- Decorelated the testsuite AI timer from the game timer to be able to have reproduceable results with AI tests.
- Created a random generator wrapper class
- Used two seperate instances of this random generator for AI and for the game
- Added methods to load randoms into AI from a testcase
- Fixed a probleme with undo and premade decks introduced in r4035
- Added basic test to test AI proliferate code
- Cleaned up goblin_artillery test
- Added AI tests into the testsuite test list
- Fixed looping bug into the multi target AI code
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
added parentchildrule which currently only handles the removel of children if a parent dies, but will be extended to handle other actions based on event receiving that deal with child and parent association.
add keyword targetable ability "connect"
connect means "the source adds the target to it's parent vector, the target adds the source to it's children vector"
this can be multitargeted, so it is possible that
"Big Bad Dragon" can live it 2 different domains.
not sure if this was even asked for, but i thought it would be cool to be able to say
"to play big bad creature you need to give it 2 homes"
or
"big bad creature can live in upto 4 homes"
this adds a level of stratigy, becuase now big bad creature can have "all creatures which share a domain with big bad creature gain +2/+2"...or "all domains that city planner live in gain 1 capacity"
but also add the possibility of faster removel from a card like
"destroy all creatures on target domain".
i thought it would be a nice add to kai rules.
connect clears a target= on a card after connecting...this is to avoid abilities transfering to the target, unless you want it to effect the target like
"tap target domain as this becomes a inhabatant"
target=domain
auto=tap
auto=connect
auto=<==this line on will not be targeting the domain
added abilities:
proliferate
ProliferateChooser:new targetchooser for cards with counter and poison counters "proliferation".
MenuAbility:new internal ability to create custom menus of abilities which can be activated in sequence one after another.
multikicker, syntax kicker=multi{b}
works with variable word "kicked", the amount of times it was kicked.
target=<number>tc,target=<upto:>tc,target=<anyamount>tc,target(<number>tc),target(<upto:>tc),target(<anynumber>tc);
multitarget is now supported with the exception of "devided any way you choose" which can not be supported becuase we allow detoggling of targeted cards with a "second" click....so you can not click the same card 2 times to add it to the targets list twice for example.
this is minor, as the bulk of multitarget is not "devided"
removed 's' parsing for multitarget, added a limit of 1000 to "unlimited" for easier handling; we currently can't handle activation of an ability on a 1000 cards very well on any platform(infact i don't suggest it)
Countershroud(counterstring), this MTGAbility allows you to denote that a card can not have counters of the type "counterstring" put on it.
"any" is for no counters allowed at all. this is a replacement effect. cards state that they can still be the targets of counter effects, however on resolve nothing is placed on them instead.
@counteradded(counterstring) from(target):,@counterremoved(counterstring) from(target):: these are triggers for cards which state "whenever you add a counter of "counterstring" to "target"; added counterEvents struct;
other changes:
added support for ai handling of multitargeted spells.
changed a few of delete( into SAFE_DELETE(, safed up a couple areas where they did not seem safe to me;
added better handling of menus presented to ai, it will try to select the best based on eff returns.
added varible lastactioncontroller for ai use, it keeps it truely from ever tripping over itself and brings ai more inline with MTG rules.
converted TC into a protected member.
added "abilitybelongsto" string to tc, and set "owner" of the tc. a tc should never belong to "no one" it should always have a owner.
abilitybelongs to string is solely for easier debugging, i found it was a pain to never know what ability created a tc while i coded multitarget. the owner of the tc is the only one that should be using it, if an ability needs to declare the opponent as the owner (choose discard which is currently unsupported for example) this will allow us to better handle that situation by setting the tc owner in the ability which called it.
rewrote the logic of "checkonly" in ai choose targets, the only time it is "checkonly" is when it is trying to see if it had a target for a spell before it cast it, i now set this in the actual function call instead, the old method was far to error prone.
wrote logic for ai checking of menu objects presented to it,
ai will now make better choices when a menu is presented to it based on what it already knows. this changes it from it's old method of "just click the first option".
