this(damaged)
added
targetchooser [damaged] status
added
targetchooser [controllerdamager]
targetchooser [opponentdamager]
basically checks for whos doing damage to who in a match per turn.
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{ ....
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
* since I rescaled the images down to 50%, I moved the display to the upper right
info box on the last line to the right of the "# of games played" information.
Things look like it will fit as long as the number of games is under 1000
deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.
While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
reworked the handling of new target...auras and equipments can not be treated the same...doing so allowed the player to then use the equip function of the card and gain a double bonus. now i call directly on the equip function to do the equiping so that it works with its own function to add the effects. keeping a person from gaining double bonus.
for "this card cant be the target of green spells or abilities" style cards.
added poisoned status trigger for attacking, so far its the only place this is checked. we will see what the next set does with this keyword
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel
Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than
something functionally required. "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver
keeping this change localized to this method until more analysis can be done. The pattern that was here before was
game->currentPlayer->game
where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player.
I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player.
"game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc )
I'll also note that the mods I did to getDeckMetaDataById() are completely unnecessary - pragmatically speaking, it's doing the same thing. The only difference is that I'm using std::find_if instead of brute iterator manipulation, and I'm using a predicate function. For a simple check like this, it's kind of pointless, but if you need to do more complex comparisons, predicate operators can become quite powerful.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that
get flushed when you quit the game. The initial load time will be significant as lazy loading has not
been coded yet for the ai decks.
TODO: lazy load the player and ai decks as they appear on the screen. Currently, each screen loads
all decks.
2nd, started laying some ground work for planeswalkers.
added the planeswalker rule, as per mtg rules, if you have a type=planeswalker subtype=jace already on the battlefield, both are sent to the graveyard. so you can not have a jace mind scuptor and a jace beleren out at the same time. i choose to use subtype= and type= rather then adding another variable to MTGCard...
also, added GuiPlay positioning for planeswalker,
i think theres been a HUGE misunderstanding about planeswalkers which has most going "battlefield is too crowded where would be put them...easy...slap them at the end of the lands ..done...theyre not creatures or artifacts/enchantments..so i moved them to the colum with the lands and have guiplay slap them at the end of that colum...btw this is in no means final...if someone can think of a better solution be my guest, but looking at the planeswalker (workaround) thread, its pretty obvious that no one will care where we slap the planeswalkers, as long as theyre supported. planeswalkers have alot more ground to cover...
tho no ticket was open for it using such combinations actually ADDED counters to a card instead of removing them.
this is because in the clone of the cost, the counters original nb was never set into the clones...so it was set to the defualt nb which was 1.
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles
it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)
coding exsample
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]
you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.
enjoy :)
docs going to kill me for this lol.
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad)
- Fixed some memory leaks introduced in r2922
also forgot to mention in my big patch
i added a new test suite tool, its a goto command
if you start on draw and want to get to second main,
goto secondmain
instead of
next
next
next
next
next
"next" is still valid and still needed
you can not for exsample
goto attackers
if you are ALREADY currently in "attackers" so if you wanted to go from YOUR attackers to opponents attackers
from draw step
goto attackers
next
goto attackers
this replaces about 12 "next" commands which would have been needed in preivous test suite.