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 one was a bit of a doozy to fix correctly, but the actual fix ended up being fairly simple - the upshot is that TargetAbility never checked for whether an extra cost needed setting prior doing a target selection. While at it, I discovered and fixed another bug: if you're in the middle of an extra cost choice (like sacrifice, for instance) and hit the next phase button, the game would let you proceed, and then hang in an endless loop.
While at it, did a little cleanup/refactoring around GameObserver's waitForExtraPayment - any time a bool has something that sounds like a verb, it probably deserves to be a function. Now it is. (I needed to refactor it anyway, as I reused that code for the next phase hang.)
Note that after this fix, I had to patch two test cases (siege_gang_commander.txt & seismic_assault.txt) - since I've change the selection order (ie a target ability with a sacrifice cost requires the cost to be paid up front before picking the target), this means that tests involving targeting & sacrifices need to switch the order of the cards to pass.
I've patched the problem so that ActionLayer checks for a valid ID before doing anything, and does a no-op for IDs it doesn't know how to handle. However, this only fixes the problem during gameplay. It's quite possible that hitting the triangle button in other places in the app might equally cause a crash.
Issue: 544
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
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- 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=
-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
- fixed a bug with Flagstones of Trokair. There was no easy fix (cloned objects deleting stuff from their parents...) and I ended up using a "garbage collect at end of turn" technique the way I did with the ActionStack. As a result, the memory print of a turn will become bigger, and even more bugs might occur at the end of a turn... I'm ready to discuss this, although I think it's the best solution (in terms of result/amount of work) given the way abilities work right now
- Test suite now gives the number of failed/success at the end of the tests
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- 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...
- Moved "extraPayment" cancel verification into ActionLayer (was in GuiLayers)
- added "HUDDisplay" MTGAbility (displays damage/graveyard info)
- Added option to NOT interrupt own's spells and abilities. Allows smoother gameplay. We should add a "quick options" menu ingame to change those options on the fly
- Added WEvent class, allows to send events to abilities
- Cards that change zones now becomes new objects (as specified in the Comprehensive rules). This should allow to fix lots of stupid bugs in the near future, but probably brings loads of new issues :(
- new Ability : ALifeGiver (bottle gnomes)
- Added a few cards from Tempest
- Hybrid mana fix for hybrid mana involving uncolored mana costs (see tests/generic/hybridmana2.txt - spectral possession)
- Fixed bugs with targetting for TargetAbilities
- Fixed multiple sacrifice abilities cost (Siege gang commander, see tests)
- Fixed a small font issue
- Parser: Added possibility to add multiple abilities for one cost, using keyword && (see Ardakar wastes in 10E). Currently only works with mana and damage
- Added a dozen new cards
- Improved testing suite : new keyword "choice" to select an item in the abilities popup menu