Commit Graph

3134 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
b978baa9c8 added Brace For Impact and Telekinesis 2011-02-15 12:18:20 +00:00
guzhenjie1@gmail.com
8e24e86b0f Fixed Avenger of Zendikar:
auto=@movedTo(land|myBattlefield):may counter(1/1) all(plant)
 ==> 
auto=@movedTo(land|myBattlefield):may counter(1/1) all(plant|myBattlefield)
2011-02-15 12:12:10 +00:00
techdragon.nguyen@gmail.com
2cd72cc4ca we should access the data required within a given context. Using DeckStats in this way works
but only by chance that the previous step set the current deck file.  Used victory percentage
from the MetaData object rather than forcing what has already been computed.

TODO:  getVictoryPercentage() needs to represent Overall VictoryPercentage for all decks, not just
player decks.  AI Decks use getVictoryPercentage() to represent the VictoryPercentage against a
specific deck.  There should be an additional method that says getVictoryPercentageVsDeck( deckObject )
2011-02-14 17:44:35 +00:00
techdragon.nguyen@gmail.com
16f7d2d675 added conditional to avoid having to ping the stats map all the time. The data
is already cached, but there's no need to spend a function call to check the hashmap
if we have a bool for that reason.
2011-02-14 17:38:57 +00:00
techdragon.nguyen@gmail.com
73b2d5ded8 removed redundant code for card loading. getCardByName already loads by Id and caches the result
duplicating that code in MTGDeck is redundant.
2011-02-14 17:36:19 +00:00
wagic.the.homebrew@gmail.com
5b365e53f0 Erwan
- submit a fix for TestSuiteAI, I don't understand why it wasn't submitted with my other changes yesterday. This fixes a bug in the test suite (One storm test would fail without this)
- minor refactor to AI code
2011-02-14 13:29:27 +00:00
guzhenjie1@gmail.com
b3468782f1 Changed Arcane Laboratory and Rule of Law based on r3125.
oneboth => auto=maxCast(*)1 auto=maxCast(*)1 opponent

Changed name of Oriss, Samite Guardian in FUT _card.dat:
primitive=Oriss, Samite Guardian
 ==> 
primitive=Oriss Samite Guardian
2011-02-14 11:32:18 +00:00
techdragon.nguyen@gmail.com
f4d1154cd6 reverted latest change 2011-02-14 09:35:43 +00:00
techdragon.nguyen@gmail.com
d9efb408e5 * optimized card loading. There was some redundant code that wasn't necessary.
* getCardByName seemed to have a initialization error if you tried to use it before the entire game loaded.  The cache would
throw an exception if you tried to use find and it was empty.  I put a guard around it to avoid this issue.

* refactored Zeth's "toggledifficuly" feature to be stored in meta data.  http://code.google.com/p/wagic/source/detail?r=3106
 -- This is slightly modified as it forces a 1 for 1 swap of cards that are specified.
    from the example given this is how it seemed to be used anyways.
 -- since all the information is stored in the meta data, there's no need to alter the deck's
    definition.
2011-02-14 08:14:35 +00:00
techdragon.nguyen@gmail.com
1b5002726c altered condition to srcLenth -1 and not "srcLength - 2" 2011-02-14 06:54:28 +00:00
techdragon.nguyen@gmail.com
7047b1ccfc fixed typo 2011-02-14 06:52:11 +00:00
techdragon.nguyen@gmail.com
ee71b6bf0e Added a guard to ensure array access is within bounds of filter.
For some reason, the VS2008 compiler allows this illegal access and VS2010 does not.  In all actuality it should never be permitted.

Please review the thread posted on the SVN thread for details as to why this needs a fix.
http://code.google.com/p/wagic/issues/detail?id=593&sort=-id


