* new help window can be opened from a player panel;
* it collect and show all visible game hints from all players and all zones;
* it updates in real time on game update;
* allows to customize visible data;
* allows to open multiple windows (current limit is 5 windows, can be slow to render);
* allows to minimize opened windows;
* workable card popup on mouse move over card name or card id;
* filter modes:
* all - show hints from all players;
* player - show hints from single player;
* group mode:
* by hints - show same hints as one with all used cards;
* by cards - show full cards list with own hints;
* search mode:
* allows to filter card hints by player name, card name, card id or card hint;
* allows to search multiple words (equals to "or")
* current limitation:
* card popup shows a card instead a real object, e.g. miss card hints in it (relelated to game logs problem);
* unsupport of emblems, dungeons and other non card objects from a command zone;
* unsupport of revealed and library's top cards;
GUI - player's panel improves:
* added hints helper button;
* added player hithlight as possible target in choose dialogs;
* improved player name button in small mode;
* fixed wrong height in small mode;
Other fixes:
* game logs: added card popup support for logs with custom object name;
Moved the cardViewEquals method from CardPanelRenderModeMTGO to CardView
Decomposed conditional to increase readability.
Changed the variable/constant names to increase the readability.
* 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
* removed outdated storm counter button and settings (related cards must have same card hint);
* clean preferences dialog from empty events/actions;
* fixed logs folder names to release names in the labels;
* added bad connection mode to test client works on slow network, use -Dxmage.badconnection;
* added bad connection protection in events processing due event type;
* split events to different types (can be ignored, must be synced, etc);
* removed some unused server events.
* Clean original values transmitted with CardView.originalObject
* Move RateCard to mage.Common, support cardView as argument.
* Clean PermanentView constructor for TestCardRenderDialog
* create CustomOptionsDialog; update NewTournamentDialog to use it
* add custom options button to new table/tournament dialogs
* fix buffer time in new table dialog
* further UI improvements
- move multiplayer options back out to NewTableDialog
- hide multiplayer options when all are disabled
- rearrange other options for consistency
* update button label to show number of active custom options
* remove commented-out code
* extra deck cards not counted in deck size
* extra deck handling in deckbuilder
* move responsibility for extraDeckCard boolean to CardImpl
* remove redundant field copy
* The draft session waits for 5 seconds before making the pick for the timed out player
* Formatting
* Renamed constant
* Tweak
* If the draft pick's timeout value would increase the client's pick's timer, don't set it (might happen if the client or server is lagging)
* Lowered BOOSTER_LOADING_INTERVAL and AUTOPICK_BUFFER
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Co-authored-by: sprangg <a@b.c>
* UI Changes
* Add new buffer time options
* Main functionality
* Final implementation
Also added player UI for when they are using their buffer time (timer turns green)
* Added Goldberry
* Slight optimizaztion
* Happy Path Test
* More unhappy tests
* Sanity check for Goldberry's counter choices
* Updated player.getMultiAmount to support individual constraints
* Some cleanup
Also modified ResourcefulDefense to use new multi amount api
* Updated logging
* Added hint for number of counters
* Fixed issue with Resourceful Defense
* Improvements to defaults
Default list will properly make sure to stay within individual maximums
If a player is asked for a choice that isn't actually a choice because each choice's min and max are equal, instead the default response is immediately returned. This helps with situations like moving a counter off of Goldberry when she only has one counter on her.
* -1/-1 Counter test
* Fixed issue with -1/-1 counters
* Adjusted dialog to properly enforce constraints
* Fix Ring-bearer choosing & add some GUI + logs
* use a ring svg in a separate gold panel
* use a fontawesome svg
* add a couple null checks, group icon with commander
* rework rinbearer logic according to review
* fix typo in game log
* small fixes
* Slightly revamped basic card icons
All icon classes which were just static text have been removed, and instead replaced with a static instance.
A new icon for reach has been added
Some icons have been reused for new abilities (hexproof for shroud and ward, infect for toxic)
When a card would have two icons of the same type, the icons are instead combines into one with a combined hover tooltip.
* Fixed missing capitalization on ward, hexproof
* Limited-style sideboarding with unlimited basics enabled for Freeform Unlimited Commander
* FreeformUnlimitedCommander does not depend on FreeformCommanderFreeForAll anymore.
FreeformUnlimitedCommander has sideboarding.
In two-player matches of FreeformUnlimitedCommander, the player who goes first doesn't draw a card on their first turn anymore.
* FreeformUnlimitedCommanderTypeTest takes into account that sideboarding is allowed
* Fix to startingPlayerSkipsDraw condition
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Co-authored-by: sprangg <a@b.c>