Commit Graph

61 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
4960969640 added {unattach} cost
this can also be used for "equipped creature has unattach and blah" cards using 
auto=teach(creature) {unattach}:blah

also corrected a long standing guiupdating issue. a long long time ago a replace was removed from GuiPlay::Update in hopes to increase performance no amount of performance increase is worth having cards not updating thier position after an event recieve happens. this means curse will finally go to the correctly choosen players battlefield, equipment will no longer just linger after its target dies, auras won't stay on battlefield after a card is exiled. ect. no preformance decrease noticed, if anyone else notices one let me know.
2013-01-05 03:05:53 +00:00
omegablast2002@yahoo.com
18cd8b5082 added limiting of x to a color to fix Consume Spirit from being able to use any color..
{x:black}
{x:color}

creating a snapshot of a card instance in garbage for stored cards, the issue with previous version was it was using base model value instead of what the storedcard was actually at the time it was in battlefield. example, animal boneyard test was coming up 1 toughness short becuase the creature storedcard pointed to was sent to graveyard for the sacrifice. 

changed myStored TargetChooser to use storedSourceCard instead, as this is supposed to point to the actual card and not a snapshot.
2012-04-07 05:16:55 +00:00
omegablast2002@yahoo.com
0b1327bf01 fixed a couple memleaks, also added human player targeting for blocking. 2012-04-02 16:48:33 +00:00
omegablast2002@yahoo.com
4dfacaa409 untap target as cost. 2012-04-01 17:39:41 +00:00
omegablast2002@yahoo.com
2a17b9c11b added a targetchooser for dummycards source and a method for retrieving card->storedCards variables for docs card package. 2012-03-22 21:50:50 +00:00
omegablast2002@yahoo.com
9564250179 added targetedplayer as a who for most abilities and token reciever..
adjusted the way cardsacrificed events were sent

added a ability which is a way to tell a targeted player, yourself, or opponent to do a set of abilities.
ability$! EFFECT _ EFFECT !$ WHO 
the idea here is that the abilities are being added to the targeted players game...so 
target(player) ability$!target(<2>*|myhand) reject!$ targetedplayer

this line tells the player to discard 2 cards...

you can also use it without targeting by using WHO words..
controller, owner, targetcontroller, opponent, targetedplayer

this ability defualts to opponent.

cards coming soon...
2012-03-18 15:57:35 +00:00
omegablast2002@yahoo.com
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.

modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D

made WParsedInt ignore "+" signs....

added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.

added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...

reparse PT bonus on resolve.

reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)

added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature) 

reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD


added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.

added an automatic increase to geteff return if the ability is a putinplay ability.

finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.

added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....

added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)

these are pretty self explanitory.

moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.

fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.

took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.

added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.

as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
2012-01-31 14:07:40 +00:00
omegablast2002@yahoo.com
f388414f3f if we have no target we are milling the sources controller in mill cost. 2012-01-11 17:20:55 +00:00
Xawotihs
3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
omegablast2002@yahoo.com
d2752a5a22 converted cycling into a cost type to bring it more inline with MTGrules {cycle}, also added the cycled trigger @cycled(tc):
this cost type sends both the event for discard and the event for cycled trigger, it no longer automatically draws a card, that is part of this cost ability instead.
standard cycling is autohand={cycle}:draw:1 controller
its trigger is
auto=@cycled(*|myhand):damage:2 target(creature)
"whenever you cycle a card deal 2 damage to a target creature."
2011-11-09 14:27:56 +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
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
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
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
a6c458d0cb ifthen ability sometimes wasn't grabbing the right target, i now pass it through MTGAbility creations target.
also, i see now why targeted counter cost were left broken for so long. i think this way fixes it in all cases. what a pain.
2011-09-15 11:50:04 +00:00
omegablast2002@yahoo.com
d04b4eca38 ai bug fixes, minor refactor of phaseaction/phaseactionmulti/upcost/upcostmulti, counter cost was safed wrong, sorry!, and fixed parsing of upcost..it was chopping the last bracket of the cost when used for things like echo, it required us to add {0} to those cost...that is no longer required. 2011-09-14 20:35:04 +00:00
omegablast2002@yahoo.com
9c9ce69259 safing up countercost related items, some possible crashes were found now that counter cost can be targeted. they should have really been there from the start. 2011-09-14 12:20:46 +00:00
omegablast2002@yahoo.com
6399917d25 changes:
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.
2011-09-01 20:03:26 +00:00
wrenczes@gmail.com
6fbc019ecc Added object analytics around ExtraCost & ManaCost; some formatting style cleanup. 2011-04-24 10:33:38 +00:00
omegablast2002@yahoo.com
bf68009674 fixed issue 632,633 ...
converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
2011-04-18 17:21:06 +00:00
omegablast2002@yahoo.com
01a229d1b6 2011-04-17 20:21:46 +00:00
omegablast2002@yahoo.com
50c5c70479 made a mistake in p cost. 2011-04-17 20:20:17 +00:00
omegablast2002@yahoo.com
4c90d9e0c2 you can't pay life which you do not have as life payments. 2011-04-17 20:08:08 +00:00
omegablast2002@yahoo.com
93d9347566 added "colors" to word variables
========================================
added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

