with this change please try playing a few matchs against vanguards chosen and wraith feast, my 2 most favorate decks to fight now. youre in for a treat :)
keep in mind that even tho ive taught Ai Foreach in a somewhat crude manner it still does not understand how much mana it can gain from a foreach manaproducer, and this does not make it suddenly use dark ritual correctly. however this change was dramatic enough that i wanted it in for 14.1
this is also still under massive play testing, however no issues were found so far with it as it is presented here.
created new class VerticalTextScroller to handle task display in deck selection screens
modified detailed popup placement on deck selection screen to compensate for lack of border
* 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
fixed some layout issues with detailed info popup
changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
synced stats info for mana curve on detailed display on deck selection screen so only up to
Constants::STATS_MAX_MANA_COST+1 is used instead of the currently hard coded 15.
- had some problems compiling for the PSP. I assume I was the only one, please let me know if the "include JLogger" lines are not needed (they were needed for me)
- Fix a memory leak when playing in "random deck" mode
- Prevent the AI from playing cards with a cost it cannot understand (ExtraCosts with a target).
* Add multilingual support for utf-8.
* Use japanese as a test case (removing the old tentative support).
* A number of shortcomings affect this code.
+ Bugs :
- This splits algorithms used to determine the length of a string
and to render it in two: either the string starts with an ascii
char and the monobyte, variable-space algorithm is used, or it
does not and a multibyte but fixed-space algorithm is used.
This shortcoming also exists in the code to support chinese.
- From the above comes the biggest limitation: any string that
starts with an ascii character but include non-ascii characters
will not be rendered correctly.
- This does not and cannot support chars outside the BMP. This
probably won't matter, ever.
+ Todos, fixmes, wishlist :
- Single-width characters with diacritics are reported as
double-space chars. It doesn't matter too much at the moment, but
should be fixed in the future.
- Font support currently only includes japanese.
+ Performance and compatibility notes :
- Chinese code has not been switched to utf-8, to maintain backward
compatibility. We should switch it at some point in the future,
but ponder the right way to do it first.
- Retaining the support for chinese with a non-international
charset hurts performance (by making some methods uselessly
virtual).
* Still, this generally works and is extensible (it can be used to
implement korean, traditional chinese, etc, without any more code).
Implementing languages with diacritics needs an improvement of the
bool doubleWidthChar() method.
In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.
1) Consolidated the Loggers so that we only have one in JGE. Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore. I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.
- fixed the debug framerate calculation / drawing code (consolidated duplicated functions & variables mDelta vs a win-only mDeltaTime, no reason to have two), repositioned it to draw on the bottom left (it was colliding with other debug text for the cache info).
- for debug testing purposes, added a #define override to force the image cache to work with less memory (I've picked 8 megs, which is what the psp seems to use - the normal default on win/linux is 20 megs).
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
- fixed memory leak in AEquip/ATeach
- Test suite now trims strings correctly (allows to have space between comma-separated card names)
- Added Paradise Mantle (for ATeach test)
- removed a missing wallpaper from wallpapers list
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!