- game: fixed game freezes when computer try to take control over another computer or human (added game logs, related to #12878);
- cheats: improved take and give control commands, now you can give control under yourself to another player;
- cheats: improved take and give control commands, now you can return control to computer in the same priority;
- cheats: deleted useless and unused command to activate opponent's ability;
- game: added support when a human is take control over a computer player (related to #12878);
- game: fixed game freezes while controlling player leaves/disconnect on active priority/choose of another player;
- game: added support for human games (cards like Emrakul, the Promised End, #12878);
- game: added support of 720.1. to reset control in the turn beginning instead cleanup step (related to #12115);
- game: added game logs for priorities in cleanup step;
- game: fixed game freezes and wrong skip settings usages (related to #12878);
- gui: added playable and choose-able marks for controlling player's cards and permanents, including switched hands;
- gui: added controlling player name in all choice dialogs;
- info: control of computer players is it not yet supported;
* refactor PlayFromGraveyardControllerEffect for broader usage
* AbandonedSarcophagus to common class
* refactor Player::canPlayCardsFromGraveyard to AsThough common class
* a few more refactors
* remove unused scoring system code
* add test for Alms Collector replacement effect
* flatten draw cards into single method in PlayerImpl
* remove outdated MageAction framework
* clarify game event for drawing two or more cards
* clarify methods for getting cards from library
* implement [WHO] River Song
* fix error
* adjust library methods
* add lots of test cases for draw replacement effects
* fix#12616
* track cards drawn this way through multi draw replacement as well
* add test for River Song
* remove redundant comment
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.
* 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);
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;
* added support to attack battle permanents (#10246);
* fixed that AI was able to attack multiple targets by single creature (#7434);
* added docs;
* added todos with another bugs or possible problems with AI combat;
* server: fixed that a critical errors ignored in user commands threads (now it will be added to the logs);
* network: fixed frozen user responses in some use cases;
* network: fixed accidental and incorrect user responses (only latest response will be used now);
* network: improved freeze logs, added problem method name and code's line number;
* cheats: removed outdated deck and card load logic (only init.txt commands supports now);
* cheats: fixed wrong priority after add card dialog (closes#11437);
* cheats: improved stability and random errors on cheat executes (related to #11437);
* docs: added details on network and thread logic, human feedback life cycle, etc (see HumanPlayer, ThreadExecutorImpl);
* 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
- 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;
* 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
* adjust clash effect
* Make clash not a singleton
* Add unit test for Clash effect
* fix test (skip init shuffling)
* Fix CLASHED event flag logic and add to unit test
* Additional test and comments
* comments in GameEvent
* param name typo
* 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
* remove skip
* initial implementation of the ring mechanic
* some changes
* rework ring-bearer choosing
* [LTR] Implement Call of the Ring
* update ring-bearer condition
* replaced blocking/blocked by predicates
* added test for knight of dusk (currently fails)
* added source parameter to filters and everything else that needs it
* some changes to various predicates
* test fix
* small changes to filter code
* merge fix
* fixed a test failure
* small change to Karn, Scion of Urza
* removed sourceId from filter methods and other similar places
* added new getobject method to fix some test failures
* a few more fixes
* fixed merge conflicts
* merge fix