Commit Graph

299 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
c03a444525 corrected Prismatic omen issue,
added newability[whatever ability] to transforms classes.
this allows for transforms to also add activated or mtgabilities to cards it targets.
example Prismatic omen:
auto=lord(land|myBattlefield) transforms(plains forest mountain swamp island,newability[{t}:add{w}],newability[{t}:add{g}],newability[{t}:add{r}],newability[{t}:add{b}],newability[{t}:add{u}])
Issue: 573
2011-03-28 23:39:29 +00:00
omegablast2002@yahoo.com
65f2706f1e fixed a bug where cards with vanishing (new vanishing) were given "vanishing as a menu item during combat. 2011-03-22 03:41:45 +00:00
omegablast2002@yahoo.com
f2c905225b cleaned up resetting cost for altercost code, its *almost* where i want it to be, removed the need to have "resetcost" coding on card code. removed "resetcost" keyword.
i was not 100% successful in getting the correct cost on altercost which reduced the amounts. however altercost which increased the amounts are now clean code. so the reducers are still using a dirty method of putting the card from the hand back into the hand to get the correct amounts.

the issue i ran into is how to get the correct amount in this situation.
target cost {5} 
have 3 reducers that - {2}
thats {1} of overkill reduce...
heres the issue. now remove all the reducers from play. the cost returns to {6} instead of 5. 
you would think, will have it track the over kill. which leads to another. have the 3rd card which would contain the overkill removed first, i factor the overkill and increase the amount by what was reduced, but that would not be correct. since the reduce was {2} the increase of removing the overkill card should increase the targets cost by {2} not the amount it actually reduced. as you can see, it is extremely complex. so for now im leaving it dirty, but removing the resetcost code.
2011-03-22 01:12:33 +00:00
omegablast2002@yahoo.com
d8450548c7 suspend changes, suspended cards which would have a counter removed are checked for time counters and cast if no time counters are present as a statebased effect, as per MTG rules..
case changes, "Time" != "time" aparently our parser now strings all counters as lower case...so "Charge" is no longer string "Charge" and can not be compared to "Charge"..not sure if that makes any sense :) anyways removel of time counters on exiled cards by triggers or effects now happen correctly.
2011-02-27 15:19:02 +00:00
omegablast2002@yahoo.com
6f792e5546 2011-02-22 14:38:07 +00:00
wagic.the.homebrew@gmail.com
db0c55b4dd Erwan
- Fixed an issue with maxCast targeting opponent
2011-02-16 14:35:49 +00:00
wagic.the.homebrew@gmail.com
8dd6856453 Erwan
- fixed issue 595 (MaxCast not working). Root cause was the stupidest typo ever in the code (maxCost instead of maxCast...)
- fixed an issue with Storm mentioned by zethfox (was counting only spells played by current player)
- Moved "max lands per turn" rule outside of the code (yay!) Please be sure to update your Rules folder!
2011-02-15 14:17:34 +00:00
wagic.the.homebrew@gmail.com
8eac9c587e Erwan
- added maxCast and maxPlay abilities, this deprecates the following abilities: nospells,nocreatures,onlyonespell,land
I usually don't like to deprecate abilities, but the existing ones, despite having easy to remember names, were really not flexible enough.

If you want to use these old keywords, instead use:
-- nospells  =>  maxCast(*)0
-- onlyOneSpell => maxCast(*)1
--nocreatures => maxCast(creature)0
--land:1 => maxplay(land)+1

note maxPlay and maxCast. They follow similar rules, but maxPlay monitors the number of cards that are going on the Battlefield, while maxCast monitors the stack. In most cases, maxCast should be the one to use, but lands are a special case because they go directly to play.

