Commit Graph

124 Commits

Author SHA1 Message Date
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
omegablast2002@yahoo.com
fbd5cffbbd taught told Ai bushido is a good thing. laid ground for Foreach lesson for Ai :) fixed yet another reported bug with aslongas. gave becomes( a better menu name system for the manlands to use.
it will now say "becomes [types]"
2010-10-25 14:41:09 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com
a9e4c58af2 taught Ai how to use levelup creatures, taught Ai how to use Equip, taught Ai how to use prevent the cleric ability.
this is by no means absolutely perfect, i like it tho, and makes for some real good times with level up deck built with equips. 

you will notice i added a level=number...to the level up creatures, this has no effect on players, this is just a small hint to the Ai as to when it should stop investing mana in that creature. the chances are a little over half that ai will want to level a creature, increased ever so slightly with each level up.

for equipment, the Ai will now want to equip its best Creature(determined by power+toughness+convertedcost+how many abilities it has) and will want to equip these "better" cards atleast 2 times before it is reduced. same system for prevent damage, it will want to save its "better creature" more then a 1/1 token.

for both tho i added slight bonuses...
to equip, there is a higher chance that the ai will want to target a white creature, with an extra bonus if the creature is a 1/1 and nontoken. this is to encourage Ai to equip in white weenie decks

in prevent, there is a slight bonus if the creature is a 1/1 and the blocker/blockee has a power of 1. 

currently prevent damage treated this way is not coded for direct damage spell, sorry ! but for combat you will notice ai taking a stand and fighting back hard.
2010-10-23 22:34:07 +00:00
omegablast2002@yahoo.com
34580856d3 untaught Ai how to use prevent until someone with more knowledge then i can look at why the enum list wont allow for it to be listed. its commented out for now, and it works on PC just fine, not perfect but atleast Ai actually trys to keep all their creatures with atleast 1-3 prevent point on them during combat. the probelm it has is with compiling to PSPSDK, it doesnt like having STANDARD_PREVENT = 13, If someone could look into why it would dramatically help Ai using clerics. 2010-10-21 18:44:01 +00:00
omegablast2002@yahoo.com
18ff503bd9 fixed Ai not using regenerate during combat, taught Ai a little about prevent:number, changed "removepoison" mtgability to "alterpoison" as it made more sense. 2010-10-21 15:52:04 +00:00
omegablast2002@yahoo.com
d13e8904b5 massive update, additions and changelog in first comment. 2010-10-18 10:46:36 +00:00
wagic.the.homebrew@gmail.com
508040b3a7 Erwan
- fix for issue 467 (simultaneous triggers + "trigger" keyword)
- MootPoint's patch for some string parsing
- some random int/float compilation warning fixes
2010-10-01 16:33:07 +00:00
omegablast2002@yahoo.com
b507053a1d fixed storm spellcount, affinity/manaredux invis mana, added true "retrace" added 3 new extra cost types. 2010-09-14 17:15:33 +00:00
omegablast2002@yahoo.com
c408e5d588 added support for {X}{X} in cost, added support for token(creature, X/X or XX/XX)*XX or X or #. added discard card at random as cost type {d} 2010-09-12 16:15:24 +00:00
omegablast2002@yahoo.com
99da45f400 Added support for "buyback" and "flashback" with optional auto=buyback/flashback line support. 2010-09-10 18:00:37 +00:00
omegablast2002@yahoo.com
99b058c221 complete revamp of alternative cost, changes in comment 2010-09-06 05:38:04 +00:00
omegablast2002@yahoo.com
0b4dde558b added support for alternative casting cost, evoke, added support for phantom cycle,hydras, added support for exile/bounce as casting cost 2010-08-30 18:45:38 +00:00
omegablast2002@yahoo.com
8a11d818cb modified transforms( ability. mods in first comment. 2010-08-17 19:41:23 +00:00
omegablast2002@yahoo.com
667df139ed increase menutext char array from 25 -> 50. 2010-08-15 13:37:34 +00:00
solo81@web.de
477439773b - Fixed the "CANTREGENERATE" keyword (by Zethfox).
The engine always handled it as "REGENERATE" and thus had to be renamed. Its new name is "CANTREGEN". It has been tested excessively by me and Zethfox. Now all cards with the former "cantregenerate" work as they should.

