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.
- 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)
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.
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.
- 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.
This is its new code:
[card]
name=Bloodhall Ooze
auto=@each my upkeep restriction{type(*[black]|myBattlefield)~morethan~0}:may counter(1/1)
auto=@each my upkeep restriction{type(*[green]|myBattlefield)~morethan~0}:may counter(1/1)
text=At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on Bloodhall Ooze. -- At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on Bloodhall Ooze.
mana={R}
type=Creature
subtype=Ooze
power=1
toughness=1
[/card]
This new version, using one of Zeth's latest additions ("restriction{...}"), shows to be a nice improvement concerning the ingame experience: NOW, the trigger will only show up in the interruption window if the restriction is matched. In the old version, it always showed up in the restriction window whenever the trigger potentially could trigger, even if the restriction was not matched.
"restriction{}" also gives us more options in coding new cards. This is one of them:
[card]
name=Library of Alexandria
auto={T}:add{1}
auto={T}:draw:1 restriction{type(*|myhand)~equalto~7}
text={T}: Add {1} to your mana pool. -- {T}: Draw a card. Activate this ability only if you have exactly seven cards in hand.
type=Land
[/card]
A famous and powerful classic! And you can for sure only tap it to draw a card if you have 7 cards in it.
Exchanged the Multikicker test for another one. The older one was doing trouble.
2) Updated all {X}-spells with x targets. They are using "prex" instead of "x" now. Their code is now completely
following the official rules.
3) Changed the code of most cards which search your library for a land card and put it onto the battlefield tapped.
They are using "and((tap))" now. More cards will be changed to that in upcoming revisions.
4) Added 2 tests to save "prex".
- 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
- 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