-- Zeth, please verify that I didn't break your mods if you have time
-- The test suite does NOT pass in this revision (see issue 711), but I verified that the problem does not come from my change, so we need to dig
-- Campaigns creators will have to update their campaigns to make them compatible with Wagic 0.16. It consists in adding "include mtg.txt" at the top of each one of their rules.txt file.
-- Tutorial Messages are an ability like any other, except it can only be displayed once. Subsequent calls are ignored, the ability is removed from the game as soon as it is added
-- This allows to add event triggered messages ingame. Messages are either text, or images (I don't have an image sample, but rules/classic.txt has a few examples that might help)
-- only tested on Windows, although I made sure the PSP version compiles. Hopefully I also made the necessary for it to work in the touch version (touching the screen should be enough to close the tuto message)
-- Room for improvement: possibility to choose a title in text mode, possibility to have some messages depending on others (e.g.: don't show message X until message Y has been shown), improve some of the abilities and triggers to give more flexibility, add events outside of game, to allow tuto messages in deck creator, etc...
offerinterruptonphase=draw
to MTG.txt, which is included in the other modes by default...to recreate our "chance to do stuff on ais turn...
it will say you are interrupting "draw"...but i will clarify that you are intterupting the MOVE TO phase "draw"...not the action of drawing a card...
this is even better then our previous method to do stuff on ai's turn, becuase now we can play cards that prevent ais draw ect :) becuase before we were interrupting the action of drawing for the turn...
- Added Evil Presence, as an example of the new keywords loseabilities and losesubtypes. It's quite experimental but I added 3 tests that cover the basics. Please report if you find bugs.
- moved the "lands produce mana" rules outside of the primitives, and into the external rules. This was a necessary step to create cards such as Evil Presence.
- real support for subtypes. Needs some more testing, but there are now functions in Subtypes.cpp to know if a given subtype is a creature subtype, or a land subtype, etc...
- minor refactor of MTGDeck.cpp
Notes:
- I checked that the AI can still use lands
- This change has a bad impact on primitives loading performance (thanks Wil for the loading time output). This is probably due to suboptimal algorithms and data structures for subtypes. If the impact is strong on lowend devices, I can probably optimize a bit (the map subtypesOf could be changed into a vector with some work)
- The test suite passes, added 3 tests for evil presence.
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
- This is some Work in progress to make Wagic less "game" dependent.
This change especially is an attempt at moving away from some dangerous patents owned by some company.
It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation.
I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently.
In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete.
- Also fixed minor bugs I stumbled upon while developing
- also has a basic support for unlocks (does not yet allow people to create their own unlock rules, though...)
- Some things are still hardcoded and should progressively move to these rules files (such as Game Type, how random decks are created, etc...)
- Test suite doesn't foolishly ask you to choose a game mode (momir, etc...) anymore
- UPDATE YOUR Res/rules/ folder !!!
- fixed issue 595 (MaxCast not working). Root cause was the stupidest typo ever in the code (maxCost instead of maxCast...)
- fixed an issue with Storm mentioned by zethfox (was counting only spells played by current player)
- Moved "max lands per turn" rule outside of the code (yay!) Please be sure to update your Rules folder!