Issue: 593
2011-02-14 06:07:04 +00:00
omegablast2002@yahoo.com
072a250dc0 reverted it completely now in hopes that this is whats stalling ai...for some strange reason im noticing that ai is tapping an extra mana every time it tries to play something...
exsample it wants to play a {2}{b}{b} ...so it taps 5 mana instead of the 4 it would have tapped before....
2011-02-14 01:45:14 +00:00
omegablast2002@yahoo.com
ecd2217139 reordered these varibles pspsdk doesnt like it when things are not int'ed in order. 2011-02-14 01:18:41 +00:00
omegablast2002@yahoo.com
3826355b6b reverting a peice of a change i did a couple days ago...
the way getPotentialMana and the payment of cost needs a SERIOUS revamp, i would almost say that these function only work because of bugs.....
2011-02-14 00:28:44 +00:00
omegablast2002@yahoo.com
e92e96a375 Fallen Askari missing cantblock.... 2011-02-13 15:37:51 +00:00
omegablast2002@yahoo.com
935fe12672 pentarch paladin was missing cost for abilities...thanks kf1 2011-02-13 14:35:54 +00:00
techdragon.nguyen@gmail.com
67026849a6 sealed possible memory leak when WCFilterGROUP is created. 2011-02-13 13:28:25 +00:00
techdragon.nguyen@gmail.com
5be429c48f combined nbzone increment and zone assignment into one statement. 2011-02-13 13:25:41 +00:00
wagic.the.homebrew@gmail.com
6b89899d1b Erwan
- deprecated the following keywords (see list below for new usage)
-- cantcreaturecast => auto=maxCast(creature)0
-- cantspellcast => auto=maxCast(*)0
-- onlyonecast => auto=maxCast(*)1 
-- bothcantcast => auto=maxCast(*)0 auto=maxCast(*)0 opponent
-- bothnocreature => auto=maxCast(creature)0 auto=maxCast(creature)0 opponent
-- oneboth => auto=maxCast(*)1 auto=maxCast(*)1 opponent

Strangely enough, I couldn't find most of these keywords in mtg.txt?

I also removed variables such as "spellCastedThisTurn" and stuff like that... now if you want to know how many spells were cast in one turn by a given player, use player->game->stack->seenThisTurn("*").
seenThisTurn can take a string representing a TargetChooser, or better, a TargetChooser.

I can't guarantee I didn't break anything, but the test suite passes and the AI seems to run ok
2011-02-13 11:23:51 +00:00
wagic.the.homebrew@gmail.com
8eac9c587e Erwan
- added maxCast and maxPlay abilities, this deprecates the following abilities: nospells,nocreatures,onlyonespell,land
I usually don't like to deprecate abilities, but the existing ones, despite having easy to remember names, were really not flexible enough.

If you want to use these old keywords, instead use:
-- nospells  =>  maxCast(*)0
-- onlyOneSpell => maxCast(*)1
--nocreatures => maxCast(creature)0
--land:1 => maxplay(land)+1

note maxPlay and maxCast. They follow similar rules, but maxPlay monitors the number of cards that are going on the Battlefield, while maxCast monitors the stack. In most cases, maxCast should be the one to use, but lands are a special case because they go directly to play.

I unfortunately cannot guarantee I didn't break anything, especially in the AI, but the test suite passes ,and I added a few additional tests yesterday and today, to feel more confident about the change.

next step is removing the creatures keywords that do the same kind of thing (cantcast, etc...) and replace them with maxCast
2011-02-13 08:01:13 +00:00
guzhenjie1@gmail.com
2165a38d3b Fixed following cards:
1. Fire Dragon(It has same problem as unchanged Honden Of Infinite Rage, using new code "type:" to fix it.)
auto=foreach(mountain|myBattlefield) damage:1 target(creature) oneshot
 ==> 
auto=damage:type:mountain target(creature)

