Commit Graph

1913 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com 28cd4acaf8 In the most recent update of the basic abilites this iterator was changed to a standard for loop. However, the condition of when to stop was never written, thus when you saved as AI deck, you either ran into an out of bounds error or some other exception.
This seems to have fixed the bug.  
Issue: 655
2011-05-13 03:28:59 +00:00
wagic.the.homebrew@gmail.com 1ee3c9eccc - revert r3645
- fix memory leak in GenericInstantAbility
2011-05-11 08:06:53 +00:00
omegablast2002@yahoo.com 2c9d029bdc fixed a memleak introduced in r3639..
i also changed the logic behind wololo "ueot " instant ability creator...instead of sending it directly to genericinstantability i created a new class called AGenericInstantWrapper...which handles the adding, cloning, removel ect, exactly how we have always handled "instant abilities"...this should correct any further "odd edge case" issues with the new "ueot " code...

later i will varify if it works with every single ability we current build with a wrapper class...and see if i cant remove them all and convert "ueot " into the NEW until end of turn handling method....lets cross our fingers as it would remove ALOT of extra code if successful....
2011-05-10 18:52:51 +00:00
omegablast2002@yahoo.com e275a599b7 ok this may, or may not get me yelled at...but i can explain why i do it in rules...so don't kill me :(
added 
"offerinterruptonphase=blah"
to the parsing of the rules.txt files...the reason i want to handle it inside the rules.txt....
originally i was going to use the options variable for this, then i realized that if i use that variable, it would apply it to every game mode and peoples custom games...so instead i added the parsing in the actual rules.txt files, this way, if we want to offer interrupt on phase blah to MTG, but NOT have this interrupt offered in a mod or different mode, or if the different mod or mode should offer you a chance to interrupt ai in a different phase ...you can set each rule to interrupt in the phase you want...

now for the reason i added it in the first place...previously we were allowed an interrupt when the opponent drew a card in the draw step, this gave us a chance to do stuff on opponents turn....
recently wololo i beleave made draw actions not use the stack anymore(which was a good change, since as per MTG rules the actions of drawing is not a stack action)...but as a side-effect, we lose our chance to interrupt ai and do stuff on ais turn....

also, changed the ingame bonus thing, to start recording stuff towards bonuses on turn 2+...this solves reported issues with story mode "setting up" causing massive bonuses to be gained for doing nothing.....
2011-05-10 17:08:08 +00:00
omegablast2002@yahoo.com e9a2b2f495 added a guard against removing aloseabilities from a card which already has an active aloseabilities, we generally dont want these to remove each other...this also fixes a mem leak i created in the previous fix for an infinate loop this was creating, i left that fix in place just in case some crazy edge case would add it to a card again. 2011-05-10 14:40:54 +00:00
omegablast2002@yahoo.com 8c2c0ae8de made it an else transformer removetypes...reason, you are either
removing the types, removing all types, or adding a type...not ever doing them all in a single transforms.
2011-05-10 14:34:49 +00:00
omegablast2002@yahoo.com da1ec8eed3 moved the readding of types below the removel of abilities incase a becomes would be used as a newability.
2nd, found a infinate loop is created when you cast a loseabilities on a card which has loseabilities, when the 2 effect ends it readds the first one, before it is removed, making the first one remove the 2nd one and repeat forever....

this is only a half fix, it created a memleak in the place of the loop :/ so wololo please review!!!
2011-05-09 19:42:30 +00:00
omegablast2002@yahoo.com 8737aec005 couple tweaks to transforms to it doesn't add subkeywords as types....
2nd, removed a peice of code which was originally added i imagine before list mentioner was created which added cards whos names ended in "s" to the subtypes list, this is completely unrelated to the "s" charector added to targetchooser. this was actually a really nasty hack....
previous subtypes list contained 1200 variables...the new one after this removel is about 237ish....

this does not impact foreach, or any targetchoosers ability to target a card by name, targetchooser is coded to add card names to the subtypes list as it needs them, so using foreach(arbor elf) will add this to subtypes list for targeting purposes, in the future we might want to have this kind of check done and handled outside of the subtypes list, adding card names to that list for the purpose of targeting is just dirty.

