* simplify BeginningOfEndStepTriggeredAbility
* more simplifications
* move to common class
* find and replace to common class
* simplify again
* align parameter order
* package reorg
* simplify BeginningOfCombatTriggeredAbility constructors
* simplify BeginningOfFirstMainTriggeredAbility constructors
* text fixes
* update docs
* add new common framework for at step triggered abilities
* move postcombat main and second main triggers to it
* update draw step triggers
* refactor BeginningOfCombatTriggeredAbility
* refactor BeginningOfFirstMainTriggeredAbility
* move Pronoun to constants package
* cleanup some cards to use simpler constructors
* package reorganization
* refactor: standard enum style for SourcePermanentToughnessValue
* refactor SourcePermanentPowerCount to enum SourcePermanentPowerValue
add comments on usage of NOT_NEGATIVE vs ALLOW_NEGATIVE
* refactor PlayFromGraveyardControllerEffect for broader usage
* AbandonedSarcophagus to common class
* refactor Player::canPlayCardsFromGraveyard to AsThough common class
* a few more refactors
- added more options for priority control (play single priority, play multiple priorities until stack resolved);
- added more options for step control (play single step, play multiple steps);
- improved compatibility with AI and real time commands (now check commands can be called inside AI controlled steps);
- added tests for assign non-blocked damage;
* replace all instances of "postcombat main phase" with "second main phase" minus exceptions
* second main trigger now works correctly
* add survival test
* additional text fixes
* Dungeons: added dungeon name hint to room's game log and choices (part of #12274);
* GUI, game: added card popup hints support in feedback panel (yes/no choices);
* Images: fixed miss images for dungeons in command zone, game logs and choice dialogs;
* [BLB] Implement Camellia, the Seedmiser.
Also implemented SacrificedPermanentBatchEvent, SacrificeOneOrMorePermanentsTriggeredAbility, and refactored existing Whenever you sacrifice one or more [filter] abilities to use the new SacrificeOneOrMorePermanentsTriggeredAbility (even though as they all only trigger once per turn and technically function correctly with the old SacrificePermanentTriggeredAbility.
* Fix accidental newline.
* Refactor CreateTokenEffect to allow multiple tokens at once.
Partial solution to #10811 - Token copy effects still need to be redone so that mass token copy effects (Ocelot Pride, Mirror Match, other similar effects) can be created in a single batch.
* remove unused scoring system code
* add test for Alms Collector replacement effect
* flatten draw cards into single method in PlayerImpl
* remove outdated MageAction framework
* clarify game event for drawing two or more cards
* clarify methods for getting cards from library
* implement [WHO] River Song
* fix error
* adjust library methods
* add lots of test cases for draw replacement effects
* fix#12616
* track cards drawn this way through multi draw replacement as well
* add test for River Song
* remove redundant comment