* add initial warp mechanic implementation
* a few small changes
* add hand restriction
* add void support
* add test
* [EOE] Implement Timeline Culler
* add void test
* [EOE] Implement Close Encounter
* [EOE] Implement Tannuk, Steadfast Second
* a few requested changes
* add comment
* [EOE] Implement Full Bore
* small rewrite
* merge fix
* remove reminder text
* small code rewrite
* Abstract AdventureCard to SingleFaceSplitCard
* Fix AdventureCardSpellImpl
* Finish converting adventure card and adventure spell
* Update Brightcap Badger
change finalize call to adventure card
* Update Darksteel Monolith
being cast from hand condition referencing AdventureCardSpell
* Update Tlincalli Hunter
exiled creature condition referencing AdventureCardSpell
* Update Twice Upon a Time
finalizeAdventure called from Adventure card
* Finish abstracting Adventure
missed some more references to adventure cards
* Implement Omen cards
* Implement Dirgur Island Dragon
* Missed some adventureSpellName references
* OmenCardSpell had wrong comma symbol
* Add tests for Omen Cards
* Rename two part card components
change from SingleFaceSplitCard to CardWithSpellOption
* Update comments and variable name
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);
* 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
Prototype is a SpellAbilityType, for which alternate costs are permitted. It has a continuous effect that applies on the battlefield as well as a method to modify the spell on the stack. Permanents have an isPrototyped flag that copy effects can check explicitly (same brittle method as transformed permanents use; reworking copy effects to streamline them is a separate scope).
Many test cases have been added to confirm functionality (thanks to Zerris for additional test suggestions).
---------
Co-authored-by: Susucre <34709007+Susucre@users.noreply.github.com>
Co-authored-by: Evan Kranzler <theelk801@gmail.com>
Co-authored-by: xenohedron <xenohedron@users.noreply.github.com>
* Combine casting Transformed into a shared SpellAbility, apply transform effect before spell is cast
* Minor cleanup
* Use effect.apply() rather than game.applyEffects()
* Add test with Maskwood Nexus
* apply regex to change public copy constructors to protected
* cleanup code using now protected constructors
* fix manaBuilder weird casting of Mana into ConditionalMana
- 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;
* refactor check supertype methods
* change supertype to list to match card type
* refactor various subtype methods
* implement mageobjectattribute for supertype
* a few fixes
* [BRC] Implement Rootpath Purifier
* a few extra fixes
* more fixes
* add test for purifier
- 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;
* 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 token store format (example: BIRD.W.BIRD.CREATURE.1.1.full.jpg)
- removed duplicated cache images code;
- removed duplicated set code fields;
- removed outdated auto-generated thumb files (also all *.thumb.zip files will be deleted on startup);
* adding initial day/night support in game state
* remove card exclusion for testing
* added functional implementation to abilities from main branch
* functionally implemented NightCondition
* updated DayNightHint
* added support for nightbound entering transformed at night
* [MID] Implemented Unnatural Moonrise
* [MID] Implemented The Celestus
* added some docs
* changed access for state day/night methods
* added transformation to day/night switch
* re-added unfinished filter, removed day/night cards
* fixed some errors with transforming
* added hints to all day/night cards
* added transformation prevention plus a test
* added Immerwolf test
* [MID] Implemented Tovolar, Dire Overlord / Tovolar, The Midnight Scourge
* refactored some cards to not use isTransformable
* removed transformable parameter
* simplified some transform code
* fixed null pointer exception
* removed unnecessary canTransform method
* fixed a small error
* reworked implementation of rule 701.28f
* small change in transform logic
* fixed failiing test
* fixed verify failure
* small merge change
* added support for day/night switching based on spells cast
* [MID] Implemented Curse of Leeches / Leeching Lurkers
* moved day/night handling to untap step
* added tests for cards which set day and trigger from a change
* [MID] Implemented Ludevic, Necrogenius / Olag, Ludevic's Hubris
* added support for creatures transforming to match day/night when necessary
* fixed verify failures
* fixed another verify failure
* remove temporary verify skip
* added transform message
* removed unnecessary transform message
* [MID] Implemented Angelic Enforcer / Enduring Angel
* updated DayNightHint with more information
* fixed verify failure
* merge fix
* fixed Startled Awake / Persistent Nightmare / Moonmist interaction
* added another test for Moonmist
* merge fix
* merge fix
* [MID] Implemented Baneblade Scoundrel / Baneclaw Marauder
* merge fix
* [MID] various text fixes
* [MID] a few more text fixes
* Merge fix
* Improved transform game logs (hints, source), fixed day/night logs, fixed miss game param (due code style);
* fixed a test failure
* Merge fix
Co-authored-by: Oleg Agafonov <jaydi85@gmail.com>