Commit Graph

394 Commits

Author SHA1 Message Date
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
omegablast2002@yahoo.com
4419ed4637 changed some logic for getting the pre x without shellcasting(?) spell...the variable word "prex" now returns the difference between the cards cost and the curentmanapool...giving us the value of pre x.some cards might need updating, doc can confirm it.... 2011-09-21 20:27:29 +00:00
omegablast2002@yahoo.com
11095f3339 added new functionality to AAMover...
you can now do 
moveto(targetzone) and((ability)) 
moveto(mybatlefield) and((transforms((zombie,black)) forever))
2011-09-21 14:06:32 +00:00
omegablast2002@yahoo.com
206f3b4d3f fixed a crash that happens in thisforeach when the matches is a negitive value. 2011-09-20 17:03:31 +00:00
Xawotihs
bb65d2dc12 - various compilations fixes for Symbian
- small cleanups of the TestSuite and Player classes
2011-09-19 19:49:45 +00:00
omegablast2002@yahoo.com
4ab6dfd3da extended countertrack and teach( to creatures for use with countertracking...isolated equipment rule that states it can't equip a card it can't target in testDestroy(we want the equipments to stay on a creature even after it's hands are full :)
I'll take a stab at coding the current cards for the mod this evening.
2011-09-17 23:27:00 +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
6ea7e00803 added countertrack(counterstring) MTGAbility
what this does currently is remove a counter of the type counterstring and when the ability is destroyed it puts the counter back for us.
meant for weapons used as follows.
auto=teach(creature) countertrack(0/0,1,hand)

when the creature is equipped with this weapon it will remove a hand counter from the creature, when you remove the weapon, or the weapon is destroyed or whatever...it will put a hand counter back on the creature.

added dualwielding thisdescriptor...
auto=this(dualwielding) 2/2
auto=this(dualwielding) firststrike

enabled "restriction{" on phasebased triggers @next and @each...

i will work more on countertrack to extend it to domains if it currently isnt possible to use it in this case(haven't tested it on domains)....
2011-09-13 14:33:13 +00:00
omegablast2002@yahoo.com
8ebc7dc6ed made cumulativeupcost a little more user friendly, it also now follows the rules more correctly(MTG rules:partial payments can not be made on cumulative cost, it's all or nothing)..
it will only need to be clicked once for payment now, instead of once per counter.
2011-09-12 17:00:13 +00:00
omegablast2002@yahoo.com
a36b69cdb1 fixed a error in parent push back for equips, and using card which was casted, instead of target....minor tweak 2011-09-11 09:39:57 +00:00
omegablast2002@yahoo.com
6a8f7374cb added weapon handling for connect, please be sure to code these weapons as follows
target=*|mybattlefield
auto={0}:equip
auto=connect
notice i declare the equip before the connect, this is becuase connect will use the equip ability of the card to handle it. 
target= can be used for connecting them now as the first time equip. please remember to use teach( or autoskill= to avoid giving abilities forever to a target...this makes equipments hybrid auras.

also, moved parentchildrule init from original init to rules.txt...
in yourrules.txt
should look like this:

include mtg.txt
name=Classic
[INIT]
mode=mtg
auto=connectrule
[PLAYERS]
auto=shuffle
auto=draw:7

i did this becuase i want to reuse the parentchild associations for mtgabilities...and if parents will always kill thier children, i won't be able to use it :P

changed connect into an instant ability, i don't want this ability to be done by menu choice.
2011-09-10 21:28:20 +00:00
omegablast2002@yahoo.com
c0e8dcb1c9 this is the first basic rules of kais mod.
added parentchildrule which currently only handles the removel of children if a parent dies, but will be extended to handle other actions based on event receiving that deal with child and parent association.

add keyword targetable ability "connect"
connect means "the source adds the target to it's parent vector, the target adds the source to it's children vector"
this can be multitargeted, so it is possible that 
"Big Bad Dragon" can live it 2 different domains. 
not sure if this was even asked for, but i thought it would be cool to be able to say
"to play big bad creature you need to give it 2 homes"
or
"big bad creature can live in upto 4 homes"
this adds a level of stratigy, becuase now big bad creature can have "all creatures which share a domain with big bad creature gain +2/+2"...or "all domains that city planner live in gain 1 capacity"
but also add the possibility of faster removel from a card like
"destroy all creatures on target domain".
i thought it would be a nice add to kai rules.

