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Timing and priority #2036
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Timing and priority #2036
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TODO: Continue on `Card.UpdateInstalled`. Decisions made today: * `IEffect` impls will define the controller of effects in construction. Potential "mind control" effects are not worth the complexity (e.g. if Corp could trigger God of War, Corp could be tagged). * `Card.Installed` is internal state, `true` only via `GenericInstall` and `false` only by moving outside of play area. Note that cards in centrals are not in play area, CR 4.7 is about meatspace arrangement. So cards abilities shouldn't need to observe `Card.Moved` to disable themselves. * Also note that cards can be only in one zone and zones are not nested. Servers are *locations* in the play area, not zones. * Each source should track the timing structures it was used in, not just a boolean. It allows tracking "used this run" or "used last turn". * Need `GameRule: ISource` for action window abilities.
To be continued: - "turn begins" should be a REACTION window rather than an event - resume impl from PAD Campaign, AAL and Wyldside
Priorities, priority windows, pilots? What's the deal with imminent instructions and pending abilities?
Expand `ConditionalAbility`. Next, I'd try: * use new card text for PAD Campaign, Wyldside and Sure Gamble * include targeting, e.g. basic play ability is targeting a card in hand * note 1.15.1.b
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