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In order to add monsters more support was required, also:
* Added location restrictions to CardType, can restrict to crystalCaves or depths.
* Added support for arriveClank, which triggers on arrival in the dungeon row but before dragon attacks (also tested).
* Added CardType.interaction, but not currently using (much). Also added isDevice, but not using yet.
* Added CardType.otherClank which only adds clank to others.
* Added CardType.neverDiscards for supporting the Goblin.
* Fixed a bug in canTakeArtifact where it would only think it had an artifact if the artifact was the last thing in the loot list. (Can't test yet w/o more loot types)
* Added support for Fighting, both to the planner and the Game.
* Refactored to share code between execution of PlayCard and Fight actions.
* Added new ArrivalTriggers class to capture arrival effects in addition to whether a card was added to the dungeon row with a Dragon on it.
* Walking all lists of players can be dangerous (sometimes the activePlayer needs to be special, at least for clank handling) so audited all callsites, including refactoring to separate most out into their own functions.
* Separated CubeCounts.totalPlayerCubes from DragonBag.totalCubes to allow counting remaining Dragon cubes as well.
* Found and closed at least one leak of cubes (when the dragon attacked). I have not yet enabled the cube count asserts yet.
* Found instances of fold() being used improperly (forgetting to add the previous. Fixed two (and tested).
* Added cardUsableAtLocation as a free function to check if a card can be used given the location.
* Taught the planner how to plan a Fight.
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