Commit Graph

162 Commits

Author SHA1 Message Date
Anthony Calosa
f4c17aaf45 Cascade 2016-06-02 20:39:21 +08:00
Anthony Calosa
406f68ac5b Overload Cards
the alias is for the Overload Check and Alternate Cost Restriction...
???Bestow???
2015-11-09 19:04:31 +08:00
Anthony Calosa
1c8852a7a2 Manacost Changes
todo: kicker (other possible additional costs?) and change rule keyword
to payzerorule...
2015-11-05 23:25:39 +08:00
Anthony Calosa
60ba4e3eeb altercost should affect retrace, flashback, buyback costs 2015-11-04 06:41:59 +08:00
Anthony Calosa
c580d89c94 Altercost, Exile Zone & Handsize Modifier 2015-10-31 10:59:37 +08:00
Anthony Calosa
8793feb9ba Altercost
Altercost alter cards to be cast...
Removed Trinisphere temporarily...
2015-10-30 07:11:16 +08:00
Anthony Calosa
f90775153c Revert "TrcardDrawn, TrDamaged, TrLifeGained"
This reverts commit c7535e38dc.
2015-10-19 10:19:14 +08:00
Anthony Calosa
c7535e38dc TrcardDrawn, TrDamaged, TrLifeGained
Added trigger restriction for "@trigger(player)
restriction{opponenttrigger/controllertrigger}"

Restriction for:
@drawn
@damaged(combat and noncombat)
@lifed/lifeloss

Why?

When using @drawn trigger like Underworld Dreams
auto=@drawn(opponent):life:-1 opponent

If you take control of Underworld Dreams from an opponent, the
targetchooser for "opponent" is not updated and you are still the
opponent of Underworld Dreams even you take control of it(It is right if
you are the chosen opponent from cards like Black Vise, The Rack, etc...
The chosen opponent never changes. But cards that don't define a chosen
player an "opponent" like Underworld Dreams when an exchanged control
happens, the opponent of the card is the opponent of the one who
controls the card). :P

The new correct code for Underworld Dreams:
auto=@drawn(player) restriction{opponenttrigger}:life:-1 opponent
2015-10-18 22:38:41 +08:00
Anthony Calosa
664589c642 Visual Targeting Indicator, Borders 2015-10-05 22:03:30 +08:00
Anthony Calosa
ddee2c08e2 added stack check, modified life check
if activating ability, playing a land or casting sorcery spell at
sorcery level(timing restriction), if the stack is not empty, don't
allow it. Modified the life state check, if any of the players would
lose the game, allow the gamestateeffects to check... added
reduceto:value for ali from cairo...
2015-10-01 22:25:26 +08:00
Anthony Calosa
e1c02c8bf5 produceextra, lki(last known information) for power, toughness and basic abilities 2015-09-30 23:45:54 +08:00
Anthony Calosa
0bab560e89 Fix Cloner and Copier abilities 2015-09-29 10:42:29 +08:00
Anthony Calosa
021343ca02 fix for recover cards, preliminary support for madness 2015-09-28 21:27:27 +08:00
Anthony Calosa
7db5345f9a attempt to fix "notatarget"
notatarget must be allowed to target untargettable cards.
2015-09-23 12:14:47 +08:00
Anthony Calosa
0e90426cff Support for Silumgar Assassin, Minor PT color and Token, Clone Indicators
When a creature is damaged and has critical life, PT turns to
red(critical life is 2 and below), if a card has a powered down status
like from -1/-1 counter, the PT turns to thistle, if powered up above 4,
the PT turns into yellow, default is white. legendary eldrazi pt is
violet. Token Indicator is T, and C for cards with copy abilities(so we
can differentiate them from originals), TC for both token and copy cat
cards.
2015-09-20 13:19:03 +08:00
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
6cd0474eca Bug Fix on Cloning Tokens 2015-09-18 19:56:02 +08:00
Anthony Calosa
478dea6af4 Tidy up a little... 2015-09-17 21:30:55 +08:00
Anthony Calosa
db649ddc96 Added Update on CDA
This controls whether to update Power and Toughness if we are setting
base PT or not. If we are setting base PT update the CDA but it will not
be applied since we have an effect that sets PT to a default base. If
there are no effect that sets base PT, apply it on CDA using
current/updated PT. The buffs are not affected. Yeah...
2015-09-16 09:34:32 +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
Anthony Calosa
d3a7ff7e11 reinitialize counters on destroy 2015-09-10 06:04:43 +08:00
Anthony Calosa
c1e9fad271 added basepower and basetoughness
added these two so if we want to access original power and toughness, we
can point to origpower and origtoughness respectively.
2015-09-10 05:26:09 +08:00
Bjørn Snoen
20e878a102 Made damager keyword work. Fixed Executioner's Swing in mtg.txt 2013-12-21 11:05:15 +01:00
Tobias Loose
9ee44ca091 Substitute more char arrays with strings 2013-11-29 11:51:22 +01:00
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
a055044281 added miracle ability.
i choose to use other cost instead of creating a brand new cost type.

