Commit Graph

190 Commits

Author SHA1 Message Date
Bjørn Snoen 8eb664f93d Fixed grammatical then/than error. 2013-12-18 05:50:30 +01:00
Tobias Loose 667b95f2b8 Refactor gamestatedeckviewer and add a grid view suited...
for bigger screens.
2013-12-05 23:06:30 +01:00
Unknown 224c94e890 Included some testsuite into qtmain and updated travis file to try to use it. 2013-10-27 23:06:29 +01:00
Xawotihs@gmail.com 1f0485ff8e Support for running the testsuite in command line programs for continuous integration.
Here is a small example inspired from SDLmain.c:

g_launcher = new JGameLauncher();
InitGame();
MTGCollection()->loadFolder("sets/primitives/");
MTGCollection()->loadFolder("sets/", "_cards.dat");
options.reloadProfile();
TestSuite testSuite("test/_tests.txt");
int result = testSuite.run();
DestroyGame();
delete g_launcher;
return result;
2013-10-23 22:08:30 +00:00
omegablast2002@yahoo.com b61cd2f69a megapatch contents
added
"whenever a creature enters the battlefield you may pay {1}, if you do gain one life"
conditional may pay({cost}) effect 
this version is a super type ability, and can only be used in certain combos.

to nest you will need to use it in its subtype pay[[{cost}]] effect
pay keyword can have sideeffects coded as follows
pay[[{1}]] life:1?life:-1
pay one mana and gain 1 life, if you dont then you lose one life. notice no space between the abilities and the question mark.

added castcard()
a method to cast a targeted card, this contains the following subkeywords which can be used in combinations
(normal)
(restricted)
(copied)
(noevent)
castcard(restricted copied noevent) for example will cast a card that is a copy or the spell without sending a cast event only when the spell is castable.
"normal" subkeyword cast the actual spell, not a copy.

extended the use of exiledeath to everyzone, any card going from any zone to graveyard is placed in exile if it has exiledeath.

limited swipe left to open hand only when hand is closed view.

"moveto(" can now be named.
2013-06-18 01:41:34 +00:00
omegablast2002@yahoo.com a7e9fe6699 spanish translation stuff, thanks atriel 2013-05-06 23:21:29 +00:00
omegablast2002@yahoo.com 83ef3aa08c fixed a crash with flip cards. how does the test for this pass? 2013-05-01 00:02:42 +00:00
omegablast2002@yahoo.com 96adbabea8 fixed a crash that could be reproduced demo->classic->best of 3->endless demo 2013-04-21 02:20:22 +00:00
omegablast2002@yahoo.com 80e36c2b92 readjusted the carddisplays for libarary and graveyard for both players to move them off the top of the avatars. you can now click thier respective button to close them when in a targetchooser action.
also readded a piece of code i commented out, it does nothing but the compiler saids it expected something there.
2013-03-30 17:09:50 +00:00
omegablast2002@yahoo.com b38d6c6bc5 applying the patch for torny mode not awarding credits at end of torny. 2013-03-27 22:58:51 +00:00
omegablast2002@yahoo.com 810c3967d6 after much testing and corrections, our user Holgern from the forums has completely recreated and reworked the gauntlet mode originally coded for ai vs ai into a completely new way to play wagic, you can choose the number of matchs, various modes, and other wonderful additions. Don't take my word for it, try all the fun new stuff out yourself!
THANK YOU Holgern!
2013-03-26 02:10:45 +00:00
omegablast2002@yahoo.com d4ff6d1453 spanish translation stuff 2013-03-14 22:22:18 +00:00
omegablast2002@yahoo.com 9a52ae28a2 several changes here,
first, i added a timer to hide the big card after 5 secs or until a movement is registered. 

2nd, removed the advancing of phases with flick up.

3rd added a flick left to "show/hide hand"

4th, fixed an error in the logic of "getDifficulty" part of the reason optimizedhand was not working.

finally, unrefactored the checks of optimized hand, it was FAR to difficult to see what was actually happening the way it was coded.

optimizedhand is finally working again, 
toggledifficulty and optimizedhand will again trigger and greatly improve ai vs player matches
2013-02-21 00:48:39 +00:00
omegablast2002@yahoo.com e24f269c36 just a format 2013-02-10 14:34:13 +00:00
Xawotihs@gmail.com eec9bb44a8 Fixed warnings from linux and Android compilers
Cleaned up network code on Linux, it still does not work correctly
2013-01-26 22:17:43 +00:00
Xawotihs@gmail.com 9db8478dfe Created a NetworkGameObserver class able to extend the serialization code of GameObserver to synchronize and forward game actions on the network
Fixes in GameObserver serialization/deserialization code
Fixes in JNetwork and JSocket on windows
Various code cleanup (currentGamePhase access in particular)
Updated GUI code to re-enable a basic network GUI
Activated threaded tests on Windows. It uses 4 threads by default.
2013-01-22 22:39:49 +00:00
omegablast2002@yahoo.com 2fa626b80e adding more strings to translation 2013-01-05 00:38:12 +00:00
omegablast2002@yahoo.com d078872dfc this is the first draft of a simple ai combo system,
format is as follows

HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})

the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand" 

once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...

