2nd, fixed a misunderstood line i added, i was aiming for the tc that triggered the event in trtargted....all tested passed, and i didn't manually test that change (SHAME ON ME!!!)...corrected it in the correct place now, where the event is sent.
3rd, trying to fix a broken alias class, this is a work in progress, i intend to fix this and then convert it to a keyword for draw replacement effects for 16.1(?) anyways, only thing ive left to figure out is telling it how to determine that the last stack ability is a "draw" ability. this class quit working ALONG time ago when the "addDraw" object was no longer used. the methods for card drawing changed and no one updated the alias class to use the new method, i imagine this is also what broke aladdins lamp originally(which the change of draw events and how card display is set up)
fixed a bug with Withering Wisps, moved the parsing of the limit string into the isreactingtoclick function, this allows word varibles such as type: to be used.
2nd, removed a varible isTempPhased, it *appear* it might not be needed, tho i didn't handle phasing the way im converting it to for a reason, so cross your fingers and hope all goes well.
BTW: do not email me about any bugs that ariase with phasing or phased out creature, im not excepting bug reports on it to my email box...instead open a ticket with a repro method and mark it as critical.
the equipment is supposed to fall of as a statebased effect.
this is also true for auras, tho the fix for auras will be alot more complex, and im not reffering to the "protected against" bug which we have reason to not fix.
this is a rule that states
303.4b - If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based action. See Rule 704.) [CompRules 2009/07/08]
an aura that targets a creature that suddenly becomes a land and loses creature is supposed to fall off, an aura that targets a green creature that suddenly becomes black and loses green is supposed to fall off.
this rule is the same for both auras and equipment, but due to how we handle auras, only equipments will be fixed in this commit.
first, while hunting down easter eggs in the todo.dat i started trying to code some un-added equipment...noticed that thisforeach was exhabiting strange behavior.
what was happening was in the changed line, abilities.size() was a non-static number, so on most abilities, thisforeach was actually stopping prematurely. which explains why there was no test added for thisforeach, becuase it really wasnt working correctly.
what i did to correct the issue was set "i" as an unsigned int = abilities.size()..this way abilities being added don't stop it prematurely in the process of adding the matches.
2nd, this one is geared towards equipment only, it is a bug fix, not a "lets recode all equipment to use this"...i noticed that alot of equipment was suffering from double entries of activated abilities, the first entry was always targeted at the equipment and did nothing in most cases, the 2nd was always added during the getabilities call.
to fix, i added autoskill= ...what this line is used for it activated abilities or abilities that otherwise shouldnt exist when the card is not equipped, it is called on when getabilities function is called by equip() and for removel purposes.
Angelic Chorus
Lavaborn Muse
Pestilence
Living Artifact
Hypnotic Specter
there is test for each of these.
btw living artifact hard code was wrong, it was allowing you to remove counters at any phase, the soft code is actually correct. updated living artifact test to the correct version in next rev
also fixed a case where "thatmuch" was never set, i now also store the amount on the source of the trigger as well.
1st
had to revise the syntax for my "type:" variable it is now type:blah:location, using the pipe line created nasty returns in some combinations of abilities as the parser confused the pipeline in type: with the one in TC.
2nd
more of a correction then a bug fix, i noticed that upcost had instances where it could still trigger its effect in the draw phase becuase the condiational for the ability resolve was in the update, i left the class mostly untouched but move the resolve out of update and into a receiveEvent for upcost, which triggers only once after you declared that you are leaving the upkeep before draw step begins.
3rd
reworked the construction of multiability to only produce a single multiability with all the abilities in the string instead of nested multiabilities, it is considerabily easier to debug and creates 1/3 less objects for the engine to deal with in comparison to the old method.
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
lets say in the case of Isleback Spawn you want to see if ANY player has less then 20 cards.
auto=aslongas(*|library) 4/8 <21 compare
this will check if either you or your opponent has less then 20 cards. rather then adding the total cards in both libraries.
over the last weeks ive seen this cards code change atleast 3 times. this should be the final version for it and any other cards like it.
while i was at it reworked the aslongas class completely, i promised myself if another bug popped up with aslongas i would rewrite it. 20 hours later, we have an aslongas which does not care about when cards come or go.
aslongas should never have used the added/removed to determine the validity of its effect. i allow update to sort it out now in the update function of aslongas...also added a new function to it called sorterfunction tho it looks as it could be reduced in code i would appreciate that it remains as it is, simply because of the nightmare i went through fixing the previous 7 bugs or more reported for aslongas. the logic was far to jumbled up. this i hope is atleast cleaner and easier to understand for the future devs that might work on it.
note: all test passed, all manual testing also passed.
new while tag is used as follows.
[card]
name=Emperor Crocodile
auto=aslongas(other creature|myBattlefield) all(this) sacrifice while <1
text=When you control no other creatures, sacrifice Emperor Crocodile.
mana={3}{G}
type=Creature
subtype=Crocodile
power=5
toughness=5
[/card]
this will denote that the ability is NOT a oneshot ability and should remain effective for the entire time the card is in the field.
Issue: 613
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.
-fix for issue 604 (Land play limitation should not apply in all cases)
-- this adds a "castMehod" variable to MTGCardInstance. IF this variable is 0, the card was not "cast" (or for lands, "put into play" as part of the lands rule), but "added" to the battlefield with some other effect. On the other hand, if this variable is set, it means the card was cast
-- as we discussed, I did not touch the "alternateCostPaid" variable, as I'm still not really sure these two concepts are actually the same
- 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!
- 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
- 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.
draw:type:creature|opponentbattlefield
will draw a card for each creature on the opponents battlefield
this defualts to "|mybattlefield" however any target zone can be used, hand, library ect....
this will add support to some cards which werent possible with previous version of it, without having to create new word variables to do the same exact thing as can now be done with this.
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.
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.
- 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
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...
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.
for "this card cant be the target of green spells or abilities" style cards.
added poisoned status trigger for attacking, so far its the only place this is checked. we will see what the next set does with this keyword
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.
- 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