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* allow to exit any prompt on escFlorian Fischer2025-08-201-1/+5
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* do not draw the pass button multiple timesFlorian Fischer2025-08-201-1/+3
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* validate equip and switch actionsFlorian Fischer2025-08-201-1/+40
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* implement equip actionFlorian Fischer2025-08-205-18/+142
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* use prompt for target selection of all actionsFlorian Fischer2025-08-206-74/+154
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* implement targets candidates for hand cardsFlorian Fischer2025-08-202-10/+20
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* export less methodsFlorian Fischer2025-08-2015-124/+120
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* implement unit and artifact switch actionFlorian Fischer2025-08-209-79/+128
| | | | | | | | | | Simplify the Choice Widget and make it a TextBox variant. Drive-by fixes: * ui.Collection: prioritize newer widgets during active widget selection * game.FullAction: fix incorrect cost function. Full actions cost all available actions. Also fix the cost check
* do not prompt if there is nothing to buyFlorian Fischer2025-08-201-2/+6
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* move more ui logic into CollectionFlorian Fischer2025-08-2014-231/+374
| | | | | * Generalize hover detection and move it into ui.Collection * Implement transparencu for the prompt banner
* client: use only the currently available actions in the action choiceFlorian Fischer2025-08-204-8/+26
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* fix Wandering AI NPE for piled unitsFlorian Fischer2025-08-201-1/+1
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* replace Fatalf with PanicfFlorian Fischer2025-08-2019-46/+46
| | | | Panicf includes a stacktrace and causes a debugger to halt.
* fix ai NPE when selecting a unit where to spawn frost pylonFlorian Fischer2025-08-205-15/+16
| | | | | The NPE is caused by any piled permanent with which TilesInRange is called.
* implement the basics of the rest of the base cardsFlorian Fischer2025-08-206-10/+156
| | | | | * Add more TODOs * Implement permanents granting more spawn tiles
* fix NPE when adding the wrong widgetFlorian Fischer2025-08-201-1/+1
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* intermediate commitFlorian Fischer2025-08-2024-391/+707
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* only scroll to the maximaFlorian Fischer2025-08-201-0/+9
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* sealed: only let the user select buyable cardsFlorian Fischer2025-08-201-1/+6
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* add sealed activity to select a starting deckFlorian Fischer2025-08-2019-170/+570
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* improve state barFlorian Fischer2025-08-206-37/+58
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* remove card from hand when declaring a play actionFlorian Fischer2025-08-202-2/+3
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* clear pile when dropping itFlorian Fischer2025-08-201-1/+1
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* add dummy player to unit testsFlorian Fischer2025-08-201-3/+6
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* intermediate commitFlorian Fischer2025-08-206-36/+80
| | | | | | * detect tokens and do not add them to pile of cards * only add spells not already in exile to their owners discard pile * add the played card to onPlay callback
* implement TargetSelection and card targetingFlorian Fischer2025-08-202-33/+104
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* fix unit onPile hook argument forwardingFlorian Fischer2025-08-201-1/+1
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* implement most of nautics cardsFlorian Fischer2025-08-202-16/+112
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* remove debug messages from the clientFlorian Fischer2025-08-201-2/+0
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* kraken: implement suprise!Florian Fischer2025-08-202-11/+31
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* add Contains check for PileOfCardsFlorian Fischer2025-08-201-0/+9
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* fix card IsPermanentFlorian Fischer2025-08-201-3/+3
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* fix artifact IsDestroyed for non solid artifactsFlorian Fischer2025-08-201-1/+1
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* intermediate commitFlorian Fischer2025-08-2017-169/+571
| | | | adding area effects and hooks for permanents entering and leaving tiles
* add simple spell supportFlorian Fischer2025-08-204-0/+21
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* fix some warnings reported by golang-ciFlorian Fischer2025-08-207-15/+9
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* improve permanent pile supportFlorian Fischer2025-08-2013-42/+161
| | | | | | * Fix alot of bugs caused by permanents without tiles * Implement a permanent choice to select the permanents in a pile * Fix how pile hooks are called
* support crewingFlorian Fischer2025-08-208-26/+178
| | | | | | * Introduce new callback for leaving a pile without beeing dropped * Fix equipment contrsuctor * Implement attack inheritance
* fix format strings and run make fmtFlorian Fischer2025-08-203-18/+18
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* introduce state-based actionFlorian Fischer2025-08-202-12/+15
| | | | | | | | State-based action are executed anytime a action resolved to handle events caused by the game state. Currently state-based actions only destroy unit with more damage than health.
* add distance > 0 assertionFlorian Fischer2025-08-201-0/+4
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* move unit upkeep code to Unit onUpkeep hookFlorian Fischer2025-08-202-2/+5
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* s/constrain/constraint/Florian Fischer2025-08-201-61/+61
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* fix IsValidAttack unit type assertionFlorian Fischer2025-08-201-1/+1
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* fix ai full action target selectionFlorian Fischer2025-08-201-4/+7
| | | | Only full actions with exactly one target were supported.
* change attack action target to 'attackable enemy permanent'Florian Fischer2025-08-202-3/+62
| | | | Implement attackable constraint.
* set textInput input value to the specified player nameFlorian Fischer2025-08-201-6/+6
| | | | | Only setting the label gives the user the wronmg impression and does not return any input.
* add text input and properly center textFlorian Fischer2025-08-207-37/+149
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* change unit attack representation and implement swordFlorian Fischer2025-08-206-21/+73
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* specify ActionCostFunc type to allow type assertionFlorian Fischer2025-08-201-1/+2
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