I unfortunately cannot guarantee I didn't break anything, especially in the AI, but the test suite passes ,and I added a few additional tests yesterday and today, to feel more confident about the change.

next step is removing the creatures keywords that do the same kind of thing (cantcast, etc...) and replace them with maxCast
2011-02-13 08:01:13 +00:00
wagic.the.homebrew@gmail.com
60017a6652 Erwan
- replaced variables canPutLandsIntoPlay and landsPlayerCanStillPlay with a PlayRestrictions class.
- Added  seenThisTurn(TargetChooser * tc) in MTGGameZones, which allows to count how many cards matching a targetChooser have been in a given zone in the current turn. With minor work, this can probably be reused by the ability parser for some cards that need to count how many **** where played or put on the stack during a turn.
-- for example player->game->stack->seenThisTurn([put a TypeTargetChooser("creature") here]) would give you the number of creature spells cast by the player this turn.
- This is the first step of a refactor that aims at removing all the adhoc variables for "cant cast". I plan to get rid of the following variables in Player.h (and the associated code, which hopefully will become smaller):  
    int castedspellsthisturn;
    bool onlyonecast;
    int castcount;
    bool nocreatureinstant;
    bool nospellinstant;
    bool onlyoneinstant;
    bool castrestrictedcreature;
    bool castrestrictedspell;
    bool onlyoneboth;
    bool bothrestrictedspell;
    bool bothrestrictedcreature;

They will be replaced by the PlayRestrictions system, and hopefully I'll have time to update the parser to make this more generic as well.
My initial goal with this change was to move the limit of 1 land per turn outside of the code, and make it an external rule in Rules/mtg.txt. I have yet to do it.
2011-02-12 16:31:07 +00:00
omegablast2002@yahoo.com
80b35e8071 fix for black sun zeneth...we were checking the wrong thing for a refreshed number...i had it checking the target instead of the source of that ability. 2011-02-08 15:50:57 +00:00
omegablast2002@yahoo.com
f7b34295fb added a way to set the max amount a counter ability can give you...aka the clockworks effect...as per mtg rules, you are still allowed to activate the effect but if it would put the target counters higher then the max allowed by that ability, then it will do nothing.
it strings exactly like normal counters did, except now after the name you can add yet another "," and a number or word varible...if you will not have a name it is still required that you add the extra comma, as it is a seperator for the parser. so clock works swarm would be counter(1/0,1,,4)...no matter what, this ability will do nothing if the amount of the target counter is already higher then the max allowed, in this case 4...other effects can give the creature more counters...however..this ability will resolve to nothing if youve exceeded the limit. until you are under the amount again.
2011-02-08 15:12:14 +00:00
omegablast2002@yahoo.com
104a626b3b excluding these types from allsubtype transforms subability. 2011-02-07 17:12:12 +00:00
omegablast2002@yahoo.com
79d4312660 it was reported to me that blinking a token can potentially crash the game on the "return" my fault..forgot that once tokens go to exile, we're done with them for good. 2011-02-07 14:00:42 +00:00
omegablast2002@yahoo.com
bf427b6402 i actually misinterperated the fading rule...
the difference between vainshing and fading is...
fading sac triggers the NEXT time you try to remove a fade counter but cant, vanishing sac triggers WHEN you remove the last counter.
2011-02-06 18:48:08 +00:00
omegablast2002@yahoo.com
de6e5ed7eb extended "vanishing" to support "fading" these 2 abilities are the same with the exception of the name of the counter the creature receive. 2011-02-06 18:20:59 +00:00
Xawotihs
b7b584113b - Moved the card collection out of the GameApp class to clean up the dependencies
- Added method to build a card collection independently of the GUI to ease my unitary test application
- Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges
- Added the beginning of a serialization code of the Player and related classes used for network support
- various other minor cleanup
2011-02-06 11:35:40 +00:00
omegablast2002@yahoo.com
75a9d7840d 3 things here, found my targets returns for @vampired we're screwy, which explained why doc didnt add 3 of the possible cards for it...corrected that but i need to rename the varibles which i will do at a later time, not in this patch..
2 fix for token creator livingweapons...this was actually a preexisting bug, but not noticed becuase these are the first equipments that use token gen...when equipping it would readd the oneshot tok gen as an activated ability with no cost...generally we dont want to pass oneshot token generation to another card by equipping...

and 3rd...
got rid of the disgusting vanishing workaround.
it was riddled with bugs, got exsample if the creatures would gain indestructible the -99/-99 they were reciving did nothing to rid the battlefield of the creature...