- I also added a test for "CANTREGEN" (Incinerate).


- Added the new keyword "FOG" (by Zethfox). 
This is an equivalent for "PREVENTALLCOMBATDAMAGE", which only worked for instants and sorceries. "Fog" works only for permanents and is used in combination with the newly introduced parameter "ONESHOT"!

- I also added 2 tests for "FOG" (Maze of Ith, Spore Frog).

Both additions lead to several issue fixes:
Fixed issue286.
Fixed issue328.
Fixed issue332.
Fixed issue416.

- Removed Demonic Torment, Gaseous Form, General's Kabuto, Sandskin. Those cards never worked and could even not be fixed with "FOG".


- Optimized the code of the dragon-lair land-cycle from PLS and added 2 tests for them.

- Added 8 successfully tested cards. Card list -> first comment.
2010-08-09 23:49:31 +00:00
salmelo16
74d2bbf324 Added X to the filters for this() and thisforeach(), for use with {X} costed activated abilities, although it should theoretically work with spells as well if necessary. 2010-04-14 23:42:47 +00:00
salmelo16
9cf4c7587b added ability to have triggered abilities target based on the event that triggered, bramblewood paragon, graft, etc.
use "trigger" inside target code of triggered ability.
does not work with @each and @next.
@damaged can use trigger[to] and trigger[from] to specify the target or source of the damage, respectively.

Adds cards:
Aether Flash
Bramblewood Paragon
In the Web of War
Juniper Order Ranger
Mortuary
Primal Forcemage
Fungus Sliver
Simic Initiate

as well as a test file for feral hydra, missing from my last commit.
and daily build.
2010-04-03 23:50:39 +00:00
salmelo16
3a61eba007 allow to use X as the number of counters. daily build.
Added feral hydra.
2010-03-30 22:34:25 +00:00
solo81@web.de
07361b19f5 This is another patch by the great newcomer salmelo.
Salmelo:"Here is another patch, this time adding counters to target specifications, so now you should be able to target things with counters on them as well as use counters for criterion for Lord, aslongas, foreach, etc.
I had to muddle the syntax a little bit though, so heres an example, taken from gwafa hazid, whom I added to the primitives to test with.

lord(creature[counter{0/0.1.Bribe}]|opponentbattlefield) cantattack

obviously the part we are worried about is the counter part, note that those are curly braces { } and periods . instead of parentheses ( ) and commas , this is so that it does not conflict with how targets are normally parsed, which it did before I changed those. Counters still work the same way everywhere else though, you only need to use { } and periods in target code.

Also, you can use counter{any} to specify that it should look for things with any kind of counter on them, not just specific ones, this is used by Kulrath Knight, for example.

I also consolidated most of the code used to parse counter specifications, as it seemed unnecessary duplicating it three times.

Anyway, aside from this major addition, I also added Gwafa Hazid, Profiteer; and Kulrath Knight to the primitives, as well as a test file for each to make sure it worked.

Hopefully y'all will find this patch useful.

Oh, and I should point out that it only works with one Counter in the target specification, i imagine if you put two in the same one then it would either overwrite the first with the second or merge them into some sort of hybrid counter monstrosity, either way, I wouldn't suggest it. "

Cards with vanishing are also codable now. Have a look at the comments for explanation.

