Loads a player with a randomly selected commander from a specified file.
* This function reads a file ('User/commander/commander.txt') that contains a list of potential commander IDs or names.
* It selects one randomly to be used as the player's commander. If the file doesn't exist, or no valid commanders are found, a default commander ID (670972) is used.
* Can read the commander name and a multiverseID
* Lines that start with '#' are ignored
Had to use the treasure defined as primitive since the Fable of the Mirror-Breaker token won't create a treasure otherwise.
Changes:
Rat Colony
Shadow of the Second Sun
Sphinx of the Second Sun
Viashino is no longer a creature type. The postcombat main phase is now referred to as the second main phase.
Updated Rules.cpp to exclude the Viashino type from random kindred decks.
Bug Fixes:
Fable of the Mirror-Breaker
Rat Colony
Plumb the Forbidden
Oblivion Stone
Adding colorless to a token is redundant since by default is colorless.
"may pay" is redundant when the cost is mana, it's necessary when the cost is life.
Acolyte of Affliction
Ajani, Strength Of The Pride Shouldn't Be Double Triggers
Akiri, Fearless Voyager
Arena Rector
Arrogant Poet
Artificer's Hex just falls off, removed
Body Snatcher When You Have No Creatures In Hand
Bump In The Night
Cacophony Scamp
Captain Eberhart
Chandra, Hope's Beacon
Deem Worthy
Desecrate Reality
Destructive Tampering
Drake Haven
Dredge The Mire
Explosive Welcome
Fungal Rebirth
Giver of Runes
Glissa's Scorn
Gurgling Anointer
Haunted Angel
Hungry Flames
Hypnotic Cloud
Inniaz, the Gale Force
Jukai Naturalist
Lord Windgrace
Nature's Cloak
Nature's Spiral
Rashmi, Eternities Crafter
Rohgahh, Kher Keep Overlord
So Shiny
Sparktongue Dragon
Sprouting Goblin missing a )
Temple Thief
The Grey Havens
The Mending of Dominaria was shuffling itself
Tolarian Contempt, have to misspell "rejection" on the counter name
Two-Handed Axe // Sweeping Cleave
Urborg Panther
Urza's Sylex
Victory Chimes
Vraska, Swarm's Eminence
Warmonger
You can now get non-basic lands in random commander, adds more diversity to the mode.
Bug fixes to "Choose one or both" cards
Helm of Kaldra AI just keeps activating the ability
Katsumasa, the Animator
Yidris, Maelstrom Wielder
Prismatic Omen
Retreat to Hagra
Condescend
Unnatural Aggression
Second Breakfast
Kitesail Skirmisher
Ezuri's Predation
Rohgahh, Kher Keep Overlord
Blight-Breath Catoblepas
Replaces the use of raw pointers with std::unique_ptr smart pointers, which will automatically manage the memory deallocation for you. It also uses the release() method to transfer ownership of the tempDeck pointer to the Player object. Overall, these changes should help ensure that the code is safer and less prone to memory leaks.
Berserk Murlodont
Urborg Justice
Beledros Witherbloom
Mirror-Mad Phantasm
Phyrexian Metamorph
Mannichi, the Fevered Dream
The Circle of Loyalty
Riot Ringleader
Rionya, Fire Dancer
Etrata, the Silencer
Natural State
squallmonger
Steward of Solidarity
You get a random legendary creature and get a 99 cards deck at random in the commander colors.
Some limitations by the engine makes you only get cards based on the mana cost of the card, not the full color identity.
Also sometimes you get fewer than 99 cards. Possible that you are getting repeated cards and end up with less than the desired 99?
Special rarity no longer shows basic land types.
Improved search restriction by type, allow you to search for "enchantment creature" or "legendary artifact", the engine no longer excludes or prevents searching two "types".
"autocommandzone=" to trigger abilities from Command Zone (e.g. Commander Ninjutsu), added/fixed some primitives, added a new GUI Button to show Player's Sideboard.
New set limited ,where you get a deck two random sets.
Still playing with the AI values and hueristics.
Cards fixes. Masters Edition should be named ME1 and the Mythic Edition is MED, the cards multiverse ids are still the same so the decks and references should not change.
New rules based on vanguard, 3 new random game modes, one is tribal and one uses any card in the game.
Several corrections and bugs fixes. Cards with x in their cost and that can target any player used to crash the game.
Teaching AI new things and changing values of efficiency.
You can have multiple "Jace" planeswalkers, you can't have two of the exact same name (no two Jace, the mind sculptor).
lots of changes, many bug fixes,
first
added auto=count(targetchooser)
and countedamount wparsed int
they work together for cards where it is difficult to get working without knowing in advance how many we had ie: exile blah creatures, for each creature you exiled do effect.
auto=count(creature|mybattlefield)
auto=moveto(exile)
auto=draw:countedamount
it takes into account token creatures, which our old methods did not.
second, added "freeze" which is a "frozen" that automatically taps your target for you, for use when nesting or whenever needed where it was difficult to nest the ability with tap included.
added devotion for "iroas"
added reveal:x and scry x
reveal contains optionone/optiononeend ; optiontwo/optiontwoend ; repeat; afterrevealed/afterrevealed end.
this ability has heavy use of targetListIsSet(<amount>) and upto:amount, you MUST be certain that all cards being revealed have an action that removes them from reveal either in the first, second, or 3rd ability.
there are over 300 examples in the new card code, the ability is VERY easy to understand.
scry contains automatic put on top, put on bottom, then scrycore/scrycoreend which is an ability to fire.
it also contains keywords, dontshow which is nested in scrycore, scry reveals, puts on top or bottom, then reveal AGAIN, and does an effect, dontshow eliminates the 2nd revealing.
is also contains "delayed" keyword, which delays the ability until AFTER the core fires.
added bestow. update rules mtg.txt!!!!
examples are in primitives, every bestow card was supported.
added a new lord based on varibles and restrictions
while(restriction{morbid})
while(varible:blah)
this simplifies and expands on this(, allowing you to even use while(cantarget together and check if a card is targetable by the variable. examples are in primitives
added token(by card name)
auto=token(Eldrazi Scion)
will search primitives and card dats for this card and give it to you as a token.
valid card dat info is still required.
added variable delirium
added restriction madnessplayed to allow checking if the card was played with madness.
added restriction "geared" for checking if a card has equipment on it.
added abilities words
skulk
menace <--cant be blocked except by 2 or more, if you dont block it with 2 or more we automatically unassign the single blocker and the creature is considered not blocked.
nosolo <--cant attack alone
mustblock <---if you dont assign as a blocker, we assign automatically the first thing it can block legally.
changed iscolorless back to "colorless"
enjoy, cards coming soon, theyre coded but im debating on not alpha sorting, cards being added this patch 965 uniques.
there is a section of the commit which was just VS2016 normalizing line ends, sorry if it makes it a cluster mess.
adjusted normal difficulty to include 2 lands, 2 spells under 3 mana.
adjusted hard difficulty to always include 2 lands, the rest are randomly drawn. this prevents ai from being mana screwed on opening hand.
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
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.