Commit Graph

2397 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com 1018f392b3 changed shuffleTopToBottom method to use STL library to shuffle cards vector.
* This resolves a compiler warning found in XCode.

NOTE: This method is not even called in the code anywhere.  The only reference I can find is in the AladdinsLamp.fire() method, but it's commented out.  This method sounds like it should exist, but nothing is using it.  Was this not working before for Aladdin's lamp, and commented out to get it to sort of work?
2011-10-15 18:29:43 +00:00
wagic.the.homebrew 6825082d6d - Add a simple macro system for auto lines (the goal is to help mostly with repetitive card auto lines such as the ones we have in MotD mod) Check the MotD mod for examples.
-- I added an AbilityParser.cpp file, mid term goal is to move AbilityFactory there, so that MTGAbility.cpp becomes a bit less big.
-- I tried to add the file reference in Makefiles, but only tested windows compilation so far
- Fixed bugs related to "castRestriction" variables in MTGAbility. these variables were declared in both the parent and children classes, leading to bugs and duplicate code/content

The test suite passes
2011-10-15 16:19:29 +00:00
wagic.the.homebrew c32a3b6aa1 Fix a memory leak in test suit player constructor 2011-10-15 02:37:11 +00:00
Xawotihs 5777475340 Fixed a mismatch between the action produced on player click and the related action parsing 2011-10-13 21:34:30 +00:00
Xawotihs cd4c7ae085 Fixed a crash on undo on windows, and another one when you tried it before any action was done. Undo is still present in the menu even if there is nothing to undo. 2011-10-13 20:58:32 +00:00
Xawotihs 0b6044551a - Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
2011-10-13 19:43:51 +00:00
rodrigodemoura@gmail.com 663058cdab Remove all _Myfirs from vectors. 2011-10-13 18:00:16 +00:00
rodrigodemoura@gmail.com e6b199f599 Modifications to make the game more generic.
Included in a new modrules.xml tags.
 <cardgui>
   <background> Stores information concerning the colors </ background>
   <renderbig> Stores information to draw the card </ renderbig>
  <rendertinycrop> Stores information to draw the card </ rendertinycrop>
 </ cardgui>

 Change the variables array for vectors
2011-10-13 12:25:58 +00:00
omegablast2002@yahoo.com 6fa016ca54 corrected my logic, for some reason i remember clearly already having moved this line, but i guess it didn't make it into the last change i did to choosecard function. THIS is what it was meant to do...
also corrected an issue with the changed logic of ALife eff return. you have to take into account that "{cost}:life:200" <---is not targeted so there is no player targeting involved with such code, making the eff return always 0 in cases where you don't have {cost}:target(player) life:200...i might need to review the eff returns to check that there are not other cases similar to this, :P my original code there was messy but took that into account. so careful with refactors in this area.
to see how this function was intended to work, try the following lines on any card