daily_build.
2010-03-24 21:15:34 +00:00
wagic.the.homebrew@gmail.com
22a35d2265 Erwan
- Added remove/add counters as a cost, patch by Salmelo, thanks man!. See primitives/mtg.txt -> Thallid to see how it works
- added test for i286 by salmelo
- added basic display for counters (this needs improvement) by salmelo
2010-03-22 04:26:42 +00:00
wagic.the.homebrew@gmail.com
bd6c1a2407 Erwan
- fix compilation issues introduced in r1727
2010-01-18 12:43:30 +00:00
wagic.the.homebrew@gmail.com
ffbcd3f2d0 ERwan
-fix issue 297
- also removed the "untapBlockers" system. The idea was nice but incorrectly implemented, and only 2 cards were using it so far.
2010-01-17 12:05:40 +00:00
wagic.the.homebrew@gmail.com
11ed497ebb Erwan
-fix issue 209 (Clone loops AI)
2010-01-15 16:49:17 +00:00
wagic.the.homebrew@gmail.com
ee4e9f2262 Erwan
-fix issue 161 (brass man can untap outside of upkeep). Use "myUpkeepOnly" keyword. Other keywords such as "myDrawOnly" of course work. Haven't implemented "opponent" yet, is it needed ?
2009-12-13 10:18:37 +00:00
wagic.the.homebrew@gmail.com
7cc072bf77 Erwan
- fix a memory leak with "Prevent All combat damages" ability
- Fix issue 242 (Equip can be used outside of the main phases)
- introducing "attach" keyword. Same as equip but can be used anytime. Untested
- introducing "asSorcery" keyword. Can be used the same way as "myTurnOnly" on activated abilities to restrict their usage. Untested. Other similar keywords will follow, please let me know which ones would be useful
2009-12-13 03:28:50 +00:00
wagic.the.homebrew@gmail.com
512f649147 Erwan
- Adding cycling. Check Akroma's vengeance in ONS for an example. Note that this uses autohand instead of auto, this is important! You can also use autograveyard. 
- All "auto" activated abilities should work with autohand, so this is not only for cycling, but could be used for other abilities as well. For example autohand={3}:cycling can also be written autohand={3}{S}:Draw:1
2009-12-12 11:09:13 +00:00
wagic.the.homebrew@gmail.com
ca35754273 Erwan
- Adding equipments. They work like auras, except you have to add an "auto={cost}:equip" line. See Behemoth sledge in ARB for an example. Please test a lot before committing, thanks :)
2009-12-10 13:44:05 +00:00
wagic.the.homebrew@gmail.com
da9a82cff4 Erwan
- removed some unused code. Please review!
- Added protection from() auto keyword. It is still possible to use protection from [color] in abilities, but when it is not possible, please use protection from([target]) in auto=
2009-11-21 07:26:26 +00:00
wagic.the.homebrew@gmail.com
9ca552093e Erwan
- Added "PreventAllCombatDamage" [from(...)] [to(...)] keyword. Please test it on a few cards before we "mass" use it. As a side effect, fixed issue 155 (ebony horse target).
2009-11-14 11:35:29 +00:00
wagic.the.homebrew@gmail.com
7b2ac9e610 Erwan
- added "targetplayer" functionality to ManaProducer objects. As a collateral benefit, this fixes issue 191 (seismic spike)
2009-11-14 07:07:58 +00:00
wagic.the.homebrew@gmail.com
e059890446 Erwan
-reduced SFX Quality. This seems to fix the Bug with samples getting silent on the PSP (issue 112), and improves loading times. If you think this is unacceptable, let's discuss it
- AI now should play fetchlands' ability, although still not "efficiently"
- Fix a bug where the game would crash if a card has a valid alias to a hardcoded card that is in no _cards.dat (starwars mod cards aliasing a MTG card)
2009-11-12 11:39:47 +00:00
d32.wagic
6de1856698 Added mana production statistics to the deck viewer.
Two new screens (5,6):
5.) Counts of manasources per color and type.
- Basic lands
- Non basic lands
- Other source
6.) Focusing on mana produced by lands only, displaying amounts of each mana potentialy produced graphically, along with percentages - to be easily compared with following screen (detailing mana cost per colors)
