changed most TODOs to TODONEs
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@@ -23,6 +23,8 @@ namespace KernelPanic.Combat
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public int MagnitudeBonus { get; private set; }
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public int DrawRider { get; private set; }
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public int UpgradeLevel { get; private set; }
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public int QueuePlayCount { get; private set; }
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public bool WasFirstCardThisTurn { get; private set; }
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public bool IsBroken { get; set; }
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public bool IsLocked { get; set; }
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public bool CanUpgrade => UpgradeLevel == 0;
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@@ -67,6 +69,17 @@ namespace KernelPanic.Combat
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return true;
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}
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public bool ApplyCombatMagnitudeBonus(int amount)
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{
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if (amount <= 0)
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{
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return false;
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}
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MagnitudeBonus += amount;
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return true;
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}
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public bool ApplyDrawRider(int amount)
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{
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if (amount <= 0)
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@@ -79,6 +92,35 @@ namespace KernelPanic.Combat
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return true;
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}
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public void MarkQueued()
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{
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QueuePlayCount++;
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}
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public void MarkPlayedThisTurn(bool wasFirst)
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{
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WasFirstCardThisTurn = wasFirst;
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}
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public CardInstance CopyForCombat()
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{
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CardInstance copy = new(Definition)
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{
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TemporaryCostDelta = TemporaryCostDelta,
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IsBroken = IsBroken,
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IsLocked = IsLocked
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};
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copy.PermanentCostDelta = PermanentCostDelta;
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copy.MagnitudeBonus = MagnitudeBonus;
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copy.DrawRider = DrawRider;
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copy.UpgradeLevel = UpgradeLevel;
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copy.QueuePlayCount = QueuePlayCount;
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copy.WasFirstCardThisTurn = WasFirstCardThisTurn;
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copy.SetTargetSnapshot(TargetSnapshot);
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return copy;
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}
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public void SetTargetSnapshot(IEnumerable<CombatantState> targets)
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{
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_targetSnapshot.Clear();
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@@ -98,6 +140,8 @@ namespace KernelPanic.Combat
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public void ResetCombatState()
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{
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TemporaryCostDelta = 0;
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QueuePlayCount = 0;
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WasFirstCardThisTurn = false;
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IsBroken = false;
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IsLocked = false;
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ClearTargetSnapshot();
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