connect clears a target= on a card after connecting...this is to avoid abilities transfering to the target, unless you want it to effect the target like
"tap target domain as this becomes a inhabatant"
target=domain
auto=tap
auto=connect
auto=<==this line on will not be targeting the domain
2011-09-10 19:37:44 +00:00
omegablast2002@yahoo.com
1fefc33777 removed a compile error, variables that were unreferenced.
small add with big impact:
added the useage of castrestriction on triggers and activated abilities. 
this can be used to create such cards as library of alexandria. 
{t}:draw:1 restriction{type(*|myhand)~equalto~7}
and replace instances were we were putting false triggers on the stack from abilities which contained nested aslongas...
meaning cards like epic struggle, won't need to be triggered every turn even if you have no creatures...
for epic struggle here is an example of how to replace it
@each myupkeep restriction{type(creature|mybattlefield)~morethan~19}:wingame controller
any of the current cast and other restrictions can be used. this includes turn:1 <===and various others such as phase based checking.
syntax is 
restriction{ whatever casting/other restriction you want }
a nice quality of life fix for false triggers (which don't mean theyre incorrect, just annoying when they trigger when they will do nothing)
another example would be the triggers on cards like 
skullcage.
auto=@each opponent upkeep:aslongas(*|opponenthand) damage:2 opponent >4
auto=@each opponent upkeep:aslongas(*|opponenthand) damage:2 opponent <3
becomes
auto=@each opponent upkeep restriction{type(*|opponenthand)~morethan~4}:damage:2 opponent
auto=@each opponent upkeep restriction{type(*|opponenthand)~lessthan~3}:damage:2 opponent

now instead of triggering every opponent upkeep even without a resolve...it will only triggers when the restriction requirement is met.

enjoy :)
note:all test pass.
2011-09-09 10:34:05 +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
Xawotihs
c188b4d104 Fixed "Werror" related compilation problems on Linux and Meego. 2011-08-14 18:09:02 +00:00
wagic.the.homebrew
794be140ce - graphical representation of counters. see graphics/counters/quest.jpg for an example
- rewrote some code dealing with text formatting for a card when rendering in text mode. I could swear my code has been reverted. If somebody has good reason to believe we should re-process the string formatting on every frame, please let me now. I believe my change can help rendering speed of text mode a lot.
- counters change to vector instead of array
2011-07-29 17:43:45 +00:00
wagic.the.homebrew
9631171ad1 Cleanup of some Trigger code 2011-07-28 13:51:42 +00:00
omegablast2002@yahoo.com
2e5222bf5d fixed an issue with @discarded...the trigger would only fire once becuase i was not passing the constructors variable for once to the object.... 2011-07-28 11:30:37 +00:00
wagic.the.homebrew
ef5e011e23 - Removed "isClone" flag. This flag was error prone. The "core" classes now have decent copy constructors, and ideally long term we should create copy constructors for the abilities that have additional pointers in them.
-- The test suite passes but this is a big change. I might have introduced some memory leaks or bugs. I might have fixed some bugs, too
2011-07-27 14:31:27 +00:00
omegablast2002@yahoo.com
444d13b457 added an "ifnot|if then" ability, with the option to turn on kicker payment menu choice, it created issue with the cards which were using the "kicker" workaround to show that a card was cast...
the ability checks against any of the current cast restriction checks and is written in the following syntax
example phaige the untouchable is 
auto=ifnot casted(this) then wingame opponent
if|ifnot condiation then ability
this can also be used in && abilities such as this card
pulse of the grid
auto=draw:2 && target(*|myhand) reject && if type(*|opponenthand)~morethan~type(*|myhand) then moveto(myhand) all(this)

this adds a few cards in its current state, though the aim for this ability was removing the use of "kicker" workaround for cards like the divinity creatures.
i plan to extend this to support such effects as "if spentmana({b}{u}) then effect....and other conditional checks currently not possible even with workarounds.

