smallnamespace

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Yes, the cost buff is -3 instead of the -2 on the card and there are no tests. Actually the buff applies to all dragons, including ones not drawn yet.

@jleclanche Is this still needed? Would be easy to add to new selectors.

https://github.com/HearthSim/hs-bugs/issues/364 is relevant

So you'd like it to look more like an entity?

Sounds good, I'll take a stab at doing this. `hijack` sounds tricky to implement in a safely overridable way (if we wanted `hijack(RANDOM_ENEMY_CHARACTER, SELF)` to fail), but otherwise it doesn't...

But then you won't catch improper use of `hijack`. Shouldn't be a problem I guess, if it's just for testing.

@jleclanche Are there other advantages to moving fully to a tick-based loop, besides being nice for kettle? It seems to me that narrowly redefining the semantics of playing a choice...

Why would you need to resume the action calls? My first impression would be that once you're in the waiting-for-choice state, nothing can happen until you make a choice, including...

Well, couldn't you check the current state, and just no-op out if we're awaiting a choice? Or would that be the massive rework that you're alluding to? It might not...

So for a tick-based system, where do you envision the tick boundaries would lie? I could imagine one extreme, where each complete tick is initiated by a player action and...