auto={t(creature|opponentbattlefield)}:life:233
auto={s(creature|mybattlefield)}:damage:4 target(player)
2011-10-11 11:14:55 +00:00
omegablast2002@yahoo.com e1620c0a5f re-added a line which was removed in r4000, when ai is forced to "chooseCard" through the effects of "choice " or "target(" and a valid target exist, we run into a lock down becuase we don't switch playerZones to the other players game after the first run of the playerZone...the TC will see that there is indeed a valid target however, since it can not target the other side it will contenue to try over and over, locking it up. 2011-10-10 14:34:55 +00:00
omegablast2002@yahoo.com e3d0ab8ba0 corrected a mistake i made with name and other manacost, I meant to erase the name from value not s this caused strange issues when a name was given to a "other" cost which contained an actual parseable mana cost inside.
do note tho, our text menues will not display "{" and "}" charectors, so its best to keep them out of "name(" anyways as they serve no purpose.
2011-10-10 14:20:50 +00:00
omegablast2002@yahoo.com 516089869d phased cards shouldn't be removed from the game by treason or the effects of unearth if they we're phased out by an effect during the turn in which they were to be destroyed. 2011-10-10 14:09:04 +00:00
omegablast2002@yahoo.com 060164acce copy function grants the source of the abilities the castMethod of "notcast" which is default, however for cards which are played, such as vesuva on "copy" it would be granted a "not_cast" as its play method, allowing players to play another card of the type that a restriction would normally prevent you from playing...this effected all cards which "copy" such as shapeshifters.
note: I do know it's as dirty as "mtgidbackup" but unfortunately I don't think there would be a simpler way to maintain it's cast method.
2011-10-10 13:41:38 +00:00
wagic.the.homebrew c17d07d476 Minor simplification of MTGRules.cpp 2011-10-10 13:27:30 +00:00
wagic.the.homebrew f0964d9af8 Fix issue 563 (double strike VS regenerate)
-- also made "blocked" variable a private.
2011-10-10 12:29:52 +00:00
techdragon.nguyen@gmail.com a33d862d4b updated XCode project to be on latest SDK
fixed a few minor warnings.
2011-10-09 07:06:32 +00:00
techdragon.nguyen@gmail.com 6f10ef8425 fixed last check in. Test suite passes. Added comments on possible null pointer exceptions.
Updated XCode project file to include AIPlayerBaka classes.
Added test suite to iOS build
2011-10-09 05:51:45 +00:00
techdragon.nguyen@gmail.com fbe2e44814 fixed memory leak in double tap gesture
fixed some compiler warnings
removed dead and useless code
2011-10-08 00:56:07 +00:00
Xawotihs 9f09bbeec3 Removed compilation warnings. 2011-10-07 15:25:15 +00:00
Xawotihs c0c8688ede Fixed yet-another-retarded warning. 2011-10-05 21:26:40 +00:00
omegablast2002@yahoo.com fe91960980 moved all basic MTG related rules out of the engine and into rules.txt.
this allows users to create a mod without having to struggle with avoiding certain phase based or cost actions.
attackrule and attacker phase can be seperated now by not including auto=attackrule in your rules.txt....this means you can still have an attackers phase, but clicking the cards won't put the cards into attacker mode or add "attacker" to thier menu abilities. ect...

this also allows us to eventaully change/add to these base rules without having to create entirely new rules for them by modifying the base classes with new variables and so on.

IMPORTANT: UPDATE YOUR RULES FOLDER, OR NOTHING WILL WORK FOR YOU.
2011-10-03 13:13:37 +00:00
Xawotihs 86131f7ea0 Cleande up the deserialization code 2011-10-02 14:11:30 +00:00
wagic.the.homebrew 3decbe7f1d - Fix Android compilation issues
- Added a "cachesize" option (not available from the menu, but can be manually edited in players/options.txt, for example cachesize=200 means 200MB of cache). The hardcoded cache on windows/linux is 20MB, which is not enough for Hi Res cards (60 is better, 200 is great)
2011-10-02 09:05:39 +00:00
wagic.the.homebrew 9e572ee416 - Moved "game mode" types of awards outside of a code, and inside of a configuration file (rules/awards.dat). No code is required anymore to create such an award (momir, hermit basic, etc...)
- fixed compilation errors in GameObserver (windows)
2011-10-02 01:03:45 +00:00
Xawotihs 483c767492 Fix players vector (had a couple of 4 players game with the new code), added more cleanup 2011-10-01 23:49:37 +00:00
omegablast2002@yahoo.com 76a8f406ec converted the player arrays into vectors, so we can test is a player is actually there at the time we are trying to access its variables.
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.

please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...

the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.

