fix where the copier is treated as the same copied card, also fixes the
display ability of momir (forced), disabled reveal for AI if aicode is
not found (should add alternate for ai).
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.
I moved the target quad near the source card and moved the action string
forward so there is no overlapping of action string and the target quad
if the action string is too long...
blending of wood and/or gold texture on some resolutions(mobile,
tablets, etc) draws line which can be distracting. The backdrop is now
full size of PSP resolution (480x272, 2x res can be loaded like 960x544)
Get rid of common code
Better naming of zone (where we put spell after countering)
More generic syntax: fizzleto(X) where X in [hand, exile, librarytop]
which will give more flexibility later
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.
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]
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.
adjusted the way cardsacrificed events were sent
added a ability which is a way to tell a targeted player, yourself, or opponent to do a set of abilities.
ability$! EFFECT _ EFFECT !$ WHO
the idea here is that the abilities are being added to the targeted players game...so
target(player) ability$!target(<2>*|myhand) reject!$ targetedplayer
this line tells the player to discard 2 cards...
you can also use it without targeting by using WHO words..
controller, owner, targetcontroller, opponent, targetedplayer
this ability defualts to opponent.
cards coming soon...
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.
- Added a call to input reset after each update in the Qt frontends to avoid strange auto-keypress
- Removed tutorial display in AI vs AI (test AI mode)
- Commit Qt project with latest buttons files
- Added a small isHuman method to the Player class
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore
- Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite
- Added a method in ActionLayer converting a card ability into a menu index
- Used this new method in the game observer to log correctly AI ability actions
- Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction
- Cleaned up TargetList properties access
- Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode)
- Added a deadlock detection in the test AI vs AI multithreaded mode
- Fixed minor bugs in test AI vs AI multithreaded mode
- Added a games/second counter in the test AI vs AI rendering
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it.
- Various cleanup/refactor of the game observer.
- Added a gameObserver == operator to compare two games
- Added player mode to the player serialization
- Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1.
- Refactored random generator class to use list intead of queue
- Defined a specific type for interrupt decision instead of int
- 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
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
- 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
Included in a new modrules.xml tags.
<cardgui>
<background> Stores information concerning the colors </ background>
<renderbig> Stores information to draw the card </ renderbig>
<rendertinycrop> Stores information to draw the card </ rendertinycrop>
</ cardgui>
Change the variables array for vectors
this allows users to create a mod without having to struggle with avoiding certain phase based or cost actions.
attackrule and attacker phase can be seperated now by not including auto=attackrule in your rules.txt....this means you can still have an attackers phase, but clicking the cards won't put the cards into attacker mode or add "attacker" to thier menu abilities. ect...
this also allows us to eventaully change/add to these base rules without having to create entirely new rules for them by modifying the base classes with new variables and so on.
IMPORTANT: UPDATE YOUR RULES FOLDER, OR NOTHING WILL WORK FOR YOU.
- 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.