/max check for wrong values;
* test framework: added X min/max info in miss X value announce;
* test framework: added check to find duplicated effect bugs (see assertNoDuplicatedEffects);
Cards:
* Open The Way - fixed that it allow to choose any X without limits (close#12810);
* Unbound Flourishing - improved combo support for activated abilities with predefined X mana costs like Bargaining Table;
* Abstract AdventureCard to SingleFaceSplitCard
* Fix AdventureCardSpellImpl
* Finish converting adventure card and adventure spell
* Update Brightcap Badger
change finalize call to adventure card
* Update Darksteel Monolith
being cast from hand condition referencing AdventureCardSpell
* Update Tlincalli Hunter
exiled creature condition referencing AdventureCardSpell
* Update Twice Upon a Time
finalizeAdventure called from Adventure card
* Finish abstracting Adventure
missed some more references to adventure cards
* Implement Omen cards
* Implement Dirgur Island Dragon
* Missed some adventureSpellName references
* OmenCardSpell had wrong comma symbol
* Add tests for Omen Cards
* Rename two part card components
change from SingleFaceSplitCard to CardWithSpellOption
* Update comments and variable name
Fixes#13498
getTargetingStackObject wasn't processing all stackObjects in a batch event
added tests for some related cards that also use the method
- Agrus Kos, Eternal Soldier
- Pawpatch Recruit
- Ward Ability
* Remove all combat ordering code
* Use MultiAmount division for damage
* Remove damage selection division skipping in tests
* Fix Banding, Multi-block, add tests
* Fix test
* Fix random iteration order, fix new tests
* Add more info to choose dialog, make MultiAmountType class instead of enum
* Don't prompt for trample damage assignment if none possible
* Mark "Assign default damage" on tests, minor other test improvements