Commit Graph

3042 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com
91a2cb9c90 fixed deck renaming to make changes immediate. 2011-02-05 22:21:49 +00:00
wrenczes@gmail.com
bb2f784489 Refactored Z's last change slightly, eliminated code duplication. 2011-02-05 21:30:28 +00:00
omegablast2002@yahoo.com
a01898436b changed the order of abilities on a couple cards..
general tip on getting ai to use an ability on a card.
titan forge for exsample
[card]
name=Titan Forge
auto={3}{T}:counter(0/0,1,Charge)
auto={T}{C(0/0,-3,Charge)}:token(Golem,Artifact Creature Golem,9/9)
text={3},{T}: Put a charge counter on Titan Forge. -- {T}, Remove three charge counters from Titan Forge: Put a 9/9 colorless Golem artifact creature token onto the 
battlefield.
mana={3}
type=Artifact
[/card]

with the counter ability above the counter cost ability, ai will rarely ever use the titan forge to make a token.
however if you change the order around, ai will see the token ability first...then if it can afford it then it will make a token.
2011-02-05 14:49:40 +00:00
omegablast2002@yahoo.com
7b3d65e984 changed it a little...now now difference while you have less then 10 artifacts/enchantments...after 9 it reorders them into stacks of 5 to save room.... 2011-02-05 13:26:02 +00:00
omegablast2002@yahoo.com
f504051bfd changed the vertstack count of enchantments and artifacts from 3 per stack, to 5 per stack, i wanted to go 6 but i felt it cropped too much off the 6ths card...
reason for this change is that it becames WAY to hard to player decks which contained mostly artifacts to share the feild, give 9 cards half the screen to display just didnt seem like a good choice compared to the creatures horizontal stack which can display almost 200 cards in the same screen width.
2011-02-05 13:05:51 +00:00
omegablast2002@yahoo.com
8f09e8554c a fix for a strange edge case where ai was caught in a trap trying to activate inkmoth lands becomes ability. it would proceed to contenue to do so even tho it was not producing any results. 2011-02-05 11:11:08 +00:00
omegablast2002@yahoo.com
86308a4acb corrected titan forge, it was "lol" incorrect. it was basically "put a charge counter on titan forge, put a 9/9 in play" 2011-02-05 10:52:10 +00:00
wrenczes@gmail.com
d5777a6565 A simpler way to allow trim() to work with temporary strings. 2011-02-05 06:42:53 +00:00
wrenczes@gmail.com
a0a3c59b29 Replaced unnecessary custom shuffle methods with std::random_shuffle<>. 2011-02-05 06:25:25 +00:00
wagic.the.homebrew@gmail.com
f6bef26243 Erwan
- added some cache for function getCardByName. On my machine, this divides the running time of the test suite by almost 2 (now runs in 12 minutes instead of 21)
2011-02-05 03:46:41 +00:00
techdragon.nguyen@gmail.com
cab5a99833 added processing for todo list as well 2011-02-04 13:41:24 +00:00
techdragon.nguyen@gmail.com
767983631a * moved deck saving to end of match. It now only saves when you've actually completed a game.
* added additional meta data for decks when saving them back to file.
  - decks saved this way now are split into three regions: creatures, spells and lands.  It's more for a visual sorting if a
     player wanted to look at the deck outside of the game.  It does not impact the deck loading negatively at all.  It may
     increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
     reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
   ( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
 - This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
2011-02-04 12:37:44 +00:00
omegablast2002@yahoo.com
6edef29d17 opps forget to wrap this. 2011-02-03 17:10:51 +00:00
omegablast2002@yahoo.com
23fc40895d updated vanishing creatures to use new vanishing...auto=vanishing:number 2011-02-03 14:18:10 +00:00
omegablast2002@yahoo.com
75a9d7840d 3 things here, found my targets returns for @vampired we're screwy, which explained why doc didnt add 3 of the possible cards for it...corrected that but i need to rename the varibles which i will do at a later time, not in this patch..
2 fix for token creator livingweapons...this was actually a preexisting bug, but not noticed becuase these are the first equipments that use token gen...when equipping it would readd the oneshot tok gen as an activated ability with no cost...generally we dont want to pass oneshot token generation to another card by equipping...

