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Use counters asynchronously (and a few related improvements) + costs paid checkpoint #7970
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…se eid, costs defer the checkpoint when using counters
…o counters-are-async
Oh yeah, since adding counters will trigger a checkpoint (by default, anyway) now, there's a chance that a lot of cards can have their 'check win'/'update strength' functions or whatever they do after placing counters removed. |
I thought to make sure like costs are grouped (ie there's one trash event for Simulchip, when previously there were two: one for the hardware, and one for the program), and I was pleasantly surprised to find that queue-event actually handles that for us. That's make a some of the future playtesting stuff easier 💯. |
Closes #7969
Closes #7957
Currently:
You can set the default autoresolve status of a card (or any other special keys) as part of the card data now (see bankroll for an example). IE,I didn't need to do this, turns out I can just tack:data {:special {:auto-place-credits true}}
will transfer the contents of that special map to the card when it is initialized.:special
keys onto the cdef and it just works/is much cleaner. I added a few cards to this list (cookbook, consume, bankroll, friday chip), and made sure it plays nice with cards like compile and the shaper ids that also manipulate that space.:move-zone
fns were handled asynchronouslyadd-counter
andadd-prop
to the list of fns that should be marked as async, so we can catch stuff in the futureadd-counter
with the checkpoint suppresseddef-helpers
::spent-credit-from-card
event (ie for paladin manual usage)derez
, that's pending on derez itself being reworked later)Somehow, I think I'm actually done with this/it's ready to go.