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Dies triggers fixes and improves (bugs like "no trigger on sacrifice cost") #13088
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* tests: added additional tests and verify/runtime checks for wrong die trigger settings; * refactor: removed some usage of short LKI ; * fixed dies events support in "or trigger" and "conditional trigger" (use cases like sacrifice cost); * fixed dies events support in shared triggered abilities (use cases like sacrifice cost);
…eable zone logic to basic ability implementation;
…proved docs and readability;
JayDi85
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JayDi85
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The main idea behind PR's refactors and fixes:
isInUseableZone
for better support "look back in time" (603.6 and leaves-the-battlefield triggers);OrTriggeredAbility
orConditionalInterveningIfTriggeredAbility
;Additional fixes from PR:
How-to use/override
isInUseableZone
:isInUseableZone
- ignore;setLeavesTheBattlefieldTrigger(true)
- ignore;isInUseableZone
- ignore;setLeavesTheBattlefieldTrigger(true)
- set in constructor;isInUseableZone
- override byTriggeredAbilityImpl.isInUseableZoneDiesTrigger
usage;setLeavesTheBattlefieldTrigger(true)
- set in constructor;isInUseableZone
- ignore;setLeavesTheBattlefieldTrigger(true)
- set in constructor;isInUseableZone
- override and call for each real event;setLeavesTheBattlefieldTrigger(true)
- collect from any real event;What can be done next:
setLeavesTheBattlefieldTrigger
-- add param likeZone lookingZone
and use it in sharedisInUseableZone
(so no needs to overrideisInUseableZone
and use ofisInUseableZoneDiesTrigger
);isInUseableZone
in one method:AbilityImpl.isInUseableZone
TriggeredAbilityImpl.isInUseableZone
;TriggeredAbilityImpl.isInUseableZoneDiesTrigger
;HauntAbility
to remove custom logic fromisInUseableZone
;