Open kevinb9n opened 1 year ago
Once I add CustomRequirement this should be possible. Not pretty, but possible.
This: MrTile,
PROD[LandArea(HAS MrTile, @bonus(Steel)): Steel \
OR LandArea(HAS MrTile, @bonus(Titanium)): Titanium]
I think this would give correct behavior wrt https://boardgamegeek.com/thread/2663453/article/39570510#39570510
Retitled this issue to be about custom requirements in general.
For issues that simply allow more cards to be implemented, I'm mostly just postponing them. But this one seems to block quite a few cards, and gets some mileage toward "proof-of-conceptness".
// Cutting Edge Technology
PlayCard<CardFront(HAS CardRequirement)>:: -2 Owed
// Vitor
CardFront(HAS PositiveVpIcon): 3
// Credicor; similar: Advertising, Spin-Off Department
CardFront(HAS 20 Cost): 4
// Credicor
UseAction<StandardProject(HAS 20 Cost)>: 4
// Desert Settler
metric = OwnedTile<MarsArea(HAS 5 Row)>
// Polar Explorer
requirement = 3 OwnedTile<MarsArea(HAS 8 Row)>
// Mining Guild
Tile<MarsArea(HAS Bonus<Steel> OR Bonus<Titanium>)>: PROD[Steel]
// Mining Area
This: MaTile, PROD[LandArea(HAS MaTile, Bonus<Steel>): Steel \
OR LandArea(HAS MaTile, Bonus<Titanium>): Titanium]
... and supporting this shouldn't be super hard (?) following the example of CustomInstruction.
Hmmmm, it seems like many of these do have workarounds, though.
PlayCard
could manually send out a PlayCardWithRequirement
signal the way it sends PlayTag
s nowThis:: PositiveVpIcon
effect added that Vitor just triggers onProbably I should try to get these working in such ways first and only consider if this feature if it really simplifies enough things enough.
Blocks Mining{Guild,Area,Rights}.