- game: added support when a human is take control over a computer player (related to #12878);
- game: fixed game freezes while controlling player leaves/disconnect on active priority/choose of another player;
- game: added support for human games (cards like Emrakul, the Promised End, #12878);
- game: added support of 720.1. to reset control in the turn beginning instead cleanup step (related to #12115);
- game: added game logs for priorities in cleanup step;
- game: fixed game freezes and wrong skip settings usages (related to #12878);
- gui: added playable and choose-able marks for controlling player's cards and permanents, including switched hands;
- gui: added controlling player name in all choice dialogs;
- info: control of computer players is it not yet supported;
* [refactor/bugfix] use rule 802.2a where appropriate.
Many effects which relied on getDefendingPlayerId would fail if the attacking creature had been removed from combat before they resolved, in which case the defending player ID would be null. This fixes these issues.
* Add test for removing attacking creature with Defending Player triggered ability.
Change allowFormer to be true by default, reduce falses to only necessary cases.
* tests: added additional tests and verify/runtime checks for wrong die trigger settings;
* refactor: removed some usage of short LKI ;
* fixed dies events support in "or trigger" and "conditional trigger" (use cases like sacrifice cost);
* fixed dies events support in shared triggered abilities (use cases like sacrifice cost);
* add new framework for batch triggers
apply for tapped, untapped, sacrificed, milled
simplify Ob Nixilis, Captive Kingpin
* add a verify check
* fix mistakes
* add simple tests
* another test
* zone change - enters battlefield
* zone change: not battlefield
* zone change - leaves battlefield
* fix Kaya Spirit's Justice
* rename OneOrMoreCombatDamagePlayerTriggeredAbility
* refactor OneOrMoreDamagePlayerTriggeredAbility
* new YoureDealtDamageTriggeredAbility
* new OpponentDealtNoncombatDamageTriggeredAbility
* rework Risona, Asari Commander
* simplify War Elemental
* Add damage batch by source
rework some delayed triggered abilities
* fix Mindblade Render
* rework Initiative and a few others
* [temp] initiative test
* refactor: common style for DealsDamageSourceTriggeredAbility
* refactor cards to use common DealsDamageSourceTriggeredAbility
* update damage players batch triggers
* fix mistake in initiative
* new DealtDamageAnyTriggeredAbility
* new DealtCombatDamageToSourceTriggeredAbility
* update dealt damage to permanent batch triggered abilities
* refactor Hot Soup and param in DealtDamageAttachedTriggeredAbility
* a few more permanent batch triggered abilities
* fix mistake
* update some more damage batch triggers
* add test for Phyrexian Negator
* update Felix Five-Boots and enable test
update Wayta, Trainer Prodigy to align
* update damage batch by source triggers
* undo mistaken change
* fix verify
* cleanup unused methods
* Revert "[temp] initiative test"
This reverts commit 11ed19295fb4f54f5e0870acd4d3d515b54761f1.
* Revert "add a verify check"
This reverts commit e7de47a6562f13c127fdc4c29a7735a08f8da9ea.
* fixes from checking text discrepancies
* fix Shriekwood Devourer
* merge fix
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Co-authored-by: Susucre <34709007+Susucre@users.noreply.github.com>
* 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