I also included the whole of the games restrictions system...
so you can get really really creative with this so far.

the next thing I will do is ability targeting and card favoring.
2012-08-19 21:53:57 +00:00
techdragon.nguyen@gmail.com f75314394f updating version to 0.18.3 2012-04-15 14:13:08 +00:00
omegablast2002@yahoo.com 6af6081cca removed the exploit fix i added to prevent people from using the games esc menu to avoid doing negative effects from abilitiesmenu. 2012-04-05 13:57:36 +00:00
omegablast2002@yahoo.com 5c340a2fb5 made it even more specific to the exploit, when you open the option menu while abilitiesmenu is open for the purpose of canceling then undo last action. 2012-03-25 11:47:17 +00:00
omegablast2002@yahoo.com a2ca6ce26b treating the esc menu as "undo" when used while an abilitiesmenu is open and waiting for selection. this prevents people from using the games menu as an exploit to avoid having to do negative effects to themselves or thier cards. you either do it or we can repeat this forever :) 2012-03-25 11:40:43 +00:00
Xawotihs@gmail.com cb8af6d6c0 - modified gameOver to be protected and defined two new operations to do the same thing (didWin and setLoser)
- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
2012-03-20 23:10:05 +00:00
techdragon.nguyen@gmail.com 42cdd27e0b fixed music bug for Momir and Random game types. The functions that determined if a file existed did not handle errors properly. Instead it would return an empty string which when appended to the base path would always return true. Thus a non-existent file would always be treated as if it existed. The guards I put in test for empty strings before continuing evaluation. I may have been a little judicious in the places where I put the gaurds in. We can remove the guards if it turns out we don't need them in all the places. 2012-02-23 02:11:14 +00:00
techdragon.nguyen@gmail.com 8468505f1e fixed deck name display for when "Random" player deck is chosen. 2012-02-20 07:32:14 +00:00
techdragon.nguyen@gmail.com fa247c7720 added the name of the selected player deck when selecting an opponent.
added deck names to screen when bringing up the menu during a match.  The deck names appear below the AI avatar and above the player avatar.
fixed a mem leak in ZipArchive.mm
2012-02-18 04:34:56 +00:00
techdragon.nguyen@gmail.com 9faf2ffc72 reverted changes to the Scroll/OnScroll method signatures. 2012-01-27 23:47:02 +00:00
techdragon.nguyen@gmail.com a2179017d4 Extended Scroll() and OnScroll() to also take in magnitude as one of its parameters. magnitude is currently used in the deck editor to figure out how many cards to rotate around per swipe as function of velocity and the number of cards displayed on the screen.
fixed a compiler warning in SimplePopup in the constructor declaration
===DECK Editor changes ===
Added two touch buttons , one for "Sell Card", the other to switch between Deck and Collection.
changed swipe Left/Right to rotate card collection; removing the previous action which was to swap between deck/collection viewing

Note: GameStateDeckViewer isn't a JGuiController so can't leverage off the mButtons vector.  Thus, the buttons have to be handled by this class separately. (setButtonState, userPressedButton)
2012-01-26 13:53:03 +00:00
wagic.the.homebrew 87a332e3f1 - temporarily remove undo feature
- bump up version number to 0.17.1 in PSP/Windows/android
2012-01-14 08:42:03 +00:00
Xawotihs f9e56608dc Fixed random, cancel, random bug 2012-01-08 15:15:56 +00:00
Xawotihs 9727a98e6a Fixed end of game when test AI is defined 2012-01-08 01:11:24 +00:00
techdragon.nguyen@gmail.com 6adffc12f0 Issue 565: This fixes the issue with the MENU not popping up ingame. The bug was caused when user canceled out of a deck selection screen to either go back to the Player Deck Selection or Main Menu. The buffer was not cleared properly. added call to reset buffer in GameStateDuel to follow pattern used in GameStateDeckViewer. 2012-01-03 14:05:43 +00:00
wagic.the.homebrew 2030d34643 Fix for issue 766 ("cancel" on opponent deck selection goes to the deckeditor) 2011-12-10 01:05:59 +00:00
techdragon.nguyen@gmail.com fe78345ef7 first draft of ad code for iOS. Not adding admob/adwhirl/adSesnse libs to this commit. You will need to download them to get the port to build under XCode 2011-12-08 20:50:36 +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
Xawotihs 29132073de - Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore
- Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite
- Added a method in ActionLayer converting a card ability into a menu index
- Used this new method in the game observer to log correctly AI ability actions
- Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction
- Cleaned up TargetList properties access
- Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode)
- Added a deadlock detection in the test AI vs AI multithreaded mode
- Fixed minor bugs in test AI vs AI multithreaded mode
- Added a games/second counter in the test AI vs AI rendering
2011-11-23 19:11:48 +00:00
Xawotihs f68c106e7e - Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it.
- Various cleanup/refactor of the game observer.
- Added a gameObserver == operator to compare two games
- Added player mode to the player serialization
- Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1.
- Refactored random generator class to use list intead of queue
- Defined a specific type for interrupt decision instead of int
2011-11-13 22:36:34 +00:00
Xawotihs e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
Xawotihs c3dc51aed1 I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
2011-10-26 22:14:12 +00:00
omegablast2002@yahoo.com 3757ae2b1a fixed a crash that would occur when you select a player deck then cancel without selecting an ai deck....this also reviles a strange bug, instead of going back to main screen it put you into deck editor. 2011-10-25 11:52:34 +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
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
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 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 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 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
wagic.the.homebrew e9ce574bca - Fix a memory leak in AI "payTheManaCost"
- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
2011-09-21 03:54:47 +00:00
wagic.the.homebrew 44d9951246 Adding a system to compare two AI implementations (AIPlayerBaka and AIPlayerBakaB). This can be used to make sure a change to the AI is not making the AI weaker, for example. 2011-09-20 11:32:24 +00:00