Commit Graph

12 Commits

Author SHA1 Message Date
MpakobecEx 7ca53975d7 Drive-check and guardian triggers, return-to-deck effects, 8 more cards
Asura Kaiser reacts to grade 3 Nova Grappler drive checks; Rock the Wall and Redshoe Milly move from the guardian circle to soul; Juggernaut and Brakki return to deck after battle; Lozenge and Battleraizer return at end of turn; Guiding Zombie puts itself into soul and mills three. Four tests; 102 total.
2026-10-21 13:47:00 +05:00
MpakobecEx ff7774b236 Multi-target choices, action restrictions and rear-guard hit triggers
AskUnitMultiChoice asks one target at a time, offers Done once the minimum is met and resolves automatically at the maximum. CardRestriction models cannot-stand/attack/boost/intercept with source, effect id and duration, including UntilOwnerNextStand. Restraint can be overridden by effects. OnAttackHit now fires when the attack hits a rear-guard. Five tests.
2026-10-21 13:38:21 +05:00
MpakobecEx 1fcb3b80df Structured stat modifiers and grantable abilities
StatModifier stores value, source card, effect id and duration (battle / turn / permanent), so a specific effect can be removed without touching others. GrantedAbility lets effects add abilities that are not printed on the card; the engine merges printed and granted abilities. Boost and trigger bonuses now use modifiers. Three tests.
2026-10-21 13:33:50 +05:00
MpakobecEx a1e7c250bf Target selection and Activated abilities
PendingChoice/ChooseCommand let effects ask the player to pick a unit. Added Counter Blast and Soul Blast cost helpers. Blaster Blade implemented for both zones with its CB2 cost and rear-guard target. Activated abilities pay rest-self and discard; Lake Maiden Lien, Gojo and Shout draw a card. Seven tests.
2026-10-21 13:14:16 +05:00
MpakobecEx b7473f73d7 Ability bus, Check Timing and the first card scripts
CardScript model with Triggered and Continuous abilities. Check Timing collects triggered abilities, orders them (turn player first, player picks the order via SelectTriggerCommand), and pauses on optional abilities (ResolveAbilityCommand). Continuous effects are recomputed on demand in EffectivePower. Scripts: Barcgal (optional call from soul), Wingal (+4000 when boosting Blaster Blade), Alfred (+2000 per Royal Paladin rear-guard). Six tests.
2026-10-21 00:53:36 +05:00
MpakobecEx bf2ea337f8 Drive checks belong to the attacking card
Grade 0-2 vanguard performs one check, grade 3+ performs two, rear-guards perform none by default. CardInstance.DriveChecksOverride lets effects remove Twin Drive or grant checks to a rear-guard. Added DriveCheckedEvent for the log. Five tests.
2026-10-21 00:47:44 +05:00
MpakobecEx fdc21c8a26 Intercept: grade 2 front-row rear-guard moves to the guardian circle
InterceptCommand during the guard step. The interceptor leaves its circle, becomes the power reference for the attack and goes to the drop zone at the end of the battle; the original target survives. Grade 1 cannot intercept, back row only with InterceptFromBackRow granted by an effect. Five tests.
2026-10-21 00:40:23 +05:00
MpakobecEx 66f2ecc3f5 Implement Boost as a separate ability that effects can grant or remove
Cards of grade 0 and 1 have boost by default (HasBoost); CardInstance.BoostOverride lets an effect grant or remove it at runtime. AttackCommand takes an optional BoosterSlot: the back-row unit in the same column adds its power for that battle only and becomes rested. Four new tests.
2026-10-21 00:34:58 +05:00
MpakobecEx c2480bab63 Trigger buffs last until end of turn; trigger cards go through the trigger zone first
Order is now: reveal -> trigger zone -> resolve effects -> hand (drive check) or damage (damage check). Damage is added only after the trigger resolves, so heal compares the pre-damage count. Temporary power/crit are cleared at end of turn instead of end of battle.
2026-10-21 00:30:28 +05:00
MpakobecEx ebbfb46834 Damage check triggers also pause for target selection
Damage check now places the card, then pauses on a trigger with PendingTrigger(DamageCheck) and the remaining damage count. Resolving applies the same +5000 and secondary effect as drive check, then continues the remaining damage or closes the battle. 34 tests.
2026-10-21 00:27:09 +05:00
MpakobecEx a4457c6d21 Trigger targeting: +5000 and secondary effect are chosen by the player
Drive check now pauses on a trigger and waits for ResolveTriggerCommand(powerTarget, effectTarget). Power and crit modifiers moved from the battle to the unit and are cleared at the end of the battle. Stand stands the chosen rear-guard; Critical applies +1 crit to the chosen unit. Damage-check triggers still apply only the secondary effect.
2026-10-21 00:24:21 +05:00
MpakobecEx 1b317b6532 Game engine skeleton: phases, ride, call, battle, drive and damage
Pure rules library with no Orleans or database. Command in, events out. Deterministic RNG stored in GameState. Covers setup with starting vanguard and mulligan, six phases, ride, call, attack, guard, drive check, damage check with triggers, retirement and win at six damage. 8 engine tests, 30 total. Sentinel, boost and card abilities are the next step.
2026-10-21 00:20:10 +05:00