* 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);
* [SLD] Implement Captain America, First Avenger
I made assumptions that WotC is going to fix the rules by adding "choose the equipment you're unattaching with Throw..." to rule 601.2b so that this card actually functions since you have to choose a TargetAnyTargetAmount in steps 601.2c/601.2d long before you actually pay the unattach cost in 601.2h.
* Remove Target workaround, add proper 601.2b handling for choosing cost targets early using inheritance to avoid having a horrific brittle list of 'these costs must be paid early'.
Complete rework of Unbound Flourishing, removing the multiplier code for casting X spells.
Adds ActivateAbilityTriggeredAbility, NotManaAbilityPredicate, AbilitySourceAttachedPredicate
CopyStackObjectEffect now uses a MOR.
OrTriggeredAbility now works with target pointer setting abilities.
* Replace "([a-zA-Z]+).getManaCostsToPay().getX()" with CardUtil.getSourceCostsTag(game, $1, "X", 0)
Fix Disrupting Shoal
* Change final card .getX() calls
* Condense all ManacostVariableValue enum values into "instance"
* Further removal of getX, Display X symbol for non-mana X cards
* Fix test
* Fully remove ManaCosts.getX
* Replace all different X dynamic values with GetXValue
* Remove individual cards checking getAmount for X values (leaving cost reduction that does not use X)
* Add null check for game object inside getSourceCostsTagsMap
* fix build errors
* fix Vicious Betrayal
* text fix
* Implement Time Reaper, start rework
* Create DamagedPlayerControlsTargetAdjuster, convert Aberrant to use it
* Always add targets for EachOpponentPermanentTargetsAdjuster
* Improve target name, finish Time Reaper
* Convert some cards
* Improve documentation, more cards
* More cards, fix cards that needed to use owner instead of controller
* Fix unfinished AlelaCunningConqueror changes
* more cards
* All remaining cards
* Fix target type
* Remove outdated attempt at TargetController.SOURCE_EFFECT_TARGET_POINTER
* Finish removal of SOURCE_EFFECT_TARGET_POINTER
* Change targetAdjuster blueprint target to be set inside setTargetAdjuster, add error checking
* Always add Target Adjuster after Target
* Add comment
* Fix TolarianContemptTest to skip opponent with no valid targets
* Forgot to git add the new abstract GenericTargetAdjuster
* Test now possible after merge, fix missed ChangeOfPlans adjuster order
* Text and optional-ness fixes
* Always set target pointer
* game.processAction() instead of game.getState().processAction(game)
* add simpler method name and docs
* find/replace to new method
* remove old method
* deprecate applyEffects
* 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);
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>
* no need to specify mana cost, just add cost
* handle all mana costs through addcost method only
* eliminate another constructor
* more constructor 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
* new feature: Emblem Cards
Allows match/tournament creator to specify cards to give each player
emblem versions of (or just the starting player for symmetric effects).
Technical details:
- new UI for specifying emblem cards (.dck files)
- available for all match/tournament types
- new class `EmblemOfCard`
- new method `copyWithZone` on `AbilityImpl` (used to make abilities
work from command zone)
- new fields on `GameOptions` and `MatchOptions` for emblem cards
- emblems are granted after mulligans, before first turn (technically
after Planechase starting plane creation)
* fixes
* defaults for emblem cards in match options (fixes quick game buttons)
* minor fixes
* use DeckCardInfo instead of Card for emblem cards options
* restore accessible parent properties
* fix images for card emblems
* look up cards in a way that preserves which art
* fix typos; make Emblem.sourceObject protected
* add descriptions to planechase and emblem cards
* fixes
* add some unit tests for known working cards
* fix author name
* add explanation comment
* fix up tests
* copyWithZone: no longer modifies zone for singleton abilities
* directly check for MageSingleton