I'm committing these now since im working on abilities for kiaos mod and don't want to have a 20 page changelog.

also added missing text to binding grasp, it was thought that it was bugged becuase it simply "ended" its effect....however this is a confusion since the effect was ending due to upcost not being paid, however the card text did not reflect that it had a upcost....
2011-07-23 10:36:03 +00:00
wagic.the.homebrew
e84ad44e47 - Extended TutorialMessages into a message system that shows up every time a new game is started.
-- instead of tutorial(my message), use message(my message) for such messages. 
-- Counting on people to use it, now that it's here ;)
2011-07-10 01:55:20 +00:00
wagic.the.homebrew
8546f3dff8 Fix for issue 700 (Basic Lands randomly stop working) 2011-07-09 09:25:31 +00:00
omegablast2002@yahoo.com
a59dec1500 added "once" support for the remaining triggers that did not have it.
this is basically one activation for the existence of the trigger, meaning if it is used on a card, and the trigger exist for inplay, it will only activate one time while that card is inplay, it will activate again if the card leaves play and is put back in play again by another effect, 
this was originally added for cards such as the hidden enchantment cycle.
2011-07-05 14:14:18 +00:00
wagic.the.homebrew
52b83a135c - Added TutorialMessage ability
-- 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...
2011-07-03 08:47:51 +00:00
wagic.the.homebrew
34311a4499 - Removing "mCount" variable from GuiLayers 2011-05-29 04:40:13 +00:00
omegablast2002@yahoo.com
0727343ebe first moved the def of handsize for a game into the rules.txt as discussed with wololo...
this update requires you to update your rules folder files!!!

2nd
added 2 new vanguard game modes.
Stone Hewer Basic - when ever a creature enters play, a random equipment with a converted mana cost less than or equal to that creature is put into play and attached to it.
this mode is unlockable, requirement = win a match where 10 or more equipment were in the battlefeild at the moment you won.

Hermit Druid basic- in this game mode, during each of the players upkeeps, a random land card from their deck is placed into the battlefield, these do not count against your 1 land per turn limit.
to unlock this, win any match with less then 10 lands.
2011-05-23 11:46:04 +00:00
wagic.the.homebrew
9b63553c3e - Minor code cleanup (removed AABanishCard class and unused banishmentType variables) 2011-05-16 23:41:52 +00:00
wagic.the.homebrew@gmail.com
1ee3c9eccc - revert r3645
- fix memory leak in GenericInstantAbility
2011-05-11 08:06:53 +00:00
omegablast2002@yahoo.com
2c9d029bdc fixed a memleak introduced in r3639..
i also changed the logic behind wololo "ueot " instant ability creator...instead of sending it directly to genericinstantability i created a new class called AGenericInstantWrapper...which handles the adding, cloning, removel ect, exactly how we have always handled "instant abilities"...this should correct any further "odd edge case" issues with the new "ueot " code...

