Commit Graph

22 Commits

Author SHA1 Message Date
zethfoxster
2fc52c9abd changed suspend to use castcard. 2016-07-14 21:25:04 -04:00
Anthony Calosa
c372ffa111 Switching PT, Token Indicator
Added Switching PT like Layer 7e, Token Indicator for cloned Cards
2015-09-19 23:25:33 +08:00
Anthony Calosa
478dea6af4 Tidy up a little... 2015-09-17 21:30:55 +08:00
Anthony Calosa
6aab17d0b3 CDA complete
This fixes the bug I introduced lst time. The damage was not taking into
account, but this time the damage reflects...
TODO/TOFOLLOW: update test and update all cards that uses CDA :)
2015-09-16 06:42:02 +08:00
Anthony Calosa
11d68c0e27 Separated PT Modifiers, Fixed Changeling, Modified Counter as a cost
CDA Todo
2015-09-12 12:03:52 +08:00
Dmitry Panin
b8b6153cc5 Reworked AVanishing (fixed bugs + more fair implementation) 2013-10-27 13:42:48 +04:00
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
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.

modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D

made WParsedInt ignore "+" signs....

added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.

added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...

reparse PT bonus on resolve.

reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)

added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature) 

reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD


added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.

added an automatic increase to geteff return if the ability is a putinplay ability.

finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.

added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....

added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)

these are pretty self explanitory.

moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.

fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.

took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.

added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.

as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
2012-01-31 14:07:40 +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
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
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
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
omegablast2002@yahoo.com
59a8afb745 reinstating a piece of counters code i commented out which was originally explained to me as a "bug" when infact i found a ruling on it which was added during timespiral block...putting a +1/+1 counter on a creature which has a -1/-1 counter on it does indeed cancel out BOTH counters. good thing i didn't delete it. 2011-04-28 12:35:14 +00:00
omegablast2002@yahoo.com
d8450548c7 suspend changes, suspended cards which would have a counter removed are checked for time counters and cast if no time counters are present as a statebased effect, as per MTG rules..
case changes, "Time" != "time" aparently our parser now strings all counters as lower case...so "Charge" is no longer string "Charge" and can not be compared to "Charge"..not sure if that makes any sense :) anyways removel of time counters on exiled cards by triggers or effects now happen correctly.
2011-02-27 15:19:02 +00:00
omegablast2002@yahoo.com
142d6b4609 bug fixs, added colon to "damage" parsing so we can finally not worry about "damage" wanting to build a ability. it now has to look for "damage:" which makes it more consistent with how we made the other abilities. did the same with lifeset however no bug there.
2nd bug fix, 
commented out a peice of code that compared if power and toughness would be cancelled out by a new counter. exsample:
1/1 is cancelled by -1/-1...this is actually extremely incorrect, 

if you "put a 1/1 on a creature"
then you "put a -1/-1" on the same one. it does NOT remove the 1/1 as per MTG rules. the counters all all treated as NEW objects on a card. so a creature that had both those abilities used on it should have BOTH a 1/1 and a -1/-1 counter.
commenting out the section of code corrected this probelm.
modular creature, phantom creatures,sunburst and many many more will now correctly be able to use their counters even if they recieved "cancelling" Counters

last was just an improvement, as i got overly frustraited tonight while fighting with a deck that slaps many different types of counters on cards, i was having a very hard time telling what exactly i was about to put on a creature.

so what i did to correct this is create a much better menuText return on aacounter class.

PLEASE let me know if i missed a case where a counter is not showing correct text.
2010-12-04 12:32:33 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
wagic.the.homebrew
f87c703866 Erwan
- Added WEvent class, allows to send events to abilities
- Cards that change zones now becomes new objects (as specified in the Comprehensive rules). This should allow to fix lots of stupid bugs in the near future, but probably brings loads of new issues :(
2009-02-16 13:46:14 +00:00
jean.chalard
3e9ff2b580 J :
* Change the name of debug.h into config.h and use the new RESPATH define.
2008-12-25 16:28:03 +00:00
wagic.the.homebrew
9ec06eb4e7 Erwan
- fixed a problem with DOS card files under psp/linux
- Added a bunch of SAFE_DELETE, not sure they're really necessary
- fixed a small interface problem in Shop
2008-11-30 11:47:47 +00:00
jean.chalard
c97dd1f260 J :
* Remove ^M's.
* Re-indent automatically.
* Remove whitespace at the end of lines.
2008-11-12 13:45:42 +00:00
wagic.the.homebrew
d45e3b101b 2008-11-02 09:50:16 +00:00