Reworked cost adjuster logic for better support of X and cost modification effects:

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;
This commit is contained in:
Oleg Agafonov 2025-04-08 22:39:10 +04:00
parent 13a832ae00
commit bae3089abb
100 changed files with 1519 additions and 449 deletions

View file

@ -25,8 +25,13 @@ public class TargetsCountAdjuster extends GenericTargetAdjuster {
@Override
public void adjustTargets(Ability ability, Game game) {
Target newTarget = blueprintTarget.copy();
int count = dynamicValue.calculate(game, ability, ability.getEffects().get(0));
ability.getTargets().clear();
if (count <= 0) {
return;
}
Target newTarget = blueprintTarget.copy();
newTarget.setMaxNumberOfTargets(count);
Filter filter = newTarget.getFilter();
if (blueprintTarget.getMinNumberOfTargets() != 0) {
@ -35,7 +40,6 @@ public class TargetsCountAdjuster extends GenericTargetAdjuster {
} else {
newTarget.withTargetName(filter.getMessage() + " (up to " + count + " targets)");
}
ability.getTargets().clear();
ability.addTarget(newTarget);
}
}