forked from External/mage
multiple changes:
* refactor: improved target pointer init code and logic, added docs and runtime checks; * game: fixed miss or wrong init calls in some continuous effects; * game: fixed wrong usage of target pointers (miss copy code, miss npe checks);
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115 changed files with 466 additions and 355 deletions
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@ -39,6 +39,11 @@ public interface ContinuousEffect extends Effect {
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boolean isInactive(Ability source, Game game);
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/**
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* Init ability data like ZCC or targets on first check in game cycle (ApplyEffects)
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* <p>
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* Warning, if you setup target pointer in init then must call super.init at the end (after all choices)
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*/
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void init(Ability source, Game game);
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void init(Ability source, Game game, UUID activePlayerId);
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