and 3rd...
got rid of the disgusting vanishing workaround.
it was riddled with bugs, got exsample if the creatures would gain indestructible the -99/-99 they were reciving did nothing to rid the battlefield of the creature...

new vanishing is 
auto=vanishing:number
thats it, no crazy 2 trigger lines with lords ect...
2011-02-03 14:17:25 +00:00
omegablast2002@yahoo.com
22adbe4ab7 i updated this test since i updated corveous dragon to use sacrifice keyword...the test was putting him in play first, which resulted in instant sacrifice...moved him to be the last "inplay:" card 2011-02-03 13:04:37 +00:00
guzhenjie1@gmail.com
cd43d75c88 Fixed the Kor Hookmaster:
auto=choice target(creature) tap && frozen
 ==> 
auto=choice target(creature|opponentbattlefield) tap && frozen
2011-02-03 05:44:54 +00:00
guzhenjie1@gmail.com
049bee044d Fixed the following cards reported by ph34rbot in forum:
Sphere of the Suns
Turn the Tide
Vedalken Infuser
Viridian Corrupter
2011-02-03 04:53:29 +00:00
omegablast2002@yahoo.com
5c9b1d03a9 found these newly codable cards while scanning through the todo.
ring of renewal
reckless embermage
Rock Hydra
Roiling Terrain
Ronin Warclub
Runed Stalactite
Sabertooth Alley Cat
Scythe of the Wretched
Security Detail
Sewers of Estark
Sosuke's Summons
Soul Collector
Stasis Cell
Steal Strength
Takenuma Bleeder
Tetravus
Thornbite Staff
Tolarian Entrancer
Trap Digger
2011-02-03 03:54:28 +00:00
omegablast2002@yahoo.com
de60908836 Psychotrope Thallid removed from todo, its already been added 2011-02-03 00:27:04 +00:00
omegablast2002@yahoo.com
2c41ec0f28 removed Psychic Overload from todo 2011-02-03 00:23:33 +00:00
omegablast2002@yahoo.com
318eaf3959 added Psychic Overload 2011-02-03 00:23:16 +00:00
omegablast2002@yahoo.com
5be49a1857 mystifying maze had a typo 2011-02-03 00:14:17 +00:00
omegablast2002@yahoo.com
4ff2bd9b95 added:
Word of Seizing
Wipe Away
Take Possession
Sulfur Elemental
Sudden Shock
Sudden Death
Stonewood Invocation
Krosan Grip
Extirpate
Celestial Crusader
Kaijin of the Vanishing Touch
2011-02-03 00:04:42 +00:00
omegablast2002@yahoo.com
37adf143c8 added abilities=split second 2011-02-03 00:04:11 +00:00
omegablast2002@yahoo.com
81f3a4c1d5 added Maelstrom Djinn 2011-02-02 21:54:25 +00:00
omegablast2002@yahoo.com
31a08e5470 added otherworldly journey and mystifying maze 2011-02-02 21:22:40 +00:00
omegablast2002@yahoo.com
e47eb86304 added a return( effect ) to blink... 2011-02-02 21:22:10 +00:00
omegablast2002@yahoo.com
f42227933c added Valakut, the Molten Pinnacle 2011-02-02 20:11:25 +00:00
omegablast2002@yahoo.com
1f047529de added bloodcrazed goblin 2011-02-02 18:50:55 +00:00
omegablast2002@yahoo.com
d675e65de7 added giant shark, inflame 2011-02-02 18:46:41 +00:00
omegablast2002@yahoo.com
6f926b2f3a fixed kor hookmaster 2011-02-02 18:29:20 +00:00
omegablast2002@yahoo.com
00f9b7b2ef a couple of the todo card didnt get removed in last commit 2011-02-02 18:24:02 +00:00
omegablast2002@yahoo.com
840edaf14d added and updated the todo
Crushing Pain
Fatal Blow
Final-Sting Faerie
Opportunist
Witch's Mist
Reciprocate
Retaliation
Giltspire Avenger
doc might find more uses for it then i, just thought i would code some cards to go in with it.