2. Burden of Greed
auto=foreach(artifact[tapped]|opponentBattlefield)damage:1
 ==> 
auto=foreach(artifact[tapped]|opponentBattlefield) life:-1 opponent
2011-02-13 05:57:36 +00:00
omegablast2002@yahoo.com
b21ca5d91c had to change it, psp compile didnt like it. source->XX 2011-02-13 04:46:57 +00:00
techdragon.nguyen@gmail.com
0686979750 updating vs2010 solution with new PlayerRestriction class 2011-02-12 23:25:57 +00:00
omegablast2002@yahoo.com
27f941e939 updated whetwheel 2011-02-12 20:34:50 +00:00
omegablast2002@yahoo.com
e36cf18d26 added support for {x}{x}: word variable returns for activated target abilities...sometimes im not told when things break or dont work completely, and i find out later myself. :) 2011-02-12 20:29:42 +00:00
omegablast2002@yahoo.com
144ed28235 add Decomposition... 2011-02-12 17:37:14 +00:00
omegablast2002@yahoo.com
45cd30d367 added blinkmoth urn 2011-02-12 17:05:58 +00:00
wagic.the.homebrew@gmail.com
60017a6652 Erwan
- replaced variables canPutLandsIntoPlay and landsPlayerCanStillPlay with a PlayRestrictions class.
- Added  seenThisTurn(TargetChooser * tc) in MTGGameZones, which allows to count how many cards matching a targetChooser have been in a given zone in the current turn. With minor work, this can probably be reused by the ability parser for some cards that need to count how many **** where played or put on the stack during a turn.
-- for example player->game->stack->seenThisTurn([put a TypeTargetChooser("creature") here]) would give you the number of creature spells cast by the player this turn.
- This is the first step of a refactor that aims at removing all the adhoc variables for "cant cast". I plan to get rid of the following variables in Player.h (and the associated code, which hopefully will become smaller):  
    int castedspellsthisturn;
    bool onlyonecast;
    int castcount;
    bool nocreatureinstant;
    bool nospellinstant;
    bool onlyoneinstant;
    bool castrestrictedcreature;
    bool castrestrictedspell;
    bool onlyoneboth;
    bool bothrestrictedspell;
    bool bothrestrictedcreature;

They will be replaced by the PlayRestrictions system, and hopefully I'll have time to update the parser to make this more generic as well.
My initial goal with this change was to move the limit of 1 land per turn outside of the code, and make it an external rule in Rules/mtg.txt. I have yet to do it.
2011-02-12 16:31:07 +00:00
omegablast2002@yahoo.com
2690a3f9a0 updated variable "type:" to act more like a targetchooser...
draw:type:creature|opponentbattlefield
will draw a card for each creature on the opponents battlefield

this defualts to "|mybattlefield" however any target zone can be used, hand, library ect....
this will add support to some cards which werent possible with previous version of it, without having to create new word variables to do the same exact thing as can now be done with this.
2011-02-12 16:21:54 +00:00
omegablast2002@yahoo.com
0a60979554 fix and completely reworked affinity AGAIN.
moved it out of rules, it was FAR to error prone and after fixing bugs on this ability about 12 times, im done with it.

noticed yesterday that it was removing the completely wrong amounts, and not maintaining its cost AT ALL. so i got sick of adjusting it as a rule, its now a statebased effect, called through gamestatebasedeffect as a side function.

the new affinity is less then 100 lines of code, down from 300. to acomplish the effect with FAR less effort. it is also FAR easier to maintain in the future if i die or leave the scene or whatever.

added a new count tool for MTGGameZones canByCanTarget...which allows for returns of amounts based on if it can be targetted by a tc. much like how listmaintainer does it. affinitygreencreature will not be the only ability to use this function, just a heads up. its just the first to do so.

hopefully this much more accurate affinity will be the last version...considering adding the other types which old affinity couldnt handle :D
2011-02-12 15:06:28 +00:00
guzhenjie1@gmail.com
75718e28f8 Fixed Goldmeadow Lookout:
auto={W}{T}{discard(*|myhand)}:token(130311)
 ==> 
auto={W}{T}{discard(*|myhand)}:token(139397)
2011-02-12 14:39:23 +00:00
omegablast2002@yahoo.com
53477bfae2 opps if you were at exactly 65% then none of the 2 appeared XD ..this should correct that 2011-02-12 03:23:36 +00:00
omegablast2002@yahoo.com
19c3e903bc just cleaning, removed a double check i added ages ago that isnt really needed anymore, ai handles fine now without having to double check if it can cast after it already did so. 2011-02-12 03:00:45 +00:00
omegablast2002@yahoo.com
e3ecc612d0 removed a part that wasnt actually supposed to be in the change...my bad. 2011-02-12 02:42:26 +00:00
omegablast2002@yahoo.com
e9b47944e3 reverted a 2nd atempted fix at the infinate loop with ai using inkmoth nexus...
it was making ai tap itself out.

i think im about 99% sure i know where the issue is now, hopefully.
2011-02-12 02:27:30 +00:00
solo81@web.de
9500b0eb4b Added Rashka the Slayer. 2011-02-11 22:42:06 +00:00
omegablast2002@yahoo.com
32873bd4d0 added river of tears 2011-02-11 21:35:17 +00:00
omegablast2002@yahoo.com
76653b6f54 going to go ahead and commit this now as updating the ai decks to use this tool is going to be a huge task...i originally wanted to commit this when i had a substantial amount of ai decks using it, to show case how it makes a huge difference.
it is a feature that is for ai deck building
what it will do is as follows