=========================================

moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
=======================================================
reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
============================================================================
i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00
wagic.the.homebrew@gmail.com
f63aa379e7 Erwan
- moved all "loseLife/gainLife" duplicated code into 1 Player method
2011-01-23 06:59:00 +00:00
omegablast2002@yahoo.com
da8f8dd558 fixeda bug with counter cost when uses with lords/aslongas/foreach/insert any ability other then auto={c(1/1,-1)}:effect....
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.
2011-01-22 17:53:30 +00:00
omegablast2002@yahoo.com
07802134e8 more fixes from the review... 2011-01-22 16:48:55 +00:00
omegablast2002@yahoo.com
473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
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.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
1be97b76f8 code cleanup. No code changes
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
wrenczes@gmail.com
65e38b0694 Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context. 2010-12-01 08:22:17 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
wrenczes@gmail.com
e74c0fcc7c Moved a few more common shared includes into the precompiled header. 2010-10-24 06:55:40 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
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
2010-10-24 05:55:24 +00:00
wrenczes@gmail.com
5aa3dc6fd3 Refactoring of some of the font management in WResourceManager. This change looks bigger than it actually is - most of the touched files are simply renaming of some font enums that I moved out of MTGDefinitions into the resource manager header files. The main points of this change: collapsing the font containers into a single map, eliminating duplicated functions, and migrating the font building logic into the resource manager class. GameApp doesn't need to know anything about the fonts it uses, and likewise, font users don't need to know what the name of their chosen font is, just the FONT_TYPE enum.
(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 :) )
2010-10-19 07:51:32 +00:00
omegablast2002@yahoo.com
d13e8904b5 massive update, additions and changelog in first comment. 2010-10-18 10:46:36 +00:00
wrenczes@gmail.com
5d26989f2c Force the line endings to Unix on this file. 2010-10-14 10:02:16 +00:00
wrenczes@gmail.com
847ec5b7c5 Reinstate the MillExileCost pay variant, as pointed out by Z. 2010-10-14 08:14:49 +00:00
wrenczes@gmail.com
356ce1b8ba Giant refactor of all the ExtraCost variants. Reduced the .cpp code by literally half (~350 lines!)
Some of the things refactored to the base class:
- isPaymentSet()
- canPay()
- Render()
- setSource()
- setPayment()
- the target instance
- duplicated constructor initialization crap

I'm not interested in pointing fingers as to how the code got this way, but I'll ask that everyone who's altered this code in one fashion or another to carefully diff this change and understand what I refactored.  This code is a poster child for neglect & what happens when people start blindly copy & pasting code instead of paying attention to the commonality between code paths.  If you see the same lines of code happening over & over, and you're about to make yet another copy, please stop yourself & think about how you can refactor the code to be in a single shared function (or, more explicitly, a shared base member function when possible).

If you don't understand what I mean by a shared base member function, then I would suggest at the very least reading up on this topic:

http://www.cplusplus.com/doc/tutorial/inheritance/

(And, after all that, if you're still unsure how to proceed, ping someone else for advice!)
2010-10-14 04:45:10 +00:00
wrenczes@gmail.com
33e45c9635 More incremental work of converting code to use DebugTrace(). 2010-10-10 07:30:18 +00:00
omegablast2002@yahoo.com
b507053a1d fixed storm spellcount, affinity/manaredux invis mana, added true "retrace" added 3 new extra cost types. 2010-09-14 17:15:33 +00:00
omegablast2002@yahoo.com
c408e5d588 added support for {X}{X} in cost, added support for token(creature, X/X or XX/XX)*XX or X or #. added discard card at random as cost type {d} 2010-09-12 16:15:24 +00:00
omegablast2002@yahoo.com
99da45f400 Added support for "buyback" and "flashback" with optional auto=buyback/flashback line support. 2010-09-10 18:00:37 +00:00
omegablast2002@yahoo.com
0b4dde558b added support for alternative casting cost, evoke, added support for phantom cycle,hydras, added support for exile/bounce as casting cost 2010-08-30 18:45:38 +00:00
wagic.the.homebrew@gmail.com
47c9ad1b65 Erwan
- new features by Zethfox:
-- "oneshot" optional parameters for lords (helps fixing issues with bouncelands)
-- Life as a cost (avoids using a dirty trick of paying life as an effect)
-- set life total abilitiy (lifeset
-- new auto lines: autostack, autoexile

The test suite passes with these changes, also no test using these abilities has been added yet
2010-08-08 14:04:37 +00:00
wagic.the.homebrew@gmail.com
ce69e23357 Erwan
- minor fix in Zethfox cards addon (Bad lines error from parser)
- Zethfox's patch for {t(target)} as an extra Cost. Works the same way as sacrifice, check Azami, Lady of Scrolls for an example
- fixed compilation on the PSP (sorry!)
2010-08-01 03:21:59 +00:00
wagic.the.homebrew@gmail.com
f40af0b1cb Erwan
- Chinese patch by linshier
2010-07-31 14:41:04 +00:00
wagic.the.homebrew@gmail.com
22a35d2265 Erwan
- 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
2010-03-22 04:26:42 +00:00
jean.chalard
0a083f4385 J :
* Fixes for compilation on 64-bit architectures :
  string position-returning functions return size_t, not uint.
  Fix that.
* Fixes warnings with new gcc about non-fixed string AND no arguments.

NOTE : 64-bit architectures still do not compile. There are 2 different places
where printf is used with a specifier that is not large enough on 64-bit because
size_t is now a ulong and not a uint. The solution on GNU systems is the %zu
specifier, but as I'm not sure it is supported on windows I don't want to
introduce a huge hard-to-notice bug, so I'll do it at a time when I got a
windowser to back me up.
2010-01-25 09:58:30 +00:00
wagic.the.homebrew@gmail.com
bd6c1a2407 Erwan
- fix compilation issues introduced in r1727
2010-01-18 12:43:30 +00:00
wagic.the.homebrew@gmail.com
ee3286ff2a Erwan
-Fix issue 206 (rain of filth)
2009-12-13 09:33:51 +00:00