this fixes a ugly lag spike introduced with the change to subtypes...for now...we need to consider a better way to sort these in the future to avoid this returning as subtypeslist gets bigger.
2011-05-09 18:10:10 +00:00
omegablast2002@yahoo.com 01cfbf5a02 couple bug fixes, changed a subkeyword of transforms "removesubtypes" to "removealltypes" remove all the types of the card, added "removecreaturesubtypes" to maintain previous support it was used for. 2011-05-09 15:55:34 +00:00
wagic.the.homebrew b1ea63cd79 changed Subtypes map into a vector, hoping for some speed improvements. 2011-05-09 13:56:22 +00:00
omegablast2002@yahoo.com f8406e9de2 fix for maxcast...the currentPlayer is not always the game->currentlyActionPlayer...in the cast of maxcast and play, we want to check restrictions vs the currentAction player.... 2011-05-08 13:38:12 +00:00
omegablast2002@yahoo.com 96c636643a it was reported to me that the new phrexian mana should add to the cards converted mana cost...so a card which cost {b}{p(r)}{p(r)} should be 3 converted... 2011-05-08 12:49:39 +00:00
omegablast2002@yahoo.com 27df1e9172 removed a check that was causing gem hide sliver lorded manaproducer to not reacttoclick...i moved the check for extra cost to activatedability, so this became obsolete.... 2011-05-08 11:59:08 +00:00
techdragon.nguyen@gmail.com 82058e97c5 * fixed some formatting
* pruned out unused local variables. 
----  There's no need to define something if it isn't going to be referenced. It consumes extra memory temporarily and more than anything is a potential cause for confusion down the road.
2011-05-08 11:56:25 +00:00
omegablast2002@yahoo.com 2c34aaf8a5 fixed a bug intruduced by a refactor to the parsing of transforms ability with caused "newability" to be split incorrectly...im sure it was a mistake, or maybe rushed? at the point this code is "parsing between" the abilities have already been split up...all we do here is erase the "newability[" and last of "]" from the string.... 2011-05-08 09:32:07 +00:00
wagic.the.homebrew 2c0b5baab7 Fix for issue 647 (Evil Presence cast on a swamp removes mana ability) 2011-05-08 09:06:56 +00:00
wagic.the.homebrew e713122e7f fix PSP build 2011-05-07 12:43:00 +00:00
wagic.the.homebrew ab33d29682 - Fixed a bug where the AI would block its own attacking creatures (I reintroduced that bug recently when I removed a safeguard Zethfox had added a while ago)
- Added a way to specify "no interrupt" in modrules.xml (I need to write a doc about this file) for a given game. This does not mean the stack does not show up (the stack is interesting to see what the opponent does), but that it only offers to continue.
2011-05-07 11:58:37 +00:00
wagic.the.homebrew fe276ca330 Minor code cleanup in ActionStack 2011-05-07 10:12:45 +00:00
wagic.the.homebrew d652f754d8 Moved "static" mana render a bit to the right for opponent, to avoid rendering it over the opponent's avatar 2011-05-07 08:44:07 +00:00
wagic.the.homebrew 472d593563 remove "cleanup" phase being automatically added to custom phase ring. People who want it should add it manually in their custom ring. 2011-05-07 04:48:56 +00:00
wagic.the.homebrew f96635541d - Fix for issue 650 (tidal Warrior effect doesn't end at end of turn)
- Fix PSP compilation
2011-05-07 04:10:47 +00:00
wagic.the.homebrew 062d5f9485 Fix issue 650 (Deck Editor doesn't count basic land types as mana producers anymore, Filters can't find basic mana ability producers anymore) 2011-05-07 02:42:49 +00:00
wagic.the.homebrew 2f498780a2 Fix: Mana Producers don't use the stack (there already was a partial fix I believe, this one fixes issues with triggered abilities) 2011-05-06 09:01:27 +00:00
wagic.the.homebrew 7beb958067 Adding a way to mark decks as "locked" based on options requirements (option on or off). Can be used for example to lock a deck until a specific set is not unlocked. Works for both player decks (could be used for premade?) and AI decks. 2011-05-06 06:40:00 +00:00
wagic.the.homebrew efad3f652f Minor refactor of menu text for "move" abilities. Zeth, Dr.Solomat, please let me know if something goes wrong. 2011-05-06 04:43:27 +00:00
wagic.the.homebrew 12228b51a0 - Minor refactor of "transforms" ability
- Updated changeling and transforms to only get creature types (as initially intended by the code), removed hardcoded list of "types to avoid"