otherrestriction determines if the card is the miracle for the turn.

[card]
name=Devastation Tide
auto=all(*[-land]) moveto(ownerhand)
other={1}{u} name(Miracle)
otherrestriction=miracle
text=Return all nonland permanents to their owners' hands. -- Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
mana={3}{U}{U}
type=Sorcery
[/card]
2013-05-19 01:48:51 +00:00
omegablast2002@yahoo.com
e424c3ab27 fixed a bug with lords not removing altercost correctly when the source is phased.
added 
cantbeblockerof(this)<--this = the card who owns the ability.
cantbeblockerof(targetchooser) <--the target cant block anything targetable by this targetchooser.
spin engine and similar will use cantbeblockerof(this).
others were done with a workaround, which i hope will be updated soon.
2013-02-06 02:45:40 +00:00
omegablast2002@yahoo.com
ca3dc49d71 added basic card draw replacement,
auto=replacedraw choice damage:2

auto=replacedraw choice draw:2 noreplace

notice noreplace exempts the draw from sending a draw event. draw events and drawn events are seperate events.

added dredge and it's rules.

[card]
name=Dakmor Salvage
auto=tap
auto={t}:add{b}
dredge=dredge(2)
text=Dakmor Salvage enters the battlefield tapped. -- {T}: Add {B} to your mana pool. -- Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
type=Land
[/card]
2013-01-20 20:13:07 +00:00
omegablast2002@yahoo.com
a26f872ff3 add restriction for checking what alternative cost was paid. combined with if/ifnot ability becomes a very powerful tool.
paid(blah)
auto=if paid(alternative) then damage:3 target(creature)
auto=if paid(alternative) then life:10 target(player)
auto=ifnot paid(alternative) then damage:3 controller
auto=ifnot paid(alternative) then life:4 opponent

it can be used any place a restriction can be used. 
rearranged the constants for the payment type keywords to match the order we int the alternatePayment array on a card, added keywords for the remaining payment types, 

    "notpaid",
    "paidmana",
the 2 above pretain to paying the real manacost of a card
it checks the mana={1} cost line and is not joined to the other types.

    "kicker", 
    "alternative", 
    "buyback", 
    "flashback", 
    "retrace", 
    "facedown",
    "suspended"

note: all test pass in this revision.
2013-01-15 02:11:05 +00:00
omegablast2002@yahoo.com
0dbcd86b89 this commit adds AVRs new ability soulbond.
it requires an update to your mtg rules txt...
the coding is as follows

[card]
name=Arbor Elf
mana={g}
auto=soulbond 1/3
auto=soulbond {t}:add{g}
abilities=soulbond
type=Creature
subtype=Elf Druid
power=1
toughness=1
[/card]

auto=soulbond *any ability supported by wagic*
abilities=soulbond

the above arbor elf gives itself and its soulbond creature a 1/3 bonus and the ability to tap for green mana.
2012-07-16 14:59:46 +00:00
omegablast2002@yahoo.com
18cd8b5082 added limiting of x to a color to fix Consume Spirit from being able to use any color..
{x:black}
{x:color}

creating a snapshot of a card instance in garbage for stored cards, the issue with previous version was it was using base model value instead of what the storedcard was actually at the time it was in battlefield. example, animal boneyard test was coming up 1 toughness short becuase the creature storedcard pointed to was sent to graveyard for the sacrifice. 