2009-11-11 21:19:11 +00:00
wagic.the.homebrew@gmail.com
6f1772e938 Erwan
-fix issue mentioned at http://wololo.net/forum/viewtopic.php?f=4&t=371&p=6296#p6296 . I touched a very sensitive area of the code so please let me know if something goes wrong with this revision with spells or abilities that involve targets and/or sacrifice
2009-10-24 14:15:08 +00:00
wagic.the.homebrew@gmail.com
f7331b7066 Erwan
- Fix one card in ZEN
- Fix AI and counters (issue 75, see tests/manual/torture_ai.txt)
- Fix counters target
2009-09-28 13:34:49 +00:00
wagic.the.homebrew@gmail.com
1d4b8ef177 Erwan
-Bug fix: Selesnya Guildmage ability ueot
2009-09-06 04:55:05 +00:00
wagic.the.homebrew@gmail.com
794eec8bb8 Erwan
-code cleanup
-fix one card in TSP
2009-08-31 10:17:28 +00:00
wagic.the.homebrew@gmail.com
0dfa3f2e16 Erwan
-fixesRockslide Elemental, Welkin Hawk
-Added messages for Manapool updates
-Cleaned up ManaProducer code
2009-08-26 14:30:24 +00:00
wagic.the.homebrew@gmail.com
b775eec20f Erwan
- barbed sliver, sedge sliver, basal sliver bug fix
2009-07-28 13:33:30 +00:00
wagic.the.homebrew@gmail.com
bf8d4fd827 Erwan
- bug fixes (civic wayfinder, fault line)
- target's quad is displayed for generictargetabilities
- added menutext for powertoughnessmodifier
2009-07-26 03:15:52 +00:00
wagic.the.homebrew@gmail.com
9286f1b305 Erwan
-Added a few cards
2009-07-20 06:20:54 +00:00
wagic.the.homebrew@gmail.com
9b263eaee1 Erwan
- Dragon Whelp bug fix
- Rampage bug fix
- AI can use mana abilities.
2009-07-19 04:19:24 +00:00
wagic.the.homebrew@gmail.com
3e7ecb3016 Erwan
- fixed a bug (crash if a card that had an ability until end of turn would be put into the graveyard before the end of the turn)
- Added a new game Mode : Random 1 or 2 color.
2009-07-18 08:50:14 +00:00
wagic.the.homebrew@gmail.com
2ba5fcb955 Erwan
- Added "@movedTo(...) trigger. See argothian enchantress in USG
2009-07-14 13:29:12 +00:00
wagic.the.homebrew@gmail.com
da6542f9a7 Erwan
- Adding M10 todo.dat
- removed dead code
2009-07-13 12:35:13 +00:00
wagic.the.homebrew@gmail.com
0ecbfb5d82 Erwan
- Triggers made more generic in the parser
2009-07-12 07:47:54 +00:00
wagic.the.homebrew@gmail.com
c8333e76b1 Erwan
- Updated Parser mechanism. Right now this doesn't change functionalities much, but should be more readable, and make it easier to code some new abilities in the future
- Fixed regenerate, broken with r532
- Death Ward now works
- I think "&&" now works with all abilities, needs to be tested...
2009-07-11 15:59:51 +00:00
wagic.laurent
6097b1282b Laurent - Added draw/token to the foreach parser (allow to sligthly reduce the number of lines in MTGAbility.cpp and also add few cards to different cards.dat.)
NOTE that all these additions to the foreach parser are only available for the "inplay" area... "countcards" will need to be updated in order to have thing such as graveyard or hand to be taken into consideration (but when it will be done cards such as Spontaneous Generation - MRQ, could be added)
Also updated (tentatively) the "cantbeblockedby" in the parser it still does not work...ARG... but I can feel that I'm not far away from the solution...
We need also to go through some of the cards.dat to be sure we are not missing any possible addition ...
2009-06-29 11:11:41 +00:00
wagic.laurent
c40d2b5cea Laurent -
Added "untap all" to the parser (not tested but should work since it is the same as tap all)
Modified "cantbeblockedby" also still don't function properly, atm it cause the creature to be "unblockable"... Should work, I don't get it !!! (Why ???)
Also added Seedborn Muse (like all the Muse a very Powerfull card), especially as combo with cards that "DOESNOTUNTAP" during your untap phase...
2009-06-20 11:01:04 +00:00