taught ai how to use multi-mana producers such as birds and duel lands by adding a method for it to find it's mana for a payment. it can effectively use cards like birds of paradise and sol ring(without locking up). It's primary method of pMana searching was maintain for performance(no need to deep search if we have it in pMana).
added a vector to actionlayer to store mana abilities for pMana. this provides us with a dramatic improvement when mana lords are present by reducing the amount of objects that need checking when ai checks pMana.
with 80 mana objects and a ton of lords one instance i checked went from 8000ish checks down to 80<===big difference.
added "tapped" green coloring(sorry i missed that!)...added red coloring to current actionLayers current action card (usually the source).
changed "type(" restrictions second amount from atoi into wparsedint for more flexiable coding.
add "&" parsing to CD targetchooser, removed "iscolorandcolor" variables and functions becuase they were a hack the real fix was this.
cretaure[dragon&black&blue] a creature that is a dragon, and black and also blue.
changed some of the ai computeactions and
removed unneeded gaurds in ai chooseblockers, they did more harm then good.
this update requires you to update your rules folder files!!!
2nd
added 2 new vanguard game modes.
Stone Hewer Basic - when ever a creature enters play, a random equipment with a converted mana cost less than or equal to that creature is put into play and attached to it.
this mode is unlockable, requirement = win a match where 10 or more equipment were in the battlefeild at the moment you won.
Hermit Druid basic- in this game mode, during each of the players upkeeps, a random land card from their deck is placed into the battlefield, these do not count against your 1 land per turn limit.
to unlock this, win any match with less then 10 lands.
first you are not allowed to mulligen the opponents hand.
second persist was using the stack on its returning effect, this is incorrect as per MTG rules for persist, the card is supposed to go from the grave directly to inplay(grave -> temp -> inplay, in our case).
third, tokens models don't have names, so i make it check now for a name size on the model before clearing and resetting in tranformer.
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.....
* 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.
first as requested, kicker will now act like the other cost, offering a menu choice, heres the catch tho,
it was also thought up that we should maintain the "pay automatically" method of it as it feels more natural to some(even tho as per MTG rules its supposed to be a choice).
so here is what i did that i hope satisfies everyone, i added a new menu option under advanced tab..."kicker payment" with 2 setting, by defualt "always pay" but also an option to "always offer choice"...
2nd, minor tweaks to player avatar, every tme i saw it i was like "i need to do something about that", the avatar getting completely sucked into the corner just looked bad imo, so i about doubled the "inactive" size, so it looks a little more uniform with the opponents avatar. also move the library and grave icons just a thin hair to the left so they don't grossly overlap the players avatar as much when active, and increased the dark box theyre contained in my just a few pixels.
3rd, something else thats really bothered me to no end was that the title text of simple menus which display the cards name which owns the box was using small face font, which on pc was *barely* ok...but on psp(smaller devices) looks like white smears and dots. i changed it to share the font and size used inside the menubox itself, the end result is a lot nicer look...and alot easier to read on psp. now if only we can convince wololo that "spades" is alot like a lava lamp, cool at first, but *extremely* dated. the menu box should have a much slicker look, maybe rounded corners instead and lose the street light poles?
minor fix for phaseaction, becuase of the nature of this ability finding a happy safe medium without losing function is tough. hopefully this corrects it for good.
dropped cast methods menutext returns to lower case, for uniformity.
I've marked all the ones I found with the following TODO comment:
TODO: C6246: <blah blah>
a few in particular are the ones related to "oneShot" and "_target". These are local variables that are declared that
mask either a method parameter or a member variable.
converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
recoded altercost, its finally not using a dirty clean up.
this fixes the bug with it not effecting ai also and the bug where it was ineffective when combined with affinity creatures...
removed a aspect of the wolf class...
soft coded support for aspect of the wolf...using word variable subkeyword "halfup" and "halfdown"
it can go anywhere a parsable word vairable is stringing...i preffer the front of it...
these are Wparsedint subkeywords, not keywords you can use with standard abilities...
its meant to return half the varible rounds up, or down...
fixed player not losing with cantlifelose when they have 10 or more poison...the player should die.
reworked taplandformana, i send the main card as a target now, check against the cost if its affordable...anyways, i discussed this bool function a while back with devs and wololo saw the same issues i saw in it...he then removed it from being used as an if statement...i changed it back to an if statement with the new checks...we are either going to go back to a void, or go all the way bool, but not inbetween.
