server: improved server stability (#11285) and reworked triggers/playable logic (#8426):

* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog);
* game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087);
* tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
This commit is contained in:
Oleg Agafonov 2024-04-16 23:10:04 +04:00
parent f68e435fc4
commit e8e2f23284
23 changed files with 362 additions and 120 deletions

View file

@ -169,6 +169,7 @@ public abstract class AbilityImpl implements Ability {
if (checkIfClause(game)) {
// Ability has started resolving. Fire event.
// Used for abilities counting the number of resolutions like Ashling the Pilgrim.
// TODO: called for mana abilities too, must be removed to safe place someday (see old place like StackAbility::resolve)
game.fireEvent(new GameEvent(GameEvent.EventType.RESOLVING_ABILITY, this.getOriginalId(), this, this.getControllerId()));
if (this instanceof TriggeredAbility) {
for (UUID modeId : this.getModes().getSelectedModes()) {