#NAME:sample deck
#DESC:The forces of fire and nature unite. 
#DESC: 
#DESC:Can you withstand 
#DESC:their combined fervor? 

toggledifficulty:lotus petal|black lotus (*) * 4
grizzly bear (*) * 4
someCard (8) *4

notice the toggle dificulty?
syntax is ....toggledifficulty:easy card name or number|hard card (optional set if both belong to same set otheriwse use * ) *howmany

toggledifficulty:frying pan|machine gun
toggledifficulty:tomatoe|pumpkin (MBS) * 3
toggledifficulty:tomatoe|squash
grizzly bear (*) * 4

the above exsample as easy will have a deck with:
frying pan
4X tomatoe
4X grizzly bear

and on hard it will have:
machine gun
3x pumpkin
squash
4X grizzly bears

the entire deck can be built with toggledifficulty cards....its not limited to just a single use.
you can also mix it up, some can be toggledifficulty some can be just like normal, you are not limited to having to have a complete deck of toggled cards...

if your currently selected deck has an over all win ratio of 65% or higher...this deck will have 4 black lotuses in it...if youre overall win with the current deck you are playing is below 65% then those 4 black lotuses are replaced by 4 lotus petals instead...effectively making it an easier ai deck...

note, the 2 cards used are exsamples...its a great way to show you the potential this change can have...an ai deck with 4 black lotuses will do WAY better then the same deck with 4 lotus petal...if you catch my drift...
2011-02-11 18:01:50 +00:00
guzhenjie1@gmail.com
61186347e5 Fixed Godless Shrine and Contested War Zone.
Thank you for Zeth's help and support!
2011-02-11 13:40:23 +00:00
omegablast2002@yahoo.com
201d096d24 mr big pointed out that the order of the abilities on Mayael's Aria was incorrect, and it does make a huge difference, it can mean the difference between a win or lose. 2011-02-10 19:59:29 +00:00
omegablast2002@yahoo.com
61e14f5b68 added Serra Inquisitors,Dwarven Soldier,Amphibious Kavu, fixed contested war zone 2011-02-10 19:51:13 +00:00
omegablast2002@yahoo.com
25fe86ad89 added "turnlimited" restriction for blocked, blocking, combatdamaged, and damaged triggers. 2011-02-10 19:50:09 +00:00
techdragon.nguyen@gmail.com
93c63cef3d reimplemented mana color display for deck selection. This is now totally controlled by
stats generation.  No data needs to be written to the deck master files themselves.
Now the mana colors will only show if you have battled with a particular deck at least once.
This is not retroactive, so you will need to battle the ai again.  This can not be edited manually
either to prevent tampering with the statistical data.  Player deck mana color display is also
covered this way.

Decks will still be saved in the new layout if a disk write is necessary.  So any changes via
the deck editor will result in a deck file rewrite is was always the case.:)
2011-02-10 17:19:11 +00:00
guzhenjie1@gmail.com
e3ac27bc30 Fixed Aura Extraction:
auto=moveTo(ownerhand)
 ==> 
auto=moveTo(ownerlibrary)
2011-02-10 13:10:19 +00:00
omegablast2002@yahoo.com
8ab65b234b updated the shrine cycle to use type: variable
ei:infinate of horden rage bug...it was the same bug as halimar used to have.
2011-02-10 12:07:11 +00:00
omegablast2002@yahoo.com
4bf72efaac Obelisk of Alara was missing the word "token for its *cough cough *workaround *cough cough* 2011-02-10 12:00:49 +00:00
omegablast2002@yahoo.com
b728a81144 journey to nowhere was sending it target to exile, then trying to blink it... 2011-02-10 11:54:56 +00:00
techdragon.nguyen@gmail.com
bfd8cf8527 fixed a mem leak I introduced in last update 2011-02-10 00:18:52 +00:00
techdragon.nguyen@gmail.com
9c8ff0e27a updated ManaCost copy constructor to do a true deep copy.
added copy constructors to ManaCostHybrid.
2011-02-09 20:42:19 +00:00