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Timing and priority #2036

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@dagguh dagguh commented Apr 10, 2021

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@dagguh dagguh force-pushed the timings-without-singletons branch from 23739d7 to 81f1f38 Compare May 4, 2021 21:35
dagguh added 12 commits June 14, 2022 00:11
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
@dagguh dagguh force-pushed the timings-without-singletons branch from f1130be to 1331e90 Compare June 13, 2022 22:20
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