new vanishing is 
auto=vanishing:number
thats it, no crazy 2 trigger lines with lords ect...
2011-02-03 14:17:25 +00:00
omegablast2002@yahoo.com
e47eb86304 added a return( effect ) to blink... 2011-02-02 21:22:10 +00:00
omegablast2002@yahoo.com
853b8ea5c6 fixed gravetitan bug reported, added new keyword "retarget" as another support for newtarget...
reworked the handling of new target...auras and equipments can not be treated the same...doing so allowed the player to then use the equip function of the card and gain a double bonus. now i call directly on the equip function to do the equiping so that it works with its own function to add the effects. keeping a person from gaining double bonus.
2011-01-29 21:58:29 +00:00
omegablast2002@yahoo.com
60c589ccaa fixed a bug reported for Ghost Council of Orzhova, involving MTG rulings on such effects...if the target of the effect is no longer in the targetted zone at the time the effect goes to resolve, it will still be put on the stack and resolve to do nothing at all. AKA if you sacrifice Ghost to herself, or use ghost to sacrifice that goblin which has {s}:damage:1 target player...and you interupt that ability to sac the goblin for the one damage...while the ability is on the stack..it should not blink the goblin afterwards...
i was originally not going to fix it but it bothered me enough thinking of possible exploits that i went ahead and corrected it.
2011-01-26 13:38:21 +00:00
wagic.the.homebrew@gmail.com
c113c154c1 Erwan
- In line Zethfox's idea with WParsedInt objects inside MTGAbilities, deleted some unused variables.
2011-01-23 08:28:24 +00:00
wagic.the.homebrew@gmail.com
f63aa379e7 Erwan
- moved all "loseLife/gainLife" duplicated code into 1 Player method
2011-01-23 06:59:00 +00:00
omegablast2002@yahoo.com
07802134e8 more fixes from the review... 2011-01-22 16:48:55 +00:00
omegablast2002@yahoo.com
27e60fc605 fixed most of the reviewed code, corrected all danger zone code which could have had bad side effects. 2011-01-22 16:12:17 +00:00
omegablast2002@yahoo.com
946df16af5 removed eradicate ability and replaced it with a far more flexable solution which is
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles

it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)

coding exsample 
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]

you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.

enjoy :)
docs going to kill me for this lol.
2011-01-22 12:30:42 +00:00
wagic.the.homebrew@gmail.com
d581a72c1d Erwan
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad)
- Fixed some memory leaks introduced in r2922
2011-01-22 09:43:13 +00:00
omegablast2002@yahoo.com
473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.

first bug fixes, and there were many, 
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed

token text now displays source name and tokens abilities

fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.

epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.

extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.

angelic chorus bug fixed, the card will be soft coded now.

and many other minor bugs fixed, hard to remember all which were fixed.

now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",

all true landwalks will now be supported.

new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned 
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]

you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines

card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle

[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature 
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]

other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.

[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]

activated ability gained a new restriction "opponentturnonly"

variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature

draw:type:ally <---counts the allys in your field. self explanitory

draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much

draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.

new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.

new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])

new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)

new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.

livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.

token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.


phaseout <--self explanitory

spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.

stacking flanking, requires 2 abilities unfortunately

[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking 
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]

removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.

added new tools for transforms
,setpower=number
,settoughness=number
removetypes

morph
autofacedown={0}:morph

eradicate <---same as the card name.

cumulativeupcost[ <--self explanitory

upcostmulti[ <--an upcost that will resolve with a && ability

phaseaction[ phase name ] ability

an ability that will trigger on the stated phase name.
also support for phaseactionmulti[

new triggers added:
@vampired( <--sengir vampire effect
@targeted( 
@lifeloss(
@lifed(

add a special ability builder called dynamicability
it acts alot like a choose your own adventure book

dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.

new gameoption
First turn player:player, opponent, random
who takes the first turn

added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.

taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.

im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.

cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
1be97b76f8 code cleanup. No code changes
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
wagic.the.homebrew@gmail.com
1046ffac02 Erwan
- fix for issue 559 based on Mike's suggestions. The test suite passes
2010-12-13 13:59:07 +00:00
techdragon.nguyen@gmail.com
fe75493ffa No code change. Reformat code 2010-12-11 22:42:48 +00:00
omegablast2002@yahoo.com
c54de679d4 couple bug fixes, a slight refactor,
ok here goes, first, fixed a crash that would happen when ever a player would gain more then 2000 life or take more then 2000 damage...the buffer was becoming corrupted i imagine because it was too small, increasing it to 10 slots allowed players to successfully take massive amounts of damage, highest i bothered checking was about 35k gained/lost, no crash...

2nd, removed the and refactored cantcaster rule, moved it to stateEffects() and renamed stateeffects to better reflect what it will be handling,

removed sneak attack rule and moved it into stateeffects

the following ints have been converted into bool, 
all the cantcasters, canputlandsintoplay is becoming a bool, the amount of lands you can play is now handled by a new varible int landsPlayerCanStillPlay (this is for my ability additional lands increase in support on perminents coming after the release)

the changes to bools were for an obvious reason, they were all ints pretending to be bools, my varibles were confusing as you would often see code like this if(cantblahblah > 0)
which to another coder might not make any sense.

these varible ints were returning 0 as false and 1 as true...changed them all to bools, same goes for putlandsinplay int, in half the places it was being used as a bool, AND it was tracking the amount, when i was coding additional land ability, this made it impossible to maintain correct amounts without damaging the rest of the code.
as a bool, controlled by stateeffects, it can now be used correctly as a bool in all cases, and the stateEffects manages the switch on it to false if you no longer have any landsPlayerCanStillPlay left.

the refactor on cantcaster was also a bug fix, it was reported to me that cantcasters were not correctly working, sometimes ai or player would still be allowed to play a card with one in play, because of the old way i had it setup somecases of bothcantcaster were reseting the cantcast to 0, basically making the check do nothing.

it is now handled in stateeffects if you have one in play, then its true, if not then false...this returns very accurate tracking of the cards instantly instead of checking as cards enter or left play.

the "both" versions now have their own bools to avoid future conflicts with the single player cantcast...

added a case for the fancy moving text, some move to library effects were incorrectly returing fetch.
2010-12-10 20:51:50 +00:00
omegablast2002@yahoo.com
15e6fabd9f redid the counters menutext function to be more like the one "add mana" uses. makes it easier to read and add to later if needed. 2010-12-04 16:08:51 +00:00
omegablast2002@yahoo.com
142d6b4609 bug fixs, added colon to "damage" parsing so we can finally not worry about "damage" wanting to build a ability. it now has to look for "damage:" which makes it more consistent with how we made the other abilities. did the same with lifeset however no bug there.
2nd bug fix, 
commented out a peice of code that compared if power and toughness would be cancelled out by a new counter. exsample:
1/1 is cancelled by -1/-1...this is actually extremely incorrect, 

if you "put a 1/1 on a creature"
then you "put a -1/-1" on the same one. it does NOT remove the 1/1 as per MTG rules. the counters all all treated as NEW objects on a card. so a creature that had both those abilities used on it should have BOTH a 1/1 and a -1/-1 counter.
commenting out the section of code corrected this probelm.
modular creature, phantom creatures,sunburst and many many more will now correctly be able to use their counters even if they recieved "cancelling" Counters

last was just an improvement, as i got overly frustraited tonight while fighting with a deck that slaps many different types of counters on cards, i was having a very hard time telling what exactly i was about to put on a creature.

so what i did to correct this is create a much better menuText return on aacounter class.

