| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | support king games | Florian Fischer | 2025-08-20 | 1 | -1/+3 |
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| * | move hand card removal to the play action's costs | Florian Fischer | 2025-08-20 | 1 | -3/+0 |
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| * | change phase names to match the rules | Florian Fischer | 2025-08-20 | 1 | -3/+3 |
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| * | return the player after adding it | Florian Fischer | 2025-08-20 | 1 | -3/+4 |
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| * | small code modernization and refactoring | Florian Fischer | 2025-08-20 | 1 | -1/+1 |
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| * | fix retrieving of the active player | Florian Fischer | 2025-08-20 | 1 | -1/+1 |
| | | | | | Fixes: 4e2ab55d | ||||
| * | finish the target-oriented ai | Florian Fischer | 2025-08-20 | 1 | -2/+3 |
| | | | | | | | | | | Fix path selection choosing a to big step, since the next step was determined by the moving range and not the actually available movement tiles. Fix generating a target for the AI by introducing a dummy action to support "enemy" target constraints. | ||||
| * | improve and fix slow action timing check | Florian Fischer | 2025-08-20 | 1 | -4/+6 |
| | | | | | | Do not allow to declare slow play actions in the client. Fix the slow action check in the game state. | ||||
| * | introduce game.State interface abstraction | Florian Fischer | 2025-08-20 | 1 | -107/+189 |
| | | | | | | This allows to not use the internal game state directly from client code. | ||||
| * | pass the PlayAction to the cards onPlay implementations | Florian Fischer | 2025-08-20 | 1 | -2/+5 |
| | | | | | | This is done to propagate the chosen variadic play cost to the card implementation. | ||||
| * | fix trigger ordering for kraken AI always sending PassPriority | Florian Fischer | 2025-08-20 | 1 | -2/+7 |
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| * | emit target and death events | Florian Fischer | 2025-08-20 | 1 | -0/+12 |
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| * | run state based actions before players receive priority | Florian Fischer | 2025-08-20 | 1 | -0/+1 |
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| * | prompt the user to order its triggers | Florian Fischer | 2025-08-20 | 1 | -7/+38 |
| | | | | | | | | | All TriggeredAction are passed in the wrapper action DeclareTriggeredActionsAction to the controller of the triggers. It is expected to receive an ordered list back from the user again wrapped in a DeclareTriggeredActionsAction. The triggered actions will be declared in from first to last. | ||||
| * | add skeleton for triggers and triggered actions | Florian Fischer | 2025-08-20 | 1 | -1/+46 |
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| * | remove unused members and make EotEffects private | Florian Fischer | 2025-08-20 | 1 | -7/+4 |
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| * | implement equipment with next unit play option | Florian Fischer | 2025-08-20 | 1 | -34/+50 |
| | | | | | Also make more state methods private. | ||||
| * | intermediate commit | Florian Fischer | 2025-08-20 | 1 | -4/+39 |
| | | | | | | | | | | | | * Implement move artifact action * Fix widget update memory leak * update the highlights not during on each frame * do not update the unchanged label of a button * Allow to exit the game by pressing 'q' * Implement some cards from the magic set * Improve permanent formatting * Some tweaks to UnitAI code | ||||
| * | intermeditae commit | Florian Fischer | 2025-08-20 | 1 | -3/+13 |
| | | | | | | | * implement dopping piles * implement simple spell targeting * add some simple spells | ||||
| * | validate equip and switch actions | Florian Fischer | 2025-08-20 | 1 | -1/+40 |
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| * | export less methods | Florian Fischer | 2025-08-20 | 1 | -16/+16 |
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| * | implement unit and artifact switch action | Florian Fischer | 2025-08-20 | 1 | -0/+11 |
| | | | | | | | | | | | 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 | ||||
| * | replace Fatalf with Panicf | Florian Fischer | 2025-08-20 | 1 | -3/+3 |
| | | | | | Panicf includes a stacktrace and causes a debugger to halt. | ||||
| * | implement the basics of the rest of the base cards | Florian Fischer | 2025-08-20 | 1 | -0/+12 |
| | | | | | | * Add more TODOs * Implement permanents granting more spawn tiles | ||||
| * | intermediate commit | Florian Fischer | 2025-08-20 | 1 | -17/+31 |
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| * | remove card from hand when declaring a play action | Florian Fischer | 2025-08-20 | 1 | -0/+3 |
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| * | intermediate commit | Florian Fischer | 2025-08-20 | 1 | -4/+5 |
| | | | | | | | * 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 | ||||
| * | intermediate commit | Florian Fischer | 2025-08-20 | 1 | -9/+19 |
| | | | | | adding area effects and hooks for permanents entering and leaving tiles | ||||
| * | add simple spell support | Florian Fischer | 2025-08-20 | 1 | -0/+2 |
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| * | fix some warnings reported by golang-ci | Florian Fischer | 2025-08-20 | 1 | -1/+1 |
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| * | improve permanent pile support | Florian Fischer | 2025-08-20 | 1 | -6/+6 |
| | | | | | | | * 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 | ||||
| * | introduce state-based action | Florian Fischer | 2025-08-20 | 1 | -9/+11 |
| | | | | | | | | | 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. | ||||
| * | fix IsValidAttack unit type assertion | Florian Fischer | 2025-08-20 | 1 | -1/+1 |
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| * | change unit attack representation and implement sword | Florian Fischer | 2025-08-20 | 1 | -3/+3 |
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| * | intermediate commit | Florian Fischer | 2025-08-20 | 1 | -0/+453 |