The test suite passes
2011-05-06 03:52:35 +00:00
wagic.the.homebrew 1e2ed785eb Fix for issue 646 (Tidal Warrior) 2011-05-06 02:27:49 +00:00
wagic.the.homebrew 691a1e1b91 - Fixed a Bug where AI would not block any attacker in Demo mode (bug introduced in r2759)
- Fixed a Bug where AI would not correctly assign blockers if the first attacker is super strong.
- Added a hack to prevent AI from an infinite loop while choosing a target. There are edge cases where the AI gets to choose the targets for a TargetChooser that doesn't belong to it. I couldn't dig too long for the root cause, so I added a "return 0" when the case happens. Should probably open a ticket
- Added a "Hint" System in AI decks, to help the AI with its strategy. This is not really usable yet, it only works with abilities (not cards to play), and I only added some basic code for counters and tokens. This can probably be extended, but let's wait until we see it working on that other game I'm working on, before rushing into adding hints to all AI decks...
- minor cleanup of AI Code
2011-05-05 14:27:46 +00:00
wagic.the.homebrew 748af5b461 - Adding a generic "ueot" effect. This will be initially confusing, but the ultimate goal is to get rid of all the particular cases we handled with "until end of turn" effects. this "ueot " works like "may " and "choice ", it has to be at the very beginning of the ability(ies) it targets. The reason is to avoid conflicts with the existing "ueot" we have all over the place. I have only tested it with transforms and loseabilities for now (see "ovinize") but hopefully this will become the new norm. This should also reduce the code inside the parser, long term.
- Adding "Ovinize" as an example of this new keyword.
- moved "parseBetween" in utils as I am using it in other files for wome work in Progress.
2011-05-05 06:18:50 +00:00
wagic.the.homebrew 4c572a1ffa Fixes for Boosters in the Shop. Fixes issue 644 and issue 621 2011-05-05 05:51:50 +00:00
wrenczes 5041916fdd Fixed the psp build breakage in r3595. Erwan, pls review - I think that the subtypesToType map probably should be unsigned ints instead of signed, but I wasn't about to sweep through the file right now. 2011-05-04 10:27:18 +00:00
wrenczes bfffb169cf Fixed the psp side - darned implicit casts... 2011-05-04 10:15:38 +00:00
wrenczes 0cb8c50b39 Replaced ManaCost's int array with int8_t. Shrinks ManaCost by another 24 bytes, which in turn lowers CardPrimitive's footprint by the same amount. 2011-05-04 10:02:47 +00:00
wagic.the.homebrew d922d4fe06 - Added "loseSubtypesOf(type)" ability. For example, loseSubtypesOf(land) means "target loses all its land subtypes"
- Added Evil Presence, as an example of the new keywords loseabilities and losesubtypes. It's quite experimental but I added 3 tests that cover the basics. Please report if you find bugs.
- moved the "lands produce mana" rules outside of the primitives, and into the external rules. This was a necessary step to create cards such as Evil Presence. 
- real support for subtypes. Needs some more testing, but there are now functions in Subtypes.cpp to know if a given subtype is a creature subtype, or a land subtype, etc...
- minor refactor of MTGDeck.cpp

