found a selectability call after blockers that was the cause of a race condition debug assert, but most importantly, the reason AI would sometimes block a creature, then immediately decide not to block. causing it to sometimes take preventable damage, and sometime cause AI to stack a ton of blockers on a single card even tho it did not have a chance to actually kill the creature.
this is still a thing, but wont happen so grossly incorrect now.
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.
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.
#HINT:good(icy prison)
ai will act as though the effects of this card are now good, choosing to cast it on it's own creatures.
#HINT:bad(ancestral recall)
ai will now use this card targeting the opponent.
good in cases where you are trying to mill the opponent
the effects in wagic have gotten so complex that ai simply has no idea what some cards should target. this helps in most of the cases.
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
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]
format is as follows
HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})
the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand"
once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...
I also included the whole of the games restrictions system...
so you can get really really creative with this so far.
the next thing I will do is ability targeting and card favoring.
this is a method to set the order in which ai decides to play cards, you can for example tell ai to look for 2 instants, before trying to find a creature.
be sure to list all main types of the deck otherwise ai will pass on stuff
this is the current
const char* types[] = {"planeswalker","creature", "enchantment", "artifact", "sorcery", "instant"};
so be sure you include them if the decks need them.
other the above example would be coded
HINT:castpriority(instant,instant,creature,planeswalker,enchantment,artifact,sorcery)
as you can see this deck will now look for and play if possible, 2 instants before any of the other types.
this will really help with decks which rely on cards like dark ritual to produce mana to cast creature, simply by listing instant before creature. if the deck had dark rituals, in the above example, and it had them in hand, it would then cast dark ritual, dark ritual, then one of the remaining types. this is actually tested not just assumed.
taught ai when not to play a planeswalker, told ai to look for planeswalkers as a card type to play.
fixed a crash related to tokens and cardgui..tokens dont have models....
made a 1 line change to deckveiwer that makes it usable on touch devices and improves the overall look and feel of deckveiwer....
moved init() from ManaCost to a private call
changed ManaPool method init() to Empty() to better represent what it does.
renamed ManaCost::reinit to resetCosts() as reinit sounds like your are returning the ManaCost object back to initial state which is not what happens. Only the cost related members are reset, the bool isMulti is left alone