* move setPT to Card
* Create DoubleFacedCard and DoubleFacedCardHalf to share code between …
* Create Transforming Double Face Card class
* allow putting either permanent side of a double faced card to the bat…
* refactor exile and return transforming card
* update ModalDoubleFacedCard references to DoubleFacedCard where relev…
* update for GUI
* refactor a disturb card
* refactor more disturb cards for test coverage
* refactor a transform card
* refactor more transform cards for test coverage
* fix Archangel Avacyn
* fix cantPlayTDFCBackSide inconsistency
* fix Double Faced Cards having triggers and static abilities when tran…
* fix Double Faced Cards card view erroring when flipping in client
* fix test_Copy_AsSpell_Backside inconsistency
* enable Spider-Man MDFC
* convert TDFC with saga as the front and add card references to Transf…
* refactor More Than Meets the Eye Card
* refactor a battle
* refactor a craft card
* update comment on PeterParkerTest
* Merge branch 'master' into rework-dfc
* fix Saga TDFC Azusa's Many Journeys
* fix double faced cards adding permanent triggers / effects to game
* move permanents entering map into Battlefield
* convert Room cards for new Permanent structure
* fix disturb not exiling
* Merge branch 'master' into rework-dfc
* fix Eddie Brock Power/Toughness
* fix Miles Morales ability on main card
* fix verify conditions for siege and day/night cards
* change room characteristics to text effect to match game rules
* update verify test to skip DoubleFacedCard in missing card test
* accidentally removed transform condition
* Merge branch 'master' into rework-dfc
* fix verify
* CardUtil - remove unnecessary line from castSingle method
- refactor: simplified target implementation from a dozen canTarget, canChoose and possibleTargets methods to canTarget/possibleTargets only (part of #13638, #13766);
- refactor: fixed wrong target implementations in many cards (example: TargetCardInHand for opponent's hand, close#6210);
- AI: now human, AI and test players -- all use possibleTargets logic in most use cases instead filters or custom validation;
- AI: improved AI sims support for multiple targets abilities;
- AI: improved AI stability, freezes and targets errors in some use cases;
* 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);