Notes:
- I checked that the AI can still use lands
- This change has a bad impact on primitives loading performance (thanks Wil for the loading time output). This is probably due to suboptimal algorithms and data structures for subtypes. If the impact is strong on lowend devices, I can probably optimize a bit (the map subtypesOf could be changed into a vector with some work)
- The test suite passes, added 3 tests for evil presence.
2011-05-04 04:04:03 +00:00
wagic.the.homebrew 494bcf3315 Adding a "loseAbilities" keyword per Dr.Solomat's request. The Goal was to code Evil Presence, but I think there is still some work to do to achieve this. The main concern is that (according to the Miki), neither transforms(( nor "becomes(" allow to lose some subtypes. A land enchanted with Evil Presence is supposed to lose its land subtypes. Since we don't support subtypes that good, I don't think this is possible. Additionally, Evil PResence would require to move "{T}:Add{X}" from the basic lands primitives into the rules (which sounds quite easy to do). I've nevertheless tested this on Gaea's Cradle, and it works. (Gaea's Cradle loses its abilities) 2011-05-04 01:33:34 +00:00
wagic.the.homebrew 810548d816 Minor GameObserver refactor, should have no impact on the game. 2011-05-03 13:46:50 +00:00
wagic.the.homebrew 0b9ff076e6 Please update your rules folder
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +00:00
wagic.the.homebrew b7cc42ed67 Moved "reset damage on creatures at cleanup phase" outside of the engine and made it an ability. This is mostly because I need this for the mod I'm working on, but I hope it can be used by others 2011-05-02 14:02:12 +00:00
wagic.the.homebrew 53f45a8b8e cleanup: Remove "computeXX" functions and XX variables, these were always returning X/2 in all cases.
Test suite passes
2011-05-02 11:28:04 +00:00
wagic.the.homebrew 13dd07973e Removing "oldSchoolDeathtouch", as it seems Cockatrice and Thicket Basislisk are now softcoded. Zeth, Dr.Solomat, please review :) 2011-05-02 08:44:02 +00:00
wagic.the.homebrew e100bd826c Refactor of the parser. The goal is to reduce maintenance cost, by refactoring some of the most frequent "copy/paste" we have in there. This removes roughly 500 lines, going from 4850 to 4350 lines. I'm getting closer to my goal of getting this file back to 4000 lines :)
Crossing fingers I didn't break anything major. The test suite passes, though I expect some edge case bugs to appear. Apologies in advance, I think this change is worth it.
2011-05-01 15:53:13 +00:00
wagic.the.homebrew 8b6400e12d Cleanup of some trigger parsing 2011-04-30 15:52:48 +00:00
wagic.the.homebrew 0933294ca4 Fix an issue where pressing "triangle" on the PSP in the play menu would crash the game 2011-04-30 13:43:12 +00:00
wagic.the.homebrew 847a11f6ec fix an issue where the PSP would not find the rule files 2011-04-30 11:28:25 +00:00
wagic.the.homebrew cde63ed4be Fix for issue 640 (Keldon Marauders crash on PSP) 2011-04-30 06:44:17 +00:00
wagic.the.homebrew cd07248df5 UPDATE YOUR rules FOLDER!!!
- This is some Work in progress to make Wagic less "game" dependent.
This change especially is an attempt at moving away from some dangerous patents owned by some company.
It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation.
I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently.
In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete.


- Also fixed minor bugs I stumbled upon while developing
2011-04-29 17:30:57 +00:00
omegablast2002@yahoo.com 654f4d34bb don't want to include players in this rule. 2011-04-29 14:59:12 +00:00
omegablast2002@yahoo.com 0fba6994a6 fixed a reported bug with @vampired, it was tricky, but ultimately i had to move the building of vampevent outside of TRVampired...the reason being that all instances of TRVamp were able to send and react to other instances of it sending out "vampevents", so move it into rules so only one object handles that, also changed the method it was handled, it now maps the cards with a 2nd vector of the vampires...basically "this card was dealt damage by X, Y, Z this turn"...
let me know if i missed some strange edge case somewhere. as far as i tested, it seems to work just fine.
2011-04-29 13:24:02 +00:00
omegablast2002@yahoo.com 669f8744b6 changed a previous fix a bit, also, altho this is not the "layers system" and we don't really support it, i thought i could atleast support the reapply of p/t bonuses from counters for atransformer...
and while messing around i found out that i forgot an important check in the new kicker with menu, to check if the card was still in the hand :P
2011-04-28 15:17:49 +00:00