PLEASE let me know if i missed a case where a counter is not showing correct text.
2010-12-04 12:32:33 +00:00
omegablast2002@yahoo.com
b5ec029d79 couple changes, first i re-added my fancy getMenuText for becomes/transforms abilities, somewhere in the refactor these were forgotten. Fix "Swap" ueot menutext display, it was returning "ability".
fixed a Ai related bug, taught Ai not to mill itself to death basically. played a few matches which Ai was just destroying himself with a creature that allowed him to draw cards for each(whatever) in play. Ai will be a little more careful not to kill himself by Mill, also not to draw 30 cards in a turn when it clearly cant play them.
2010-12-03 20:59:46 +00:00
techdragon.nguyen@gmail.com
96cdb7353a fixed line endings
fixed horizontal scrolling to be controlled by a function of dt as per linshier suggestion.
  * this allows compatibility for multi-byte character sets
2010-11-30 12:15:32 +00:00
techdragon.nguyen@gmail.com
0c9f5cd558 moved word wrap function from Vertical Scroller into utils.
moved MTG specific functions out of utils.cpp into AllAbilities
added word wrapping to descriptions while viewing deck information.
2010-11-29 13:38:36 +00:00
omegablast2002@yahoo.com
e23e3d0728 more Ai training: use ability modifiers on creatures that dont already have the ability and prefferedly during first mains, use life altering cards as often as possible, improved foreach a little more, use untappers on card that are tapped that belong to Ai and tappers on cards that are not tapped that belong to player 2010-11-27 18:05:35 +00:00
omegablast2002@yahoo.com
bce5b9e54b Ai training: some Foreach training, optimizted the equip training to have Ai better use equipment, it should no longer leave equipment sitting around, enticed Ai into paying upcost on cards YAY! no more summon now and lose it next turn! :) enjoy. 2010-11-23 16:52:46 +00:00
techdragon.nguyen@gmail.com
064dad3085 reverted ability/color parser for AATokenCreator.
fixed color parsing error for Transformer classes
2010-11-22 09:51:36 +00:00
techdragon.nguyen@gmail.com
7e55039b0a * added hashmap for all basic abilities.
* created three new utility functions that return a vector of matching abilities, colors and types
* migrated all activated ability impl into AllAbilities.cpp.  Perhaps we could break AllAbilities up into separate impl files for manageability?
    One for Activated abilities, another for triggers,etc
2010-11-20 19:41:26 +00:00
techdragon.nguyen@gmail.com
6d855e6cda fixed unsigned int comparison issue. Replaced int with size_t 2010-11-19 23:03:16 +00:00
techdragon.nguyen@gmail.com
5f70d1cff1 * Renamed AManaRedux to AAlterCost since the latter is more representative of the effect
* moved more implementations from AllAbilities header file into the impl file.
2010-11-19 14:55:29 +00:00
techdragon.nguyen@gmail.com
e553d83098 added SAFE_DELETE 2010-11-19 11:33:00 +00:00
techdragon.nguyen@gmail.com
badbc1c040 more reformatting 2010-11-19 11:30:23 +00:00
techdragon.nguyen@gmail.com
6958411f4d Issue 525: fixed NPE for ABecomes
Reformatted AllAbilities.h
2010-11-19 11:11:22 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
wrenczes@gmail.com
3c19533a4c Added the notion of a 'cancel' button, and unified all the 'cancel' menu IDs to be kCancelMenuID (ie -1). I've slaved the Menu button (ie Esc on win, 'Start' button on PSP) to this - the idea being, if you hit the Menu button to bring up a menu, hitting it again will dismiss it without doing anything, which is pretty standard behavior for most console/computer games. 2010-11-07 02:08:17 +00:00
omegablast2002@yahoo.com
ed03d2f3ef added optimizing of opponents hand if the opponent deck is listed as "easy". slight optimize if listed as "normal" none if listed as "hard" this provides slightly more challange from even poorly constructed Ai decks. taught Ai to pump creatures during combat, and more so if its heading directly at player, taught Ai that its better to use "becomes" and "transforms" during first main. this allow its to actually attack with the manlands ect.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.

forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.

added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/

fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
2010-11-06 06:59:43 +00:00
techdragon.nguyen@gmail.com
a458da051d refactored how manaredux coding works
replaced literals with constants in some places.
migrated some abilities out of headers and into implementation files.
2010-11-01 13:04:06 +00:00