- 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.
2nd change is a bug fix, i noticed that cards which were mana producers which contained a cost but did not contain a {t}: would still tap at first i thought this was graphical, however after further reveiw i noticed that the card was indeed truely tapping...this was happening becuase amaproducer had a defualt of 1 for doTap/tap...and since genericactived ability does not go through the motions of setting the true manaproducers "doTap" which can be witnessed by stepping through the processes...it was defualting to a tap, even tho the cost might have just be {1}:add{ ....
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.
first bug fixes, and there were many,
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed
token text now displays source name and tokens abilities
fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.
epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.
extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.
angelic chorus bug fixed, the card will be soft coded now.
and many other minor bugs fixed, hard to remember all which were fixed.
now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",
all true landwalks will now be supported.
new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]
you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines
card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle
[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]
other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.
[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]
activated ability gained a new restriction "opponentturnonly"
variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature
draw:type:ally <---counts the allys in your field. self explanitory
draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much
draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.
new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.
new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])
new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)
new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.
livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.
token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.
phaseout <--self explanitory
spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.
stacking flanking, requires 2 abilities unfortunately
[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]
removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.
added new tools for transforms
,setpower=number
,settoughness=number
removetypes
morph
autofacedown={0}:morph
eradicate <---same as the card name.
cumulativeupcost[ <--self explanitory
upcostmulti[ <--an upcost that will resolve with a && ability
phaseaction[ phase name ] ability
an ability that will trigger on the stated phase name.
also support for phaseactionmulti[
new triggers added:
@vampired( <--sengir vampire effect
@targeted(
@lifeloss(
@lifed(
add a special ability builder called dynamicability
it acts alot like a choose your own adventure book
dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.
variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent
the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.
new gameoption
First turn player:player, opponent, random
who takes the first turn
added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.
taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.
im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.
cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
* Any empty virtual declarations were kept to one line.
* Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
fixed a Ai related bug, taught Ai not to mill itself to death basically. played a few matches which Ai was just destroying himself with a creature that allowed him to draw cards for each(whatever) in play. Ai will be a little more careful not to kill himself by Mill, also not to draw 30 cards in a turn when it clearly cant play them.
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!
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
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.
- fix for issue 467 (simultaneous triggers + "trigger" keyword)
- MootPoint's patch for some string parsing
- some random int/float compilation warning fixes
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.
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.
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.
- 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
-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 ?
- 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
- 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
- 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 :)
- 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=
- 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).
-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)
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)
-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