later i will varify if it works with every single ability we current build with a wrapper class...and see if i cant remove them all and convert "ueot " into the NEW until end of turn handling method....lets cross our fingers as it would remove ALOT of extra code if successful....
2011-05-10 18:52:51 +00:00
wagic.the.homebrew
aed68a2cd9 Fix for issue 652 (Use Tidal warrior several times causes a crash) 2011-05-10 11:37:46 +00:00
omegablast2002@yahoo.com
01cfbf5a02 couple bug fixes, changed a subkeyword of transforms "removesubtypes" to "removealltypes" remove all the types of the card, added "removecreaturesubtypes" to maintain previous support it was used for. 2011-05-09 15:55:34 +00:00
techdragon.nguyen@gmail.com
82058e97c5 * fixed some formatting
* pruned out unused local variables. 
----  There's no need to define something if it isn't going to be referenced. It consumes extra memory temporarily and more than anything is a potential cause for confusion down the road.
2011-05-08 11:56:25 +00:00
wagic.the.homebrew
2c0b5baab7 Fix for issue 647 (Evil Presence cast on a swamp removes mana ability) 2011-05-08 09:06:56 +00:00
wagic.the.homebrew
f96635541d - Fix for issue 650 (tidal Warrior effect doesn't end at end of turn)
- Fix PSP compilation
2011-05-07 04:10:47 +00:00
wagic.the.homebrew
b26bfb09bd Fix Build error on psp 2011-05-06 13:46:20 +00:00
wagic.the.homebrew
efad3f652f Minor refactor of menu text for "move" abilities. Zeth, Dr.Solomat, please let me know if something goes wrong. 2011-05-06 04:43:27 +00:00
wagic.the.homebrew
1e2ed785eb Fix for issue 646 (Tidal Warrior) 2011-05-06 02:27:49 +00:00
wagic.the.homebrew
748af5b461 - Adding a generic "ueot" effect. This will be initially confusing, but the ultimate goal is to get rid of all the particular cases we handled with "until end of turn" effects. this "ueot " works like "may " and "choice ", it has to be at the very beginning of the ability(ies) it targets. The reason is to avoid conflicts with the existing "ueot" we have all over the place. I have only tested it with transforms and loseabilities for now (see "ovinize") but hopefully this will become the new norm. This should also reduce the code inside the parser, long term.
- Adding "Ovinize" as an example of this new keyword.
- moved "parseBetween" in utils as I am using it in other files for wome work in Progress.
2011-05-05 06:18:50 +00:00
wrenczes
0cb8c50b39 Replaced ManaCost's int array with int8_t. Shrinks ManaCost by another 24 bytes, which in turn lowers CardPrimitive's footprint by the same amount. 2011-05-04 10:02:47 +00:00
wagic.the.homebrew
d922d4fe06 - Added "loseSubtypesOf(type)" ability. For example, loseSubtypesOf(land) means "target loses all its land subtypes"
- 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.
2011-05-04 04:04:03 +00:00
wagic.the.homebrew
494bcf3315 Adding a "loseAbilities" keyword per Dr.Solomat's request. The Goal was to code Evil Presence, but I think there is still some work to do to achieve this. The main concern is that (according to the Miki), neither transforms(( nor "becomes(" allow to lose some subtypes. A land enchanted with Evil Presence is supposed to lose its land subtypes. Since we don't support subtypes that good, I don't think this is possible. Additionally, Evil PResence would require to move "{T}:Add{X}" from the basic lands primitives into the rules (which sounds quite easy to do). I've nevertheless tested this on Gaea's Cradle, and it works. (Gaea's Cradle loses its abilities) 2011-05-04 01:33:34 +00:00
wagic.the.homebrew
0b9ff076e6 Please update your rules folder
- "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.
2011-05-03 11:59:27 +00:00
wagic.the.homebrew
b7cc42ed67 Moved "reset damage on creatures at cleanup phase" outside of the engine and made it an ability. This is mostly because I need this for the mod I'm working on, but I hope it can be used by others 2011-05-02 14:02:12 +00:00
wagic.the.homebrew
53f45a8b8e cleanup: Remove "computeXX" functions and XX variables, these were always returning X/2 in all cases.
Test suite passes
2011-05-02 11:28:04 +00:00
wagic.the.homebrew
13dd07973e Removing "oldSchoolDeathtouch", as it seems Cockatrice and Thicket Basislisk are now softcoded. Zeth, Dr.Solomat, please review :) 2011-05-02 08:44:02 +00:00
wagic.the.homebrew
e100bd826c Refactor of the parser. The goal is to reduce maintenance cost, by refactoring some of the most frequent "copy/paste" we have in there. This removes roughly 500 lines, going from 4850 to 4350 lines. I'm getting closer to my goal of getting this file back to 4000 lines :)
Crossing fingers I didn't break anything major. The test suite passes, though I expect some edge case bugs to appear. Apologies in advance, I think this change is worth it.
2011-05-01 15:53:13 +00:00
omegablast2002@yahoo.com
0fba6994a6 fixed a reported bug with @vampired, it was tricky, but ultimately i had to move the building of vampevent outside of TRVampired...the reason being that all instances of TRVamp were able to send and react to other instances of it sending out "vampevents", so move it into rules so only one object handles that, also changed the method it was handled, it now maps the cards with a 2nd vector of the vampires...basically "this card was dealt damage by X, Y, Z this turn"...
let me know if i missed some strange edge case somewhere. as far as i tested, it seems to work just fine.
2011-04-29 13:24:02 +00:00
omegablast2002@yahoo.com
669f8744b6 changed a previous fix a bit, also, altho this is not the "layers system" and we don't really support it, i thought i could atleast support the reapply of p/t bonuses from counters for atransformer...
and while messing around i found out that i forgot an important check in the new kicker with menu, to check if the card was still in the hand :P
2011-04-28 15:17:49 +00:00
omegablast2002@yahoo.com
7840e3cde8 fixed a issue where token workaround revealed that 2 "may" abilities back to back screws up "isInterrupting" player variable..this was only when the may ability contained manaproducers, which truely no longer use the stack in any format. 2011-04-28 10:20:42 +00:00
omegablast2002@yahoo.com
6e6ccddbde fixed a crash witnessed when ai was trying to get the efficiency return of aamover the ai had a target, but the ability did not have a target, when "destinationZone()" was run, the game would crash due to a null pointer.
increase the "random" chance to use unknown, the old method almost always returned 0.
2011-04-26 14:49:15 +00:00