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added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.
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moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
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reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost.
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.
both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
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i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones*
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match
the next bonus is
+ //creatures entering play consecutively will allow you a chance
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows,
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.
next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar
ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority.
g->currentlyActing() is the player that has priority.
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)
dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.
transformer will no longer add the same types a card already has..
removed an unneeded
if (!activated) ....oris bug seems to be corrected with this change.
wrapped limitsperturn checks in a conditional to skip it if there is no limit string.
added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event.
fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"
moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.
removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....
corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.
note: all test pass.
-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
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.
- 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!
- deprecated the following keywords (see list below for new usage)
-- cantcreaturecast => auto=maxCast(creature)0
-- cantspellcast => auto=maxCast(*)0
-- onlyonecast => auto=maxCast(*)1
-- bothcantcast => auto=maxCast(*)0 auto=maxCast(*)0 opponent
-- bothnocreature => auto=maxCast(creature)0 auto=maxCast(creature)0 opponent
-- oneboth => auto=maxCast(*)1 auto=maxCast(*)1 opponent
Strangely enough, I couldn't find most of these keywords in mtg.txt?
I also removed variables such as "spellCastedThisTurn" and stuff like that... now if you want to know how many spells were cast in one turn by a given player, use player->game->stack->seenThisTurn("*").
seenThisTurn can take a string representing a TargetChooser, or better, a TargetChooser.
I can't guarantee I didn't break anything, but the test suite passes and the AI seems to run ok
- 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.
moved it out of rules, it was FAR to error prone and after fixing bugs on this ability about 12 times, im done with it.
noticed yesterday that it was removing the completely wrong amounts, and not maintaining its cost AT ALL. so i got sick of adjusting it as a rule, its now a statebased effect, called through gamestatebasedeffect as a side function.
the new affinity is less then 100 lines of code, down from 300. to acomplish the effect with FAR less effort. it is also FAR easier to maintain in the future if i die or leave the scene or whatever.
added a new count tool for MTGGameZones canByCanTarget...which allows for returns of amounts based on if it can be targetted by a tc. much like how listmaintainer does it. affinitygreencreature will not be the only ability to use this function, just a heads up. its just the first to do so.
hopefully this much more accurate affinity will be the last version...considering adding the other types which old affinity couldnt handle :D
- minor cleanup of MTGRules.cpp based on my comments in r3084. I visually verified that I didn't break the fix in r3084. Also ran the test suite.
-- in case somebody wonders about some of the tests I deleted, most of these tests are useless because all callers make sure alternateCost is not null (in isReactingToClick) and that the manapool can afford the cost, before doing the call to reacttoclick. Proving it by adding an assert, and also making the function protected, to be sure it is only called by the authorized children.
2nd, started laying some ground work for planeswalkers.
added the planeswalker rule, as per mtg rules, if you have a type=planeswalker subtype=jace already on the battlefield, both are sent to the graveyard. so you can not have a jace mind scuptor and a jace beleren out at the same time. i choose to use subtype= and type= rather then adding another variable to MTGCard...
also, added GuiPlay positioning for planeswalker,
i think theres been a HUGE misunderstanding about planeswalkers which has most going "battlefield is too crowded where would be put them...easy...slap them at the end of the lands ..done...theyre not creatures or artifacts/enchantments..so i moved them to the colum with the lands and have guiplay slap them at the end of that colum...btw this is in no means final...if someone can think of a better solution be my guest, but looking at the planeswalker (workaround) thread, its pretty obvious that no one will care where we slap the planeswalkers, as long as theyre supported. planeswalkers have alot more ground to cover...
- 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