- 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.
This is its new code:
[card]
name=Bloodhall Ooze
auto=@each my upkeep restriction{type(*[black]|myBattlefield)~morethan~0}:may counter(1/1)
auto=@each my upkeep restriction{type(*[green]|myBattlefield)~morethan~0}:may counter(1/1)
text=At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on Bloodhall Ooze. -- At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on Bloodhall Ooze.
mana={R}
type=Creature
subtype=Ooze
power=1
toughness=1
[/card]
This new version, using one of Zeth's latest additions ("restriction{...}"), shows to be a nice improvement concerning the ingame experience: NOW, the trigger will only show up in the interruption window if the restriction is matched. In the old version, it always showed up in the restriction window whenever the trigger potentially could trigger, even if the restriction was not matched.
"restriction{}" also gives us more options in coding new cards. This is one of them:
[card]
name=Library of Alexandria
auto={T}:add{1}
auto={T}:draw:1 restriction{type(*|myhand)~equalto~7}
text={T}: Add {1} to your mana pool. -- {T}: Draw a card. Activate this ability only if you have exactly seven cards in hand.
type=Land
[/card]
A famous and powerful classic! And you can for sure only tap it to draw a card if you have 7 cards in it.
Exchanged the Multikicker test for another one. The older one was doing trouble.
2) Updated all {X}-spells with x targets. They are using "prex" instead of "x" now. Their code is now completely
following the official rules.
3) Changed the code of most cards which search your library for a land card and put it onto the battlefield tapped.
They are using "and((tap))" now. More cards will be changed to that in upcoming revisions.
4) Added 2 tests to save "prex".
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
- In order to clarify getEfficiency, started creating "getEfficiency" functions specific to each type of ability (see example with Damager). This won't reduce the file size but should make things bit clearer
- Minor cleanup of getEfficiency
- bug fixes in getEfficiency
- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
-- This is a copy/paste and shouldn't have any impact on the logic. I just moved some functions from AIPlayer to AIPlayerBaka
- Added back the possibility to select a different Resource folder with file Res.txt
- Fix a crash when a token id does not exist
opponent play an ability, player interupts and clicks a card with TargetChooser which has no valid targets; player then tries to cancel targetchooser, instead the stack is displayed again, player is then locked in a TargetChooser unable to click other cards.
originally i was going to do it in the reactToClick however, after thinking about it, it made no sense to me that a targetchooser would be set and a cardwaitingfortargets would be set if you know ahead of time that no valid targets existed.
now when clicking cards which have TargetChoosers and no valid targets, no tc is set, and no cardiswaitingfortargets; instead return 0.