Open kevinlul opened 5 years ago
My suggestion:
Duel.CanPlayerSendtoHand
=> CanPlayerAddToHand
Card.CanBeFlippedSet
=> Card.CanBeSet
Card.CanAcceptCounter
=> Card.CanAddCounter
(since it's missinge):Card.IsCanRemoveCounter
-> Card.CanRemoveCounter
This seems to still be ambiguous in my opinion but I don't have a better suggestion:
Duel.IsPlayerCanSpecialSummonMonster
-> Duel.CanPlayerSpecialSummonMonster
Duel.IsPlayerCanSpecialSummonCount
-> Duel.CanPlayerSpecialSummonCount
Card.CanBeSet
is misleading, as it's not clear if that mens the act of flipping facedown, or setting from hand/anywhere else.
Card.CanAddCounter
too is ambiguous, as the "add" could mean that the card puts counters somewhere
what about:
Card.CanAcceptCounter -> Card.CanHoldCounter
Card.IsCanRemoveCounter -> Card.CanRemoveCounter
edit: CanHoldCounter
idea by Naim
Duel.IsExistingMatchingCard
Duel.IsExistingTarget
I actually suggest keeping the "Is" part in these 2 functions as they do make grammatical sense.
Card.IsSummonableCard
This appeared twice in the top list, one of them was possibly meant to be Card.IsSummonable. My suggestions are as follow:
Card.IsSummonableCard => Card.CanBeNormalSummonSet (or IsAbleToNormalSummonSet to indicate that it is different from other summon checks)
Card.IsSummonable => Card.CanBeNormalSummoned
The reasons are 2: 1- It is kept in line with the format of Card.CanBeXSummon. 2- It shows the difference between OCG & TCG. Since "Normal Summon" in OCG means "Normal Summon/Set" in TCG, while "Summon" in OCG means "Normal Summon" in TCG.
At the beggining i suggested leaving normal summon as just summon, because it makes sense for it to be a default type of summon, but now that you mention the fact that they are called differently between OCG and TCG it would be better to just make the distinction like with all other summon types.
Is changing “DiscardDeck” to “Mill” safe?
I agree that DiscardDeck is a bad misleading name but I’m not sure Mill is the right solution, it’s kind of a slang term.
I’m of the opinion that there’s no way to shorten “Send X from Y’s Deck to the GY” to something as short as Mill; while it is a slang term, it fulfills our need to better remember/understand the function and to reduce clunkiness. (Although of course suggestions can be proposed to kill this argument)
See rename-lua and PR here for further progress.
List for the second wave
Card.IsAbleToHand -> CanSendToHand
Card.IsAbleToDeck -> CanSendToDeck
Card.IsAbleToExtra -> CanSendToExtra
Card.IsAbleToGrave -> CanSendToGrave
Card.IsAbleToRemove -> CanBeBanished
Card.IsAbleToHandAsCost -> CanSendToHandAsCost
Card.IsAbleToDeckAsCost -> CanSendToDeckAsCost
Card.IsAbleToExtraAsCost -> CanSendToExtraAsCost
Card.IsAbleToDeckOrExtraAsCost -> CanSendToDeckOrExtraAsCost
Card.IsAbleToGraveAsCost -> CanSendToGraveAsCost
Card.IsAbleToRemoveAsCost -> CanBeBanishedAsCost
Card.IsAttackPos -> IsAttackPosition
Card.IsDefensePos -> IsDefensePosition
Card.IsControler -> IsController
Card.GetControler -> GetController
Card.GetPreviousControler -> GetPreviousController
Card.SetSPSummonOnce -> SetSpecialSummonOnce
Card.IsMSetable -> CanSetInMZone
Card.IsSSetable -> CanSetInSZone
Card.IsHasEffect -> Card.HasEffect
Group.TakeatPos -> Group.At
Group.IsContains -> Group.Contains
Group.IsExists -> Group.Exists
Duel.Remove -> Duel.Banish
Duel.SendtoGrave -> Duel.SendToGrave
Duel.SendtoHand -> Duel.SendToHand
Duel.SendtoDeck -> Duel.SendToDeck
Duel.SendtoExtraP -> Duel.SendToExtraFaceup
Duel.Sendto -> Duel.SendTo
Duel.RemoveCards -> Duel.BanishCards
Duel.IsCanAddCounter -> Duel.CanPlayerAddCounter
Duel.Release -> Duel.Tribute
Duel.ConfirmDecktop -> Duel.ConfirmTopDeck
Duel.ConfirmExtratop -> Duel.ConfirmTopExtra
Duel.SortDecktop -> Duel.SortTopDeck
Duel.RDComplete -> Duel.RecoverDamageComplete
Duel.DiscardDeck -> Duel.Mill
Duel.ReleaseRitualMaterial -> Duel.TributeRitualMaterial
Duel.IsAbleToEnterBP -> Duel.CanEnterBattlePhase
Duel.CanPlayerDiscardDeck -> Duel.CanPlayerMill
Duel.CanPlayerDiscardDeckAsCost -> Duel.CanPlayerMillAsCost
Duel.MSet -> Duel.SetInMZone
Duel.SSet -> Duel.SetInSZone
Duel.GetDecktopGroup -> Duel.GetTopDeckGroup
Duel.GetExtraTopGroup -> Duel.GetTopExtraGroup
Duel.IsExistingMatchingCard -> Duel.ExistsMatchingCard
Duel.IsExistingTarget -> Duel.ExistsMatchingTarget
Duel.GetLocationCountFromEx -> Duel.GetLocationCountForExtra
Duel.GetReleaseGroup -> Duel.GetEffectTributeGroup
Duel.GetReleaseGroupCount -> Duel.GetEffectTributeGroupCount
Duel.CheckReleaseGroup -> Duel.CheckEffectTributeGroup
Duel.SelectReleaseGroup -> Duel.SelectEffectTributeGroup
Duel.CheckReleaseGroupEx -> Duel.CheckEffectTributeGroupAdditional
Duel.SelectReleaseGroupEx -> Duel.SelectEffectTributeGroupAdditional
Duel.GetTributeGroup -> Duel.GetSummonTributeGroup
Duel.GetTributeCount -> Duel.GetSummonTributeGroupCount
Duel.IsChainDisablable -> IsChainDisableable
The issue of Card.CanChangeController and Card.CanControllerBeChanged is left for later. Also unrelated but Duel.VenomSwampCheck will be deleted.
EDIT: These are now on the rename-lua branch, thank you Yamato.
Unrelated suggestion by @edo9300
Suggestions after Dec 10 not included.