note:pregamebooster failing again...whoever keeps adding new tokens to the card.dat please refrain from doing so as it is breaking a test in test suite...
2011-02-02 18:23:26 +00:00
omegablast2002@yahoo.com
e7fc20bd4c added
this(damaged)
added
targetchooser [damaged] status
added
targetchooser [controllerdamager]
targetchooser [opponentdamager]

basically checks for whos doing damage to who in a match per turn.
2011-02-02 18:22:08 +00:00
guzhenjie1@gmail.com
2993388a6e Fixed the Hellkite Igniter:
text=First strike. -- Deathtouch. -- Whenever a creature an opponent controls is put into a graveyard from the battlefield, you may return target artifact card from your graveyard to your hand.
 ==> 
text=Flying, haste -- {1}{R}: Hellkite Igniter gets +X/+0 until end of turn, where X is the number of 

artifacts you control.
2011-02-02 14:36:52 +00:00
omegablast2002@yahoo.com
76fc1558ec morgue theft was never changed into a flashback card 2011-02-02 08:23:01 +00:00
omegablast2002@yahoo.com
ce8c6e69b3 ray of revelations was a flashback card not using flashback cost... 2011-02-02 08:16:50 +00:00
omegablast2002@yahoo.com
2ece777a11 stylistic change to my previous commit, has absolutely no effect on the code, just the way it looks. 2011-02-02 00:00:57 +00:00
omegablast2002@yahoo.com
a283c89059 Captivating vampire had some typos. 2011-02-01 23:53:22 +00:00
wagic.jeck
8c18d155b8 Jeck - Fix for issue 580. StyleManager initialization was causing an infinite loop. Also started documentation for OptionItem. 2011-02-01 19:11:43 +00:00
omegablast2002@yahoo.com
ea285e673e 2 changes here, first AManaProducer abilities will no longer use the stack as per MTG rules, for the most part this worked fine however genericactivedability does not use the reactto click put in place in the mana producer...so an ability which contained a cost other then just {t} was actually useing the stack instead in the fireability function.
2nd change is a bug fix, i noticed that cards which were mana producers which contained a cost but did not contain a {t}: would still tap at first i thought this was graphical, however after further reveiw i noticed that the card was indeed truely tapping...this was happening becuase amaproducer had a defualt of 1 for doTap/tap...and since genericactived ability does not go through the motions of setting the true manaproducers "doTap" which can be witnessed by stepping through the processes...it was defualting to a tap, even tho the cost might have just be {1}:add{ ....
2011-02-01 14:24:41 +00:00
wrenczes@gmail.com
b6dcb0dcd3 Fixed some formatting issues that cause compile issues on bsd. 2011-02-01 11:54:38 +00:00
wrenczes@gmail.com
b42dbf0655 VS2008 project changes to add the boost directory inclusion. 2011-02-01 10:39:33 +00:00
wrenczes@gmail.com
76cba56a1c Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid.  We're going to need to add more defensiveness to JGE to protect against this.

Other changes in this check-in:  WResourceManager doesn't derive from JResourceManager anymore.  It actually didn't require anything from the base, so I killed the dependency.  Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.

I've build this & tested against PSP, win, linux, QT (linux).  I haven't tried against iOS and QT Win, or Maemo.  If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
2011-02-01 10:37:21 +00:00
wrenczes
0b2f83c499 Adding an include path to Boost. 2011-02-01 09:56:05 +00:00
wrenczes@gmail.com
cfa7bc748a More logging calls to my threading header. 2011-02-01 05:58:19 +00:00
wrenczes@gmail.com
9085b2a0e1 Some minor reformatting, JLOG instrumentation of the zip file loading. 2011-02-01 05:53:19 +00:00
wrenczes@gmail.com
4d15756f76 LF style eof property re-applied. 2011-02-01 05:51:47 +00:00
techdragon.nguyen@gmail.com
d9facfb73b * moved deck mana display code into separate method.
* since I rescaled the images down to 50%, I moved the display to the upper right
   info box on the last line to the right of the "# of games played" information.
   Things look like it will fit as long as the number of games is under 1000
2011-02-01 00:48:23 +00:00