this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
2011-10-01 21:29:22 +00:00
Xawotihs bf37948823 Fixed shop touch/mouse support 2011-10-01 21:22:34 +00:00
omegablast2002@yahoo.com fe20ae0c24 fixed a crash when AiAction calls player->getObserver in multiclick.
important note: AiAction you always want to call "owner" becuase "player" here means single target spell has a target and the target is "player". I didn't come up with the variable name, sorry it is very confusing in this spot of the code.
2011-10-01 18:42:43 +00:00
Xawotihs 0dc9c4e274 Fixed a leak introduced in r3976 2011-10-01 17:56:40 +00:00
Xawotihs 24df6bbb6f Fixed a crash occurring at booster purchase 2011-10-01 17:29:33 +00:00
Xawotihs daf362f736 Simplified the parsing, now the TestSuite reworks on Windows. 2011-10-01 17:07:11 +00:00
Xawotihs d47ece1202 Fixed rules parsing on Windows 2011-10-01 15:06:24 +00:00
Xawotihs b36653787e Fixed compilation problems on Window 2011-10-01 14:24:07 +00:00
Xawotihs 9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- 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.
2011-10-01 13:30:30 +00:00
wagic.the.homebrew d6db0c4f63 Simplified some restriction-parsing related functions 2011-10-01 03:07:58 +00:00
omegablast2002@yahoo.com fea034281d added support for suspend x...
suspend(0)={g}{x}

cards with x in thier suspend cards will suspend for x turns...x can not be 0 as per mtg rules.
2011-09-27 01:47:08 +00:00
omegablast2002@yahoo.com e117cf82c9 just moving parserestrictions under the parsecastrestrictions...so they are together rather then an entire page apart :) no code change, it just bugged me :P 2011-09-25 13:51:33 +00:00
omegablast2002@yahoo.com 3a2264febb just changing some comments in svn... 2011-09-25 13:41:12 +00:00
omegablast2002@yahoo.com e8ea5a28d7 added a space to the parsing of who in @next and @each....this space always existed in the coding we use however i am now making it required, the reason is that now we have tool which can include tc's and "s" was finding opponent and my in the tcs effecting the triggeratphase it created. this should correct that issue. 2011-09-25 13:38:15 +00:00
omegablast2002@yahoo.com 96cbe18be0 taught ai basic extracost targeting...by basic i mean its not going to choose a token creature over its 20/20 flyer for the target of an extracost...it will target whatever it can for the cost. but atleast it can handle extra cost which are targeted now, rather then ignore them completely.
also removed a peice of aiplayer::render, that was moved into aiplayerbaka.....
2011-09-24 18:42:37 +00:00
omegablast2002@yahoo.com f04a0dd338 better handling of cards with restrictions for ai. if we can't play it, then don't make it nextcardtoplay. 2011-09-23 19:48:17 +00:00
omegablast2002@yahoo.com 2bb651c5b4 fixed a crash in "white" rendering when you don't actually have the graphic for "white". 2011-09-23 19:05:10 +00:00
wagic.the.homebrew eb13d9a0f9 - Mark "equipment" abilities as good for AI (used for MotD) 2011-09-23 10:54:01 +00:00
wagic.the.homebrew fe88b747c0 - fix for ACounterTracker (this fixes the ability - it wasn't working before - as well as the memory leak)
- fix "release" build in VC++
- Let AI play creatures with ACounterTracker by making that ability a "positive" one (used for MotD)
2011-09-23 10:24:20 +00:00
wagic.the.homebrew c633dc805f - Adding "connected cards" color rendering
- Made "booster" check mod-dependent in test suite
2011-09-23 07:24:24 +00:00
wagic.the.homebrew 0b66caebf2 Fix PSP compilation issue I introduced in my previous change 2011-09-23 00:15:32 +00:00
wagic.the.homebrew f649fee465 - Minor refactor of a few files: removed some unnecessary calls, etc... 2011-09-22 10:07:05 +00:00
wagic.the.homebrew ee4c7e23bd - fixed memory leaks introduced in previous revision
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
2011-09-22 04:43:05 +00:00
omegablast2002@yahoo.com 4419ed4637 changed some logic for getting the pre x without shellcasting(?) spell...the variable word "prex" now returns the difference between the cards cost and the curentmanapool...giving us the value of pre x.some cards might need updating, doc can confirm it.... 2011-09-21 20:27:29 +00:00
wagic.the.homebrew 15f0143a8f AIPlayer minor tweaks:
- In order to clarify getEfficiency, started creating "getEfficiency" functions specific to each type of ability (see example with Damager). This won't reduce the file size but should make things bit clearer
- Minor cleanup of getEfficiency
- bug fixes in getEfficiency
2011-09-21 15:10:06 +00:00