* refactor: standard enum style for SourcePermanentToughnessValue
* refactor SourcePermanentPowerCount to enum SourcePermanentPowerValue
add comments on usage of NOT_NEGATIVE vs ALLOW_NEGATIVE
* refactor: new ReturnFromYourGraveyardToBattlefieldAllEffect
* refactor: new ShuffleYourGraveyardIntoLibraryEffect
also new PutIntoGraveFromLibrarySourceTriggeredAbility
* refactor PlayFromGraveyardControllerEffect for broader usage
* AbandonedSarcophagus to common class
* refactor Player::canPlayCardsFromGraveyard to AsThough common class
* a few more refactors
- added more options for priority control (play single priority, play multiple priorities until stack resolved);
- added more options for step control (play single step, play multiple steps);
- improved compatibility with AI and real time commands (now check commands can be called inside AI controlled steps);
- added tests for assign non-blocked damage;
* [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'.
* Fix HideawayPlayEffect to allow you to attempt to play everything, in cases of multiple Hideaway triggers.
* Allow users to choose order of cards to be potentially played.
* Update HideawayPlay and Arcane Bombardment to not ask if you want to play the cards you chose.
Update tests, add tests for
- Select the order in which to play cards
- Attempt to play two lands with only one land drop available, only the first land enters play
- Play two lands with extra land drops available.
* Fix no-parameter constructor.
* replace all instances of "postcombat main phase" with "second main phase" minus exceptions
* second main trigger now works correctly
* add survival test
* additional text fixes
* Dungeons: added dungeon name hint to room's game log and choices (part of #12274);
* GUI, game: added card popup hints support in feedback panel (yes/no choices);
* Images: fixed miss images for dungeons in command zone, game logs and choice dialogs;
* Fix Tergrid's Lantern and add test
* Remove custom effect, fix SacrificeTargetCost to avoid checking for activated abilities and sidestepping the controllerID
* Add test to verify change to SacrificeTargetCost
* Add special action test
* Fix canPay check for SacrificeTargetCost
* Remove activated ability check in SacrificeAllCost
* Remove cost-specific activator checks for special actions, as they are redundant
* add null check for game.getPlayer