Face down changes:
* GUI: added visible face down type and real card name for controller/owner (opponent can see it after game ends);
* GUI: added day/night button to view real card for controller/owner (opponent can see it after game ends);
* game: fixed that faced-down card can render symbols, abilities and other hidden data from a real card;
* images: added image support for normal faced-down cards;
* images: added image support for morph and megamorph faced-down cards;
* images: added image support for foretell faced-down cards;
Other changes:
* images: fixed missing tokens from DDD set;
* images: no more client restart to apply newly downloaded images or render settings;
* images: improved backface image quality (use main menu -> symbols to download it);
tests: fixed wrong permanent structure for battlefield cards (addCard command);
tests: added docs and additional runtime checks;
game: Modal double-faced cards - improved support, no more other side effects on battlefield;
game: Copy abilities - improved stability and cards support;
game: Player under control - improved stability and related cards support (possible NPE errors, additional runtime checks);
server: fixed bloated logs with game timer;
AI: fixed wrong timer in computer games;
* Improve text generation for some counter abilities
* Magus Lucea Kane must apply to permanent spells (bugfix, related to #11440)
* Further improve text generation of counter text
* Text improvements to a couple cards
* Graft text improvements
* Further remove unused variable
* Be consistent on Backup ability setup, revert Thalia's Lieutenant (filter reuse means it doesn't work)
* Thalia's Lieutenant original text was slightly wrong, fixed
* Implement Costs Tag Map system
* Use Costs Tag Map system to store X value for spells, abilities, and resolving permanents
* Store Bestow without target's tags
Change functions for getting tags and storing the tags of a new permanent
* Create and use deep copy function in CardUtil, add Copyable<T> to many classes
* Fix Hall Of the Bandit Lord infinite loop
* Add additional comments
* Don't store null/empty costs tags maps (saves memory)
* Fix two more Watchers with Ability variable
* Add check for exact collection types during deep copy
* Use generics instead of pure type erasure during deep copy
* convert more code to using deep copy helper, everything use Object copier, add EnumMap
* fix documentation
* Don't need the separate null checks anymore (handled in deepCopyObject)
* Minor cleanup
* Rework AsThoughEffect
* some cleanup of MageIdentifer
* refactor ActivationStatus
* fix bolas's citadel
* fix a couple of the Alternative Cost being applied too broadly.
* fix Risen Executioneer
* allow cancellation of AsThough choice.
* fix One with the Multiverse
* cleanup cards needing their own MageIdentifier
* last couple of fixes
* apply reviews for cleaner code.
* some more cleanup
1a. Make `costs`, `manaCosts`, and `manaCostsToPay` private in `AbilityImpl` with access through getters/setters
1b. fix cost adjuster for imprinted cards affected by the above
2a. Lazy instantiation for rarely used `data` field in `TargetPointerImpl`
3a. Pre-allocate certain array sizes in `Modes` and `CostsImpl`
4a. Make `manaTemplate` private in `BasicManaEffect`, copy when passing outside the class
4b. Don't copy `manaTemplate` in copy constructor since it doesn't change
4c. Add comments explaining copy usage for `manaTemplate`
4d. Remove redundant variable assignment and make fields final
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Co-authored-by: xenohedron <xenohedron@users.noreply.github.com>
- fixed miss phase changed events and logs in some use cases;
- added source info in turn modification logs;
- added game logs for take and lost control of the spell (example: Word of Command)
- added game logs for skip step;
- added game logs for extra step;
- added game logs for skip phase;
- fixed that copy effect doesn't restore original image after effect's end;
- removed outdated availableImageSetCodes (all images auto-selected from tokens database now, related to #10139);
- refactor command objects to use CommandObjectImpl;
- refactor planes/emblems/etc objects to use MageObjectImpl, added copyable support;
- refactor another game objects to remove some duplicated fields;
- added reminder / helper tokens support (example: Copy, Morph, Day // Night, related to #10139);
- added verify checks for reminder tokens;
- added images download for reminder tokens;
* remove incubate skip
* initial implementation of DFC tokens
* separate incubator back face to separate class
* small refactor to token copy function
* token copies now have back faces as well
* effects which modify token copies now correctly apply to both faces
* add skip for exception
* tokens now enter transformed correctly
* [MOC] remove skip for incubate
* fix verify failure
* add types and subtypes
* add startingDefense attribute
* [MOM] Implement Invasion of Ravnica / Guildpact Paragon
* fix two small errors
* refactor various instances of "any target"
* fully implement defense counters
* battles can now be attacked
* [MOM] Implement Invasion of Dominaria / Serra Faithkeeper
* [MOM] Implement Invasion of Innistrad / Deluge of the Dead
* [MOM] Implement Invasion of Kaladesh / Aetherwing, Golden-Scale Flagship
* [MOM] Implement Invasion of Kamigawa / Rooftop Saboteurs
* [MOM] Implement Invasion of Karsus / Refraction Elemental
* [MOM] Implement Invasion of Tolvada / The Broken Sky
* simplify battle info ability
* fix verify failure
* some more fixes for attacking battles
* [MOM] Implement Invasion of Kaldheim / Pyre of the World Tree
* [MOM] Implement Invasion of Lorwyn / Winnowing Forces
* [MOM] Implement Invasion of Moag / Bloomwielder Dryads
* [MOM] Implement Invasion of Shandalar / Leyline Surge
* [MOM] Implement Invasion of Belenon / Belenon War Anthem
* [MOM] Implement Invasion of Pyrulea / Gargantuan Slabhorn
* [MOM] Implement Invasion of Vryn / Overloaded Mage-Ring
* [MOM] Implement Marshal of Zhalfir
* [MOM] Implement Sunfall
* implement protectors for sieges
* partially implement siege defeated trigger
* fix verify failure
* some updates to blocking
* [MOM] Implement Invasion of Mercadia / Kyren Flamewright
* [MOM] Implement Invasion of Theros / Ephara, Ever-Sheltering
* [MOM] Implement Invasion of Ulgrotha / Grandmother Ravi Sengir
* [MOM] Implement Invasion of Xerex / Vertex Paladin
* add initial battle test
* fix verify failure
* [MOM] Implement Invasion of Amonkhet / Lazotep Convert
* [MOM] update spoiler
* update how protectors are chosen
* update text
* battles can't block
* add control change test
* rename battle test for duel
* add multiplayer test
* [MOM] Implement Invasion of Alara / Awaken the Maelstrom
* [MOM] Implement Invasion of Eldraine
* [MOM] Implement Invasion of Ergamon / Truga Cliffhanger
* [MOM] Implement Invasion of Ixalan / Belligerent Regisaur
* battles now cast transformed (this is super hacky but we need to refactor TDFCs anyway)
* add TODO
* add ignore for randomly failing test
* a few small fixes
* add defense to MtgJsonCard (unused like loyalty)
* implement ProtectorIdPredicate
* small fixes
- removed outdated code;
- updated logic to choose a set code for a tokens in different use cases (related to #10150);
- added many tests for client and server token's data (related to #10139);
- prepare for tokens database (related #6955);