changed myStored TargetChooser to use storedSourceCard instead, as this is supposed to point to the actual card and not a snapshot.
2012-04-07 05:16:55 +00:00
omegablast2002@yahoo.com
2a17b9c11b added a targetchooser for dummycards source and a method for retrieving card->storedCards variables for docs card package. 2012-03-22 21:50:50 +00:00
omegablast2002@yahoo.com
39e8bd1f30 in this commit i added a creature subtype specific vector, added a couple variables for new abilities, and a sort for the creature variable to avoid the long lag out everytime we play a card or ability that needs this vector. 2012-03-13 16:32:26 +00:00
omegablast2002@yahoo.com
0a357e7eb0 first part of a series of commits, this one adds "and((" support to the various card removel abilities, tweaks targetedplayer targetchooser, and adds the following number word variables...
counter{}
so you can get a count of a certain counter on a card
the next consist of parts using the same targetchooser method as type:
power:
toughness:
convertedcost:
followed by ---
highest:
lowest:
followed by targetchooser
blah:mybattlefield
so if i want highest converted cost of creatures i control..
convertedcost:highest:creature:mybattlefield

also added an internal ability to reuse and display flying text with a string passed to it.
2012-03-13 15:35:43 +00:00
Xawotihs@gmail.com
c38c52c6ad Refactored audio sample playback 2012-02-11 18:20:08 +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
omegablast2002@yahoo.com
53b1c4a742 2 major bug fixes and 1 minor fix
first somehow accidentally line 3616 mtgability.cpp removefromgame was adding an observer instead of removing it, this explains "abilities sometimes acting strangely or not being removed"...I'm surprised it didn't create memleaks or extremely visible side-effects...
2nd fixed a bug where triggered abilities would share a menu with activated abilities of a card when ever you had enough mana floating to pay an activated ability before the trigger resolved.

adjust the way ai calculates if it should use cards like wrath of god, though it is still open to using it at a random chance, i noticed that the method we use might not be the best.
an ability with an eff of 1 for example actually has a 10% chance of being choosen....
lets say rng rolls 3402
when you % this it simply takes the 2 last numbers making this roll 2...meaning that unless we assign no "random chance to do blah" the actual chance of ai using a stupid ability is 10%...I'm leaving that logic how it is tho I "unfactored"(?) it to make it easier to track the numbers, also added a debug trace to help see how often we hit "lottery chance" ...
fixed a minor crash from multiability trying to fetch menutext when no abilities existed in the vector anymore.

this patch introduces a new subkeyword for "may " which is syntax pay(manacost)
auto=may pay({w}) untap
this is to allow the card group that was coded using the activated ability loophole i described at the start. it works the same way as it did with the loophole only it is actually something we want to happen instead of a flaw in the engine...you float the mana same as before and when the may line is triggered it will check if payment can be made with exist mana if so then it displays the menutext for the ability, if that ability is choosen it then charges you the mana directly before activation. 

this patch also include flip( ability, tho not intended originally for this version, I had previously had it finished and was polishing it right before I noticed the bugs above. since this keyword is not intended to add cards for this version, I wont go into massive details about it at this time.
2011-12-25 01:01:20 +00:00
Xawotihs
3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
wagic.the.homebrew
851e1f20f1 - some dangerous casts Player/MTGCardInstance fixed
- removed typeAsTarget function and replaced with dynamic casting
- The test suite passes, but it is possible that I busted some of AI's features :(
2011-11-19 14:07:57 +00:00
Xawotihs
e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
Xawotihs
0b6044551a - Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
2011-10-13 19:43:51 +00:00
wagic.the.homebrew
f0964d9af8 Fix issue 563 (double strike VS regenerate)
-- also made "blocked" variable a private.
2011-10-10 12:29:52 +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
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
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
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
a84eb8dc22 -Fix for issue 583 (fireball crash)
-- converted an array into a vector to avoid weird edge cases
-- fixed bugs with array "backupTargets"
2011-05-26 12:27:44 +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
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