Commit Graph

1996 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
eab782c32f this was accidental, i was just about to toy with a may pay( ability. 2013-01-30 04:22:01 +00:00
omegablast2002@yahoo.com
c078af5f24 fix for crash from not having a playerTarget when ability$! is used on targetedPlayer by an instant. 2013-01-30 03:51:16 +00:00
omegablast2002@yahoo.com
f8800b8bbd added an ability keyword that resolves to do nothing.
"donothing"
this is to avoid using powerandtoughness 0/0 ability to mean "do nothing"

old code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) 0/0
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]

new code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) donothing
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]
2013-01-30 02:38:25 +00:00
Xawotihs@gmail.com
47cfc5bdeb Reverted TestSuiteAI.cpp from previous commit 2013-01-28 22:40:56 +00:00
Xawotihs@gmail.com
73131c8064 Removed unused variables 2013-01-28 22:37:01 +00:00
omegablast2002@yahoo.com
3ac3836538 added the stack to countValidTargets() 2013-01-28 05:04:34 +00:00
omegablast2002@yahoo.com
2b9cae8950 added functionality to may and choice ability so that it can check a "restriction{}" like a activated ability with cost, that can keep a menu option from appearing if the restriction is not met
auto=choice damage:1 target(creature) restriction{type(creature[blue])~morethan~1}

this choice menu will only appear is there is more than one blue creature inplay
2013-01-28 03:49:24 +00:00
omegablast2002@yahoo.com
eaf4d94a2e this part didnt commit in last rev, it fixes the mana display.
the progress is removed on this though, so you might not notice it until next release when you do a fresh install.
any new decks for both player or ai will show the mana symbols after a match is completed.
2013-01-27 19:35:52 +00:00
omegablast2002@yahoo.com
dac14020a2 fixed stats resetting and decks being marked as new.
this should also allow for the ai difficulty tools to work correctly again. mana symbols displayed again, mini info, and everything related to the stats.
2013-01-27 18:52:12 +00:00
omegablast2002@yahoo.com
2fcd031a7d corrected a crash from NULL pointer cause by ability$! not having the "lastcontroller" set. 2013-01-27 04:25:09 +00:00
wagic.the.homebrew@gmail.com
d8da70361a - Fix an android warning (false instead of null in GuiCombat)
- removed unnecessary "if" in some parts of MTGRules.cpp
2013-01-27 02:09:10 +00:00
Xawotihs@gmail.com
eec9bb44a8 Fixed warnings from linux and Android compilers
Cleaned up network code on Linux, it still does not work correctly
2013-01-26 22:17:43 +00:00
omegablast2002@yahoo.com
5b0f5bd90f fixed compilation for psp, ambiguous else warning. 2013-01-26 18:50:28 +00:00
Xawotihs@gmail.com
f45c8e1d41 Just won my first Wagic network game :)
In details:
- I removed my player swap idea, it caused tons of issues with randoms
- instead I simply keep both peer on the exact same game and added one single parameter allowing to configure the view on the game. So, each peer is rendering the same game (gameObserver class) from a different player point of view (DuelLayers and related classes).
- a lot of gui stuff are missing to prevent user forbidden interactions but it works fine on Windows
2013-01-26 16:42:16 +00:00
omegablast2002@yahoo.com
db0f401ba5 moved the triggering of forced lure block to eventblockerschoosen. this corrects issues where lure wasnt applying the abilities like flanking correctly on cards which were forced to block. 2013-01-26 16:23:22 +00:00
Xawotihs@gmail.com
365fe10765 Fixed another dumb warning reported in the forum and added a nice assert for synchronization issues during network game. So, don't try it if you're not ready to get crashes in the face. 2013-01-26 08:07:31 +00:00
Xawotihs@gmail.com
2ba5eb0022 Cleaned up Network code (hope that fixes the PSP compilation problems)
Added random seed logging
2013-01-25 21:47:16 +00:00
omegablast2002@yahoo.com
0db78c0444 force a lure block when the players decide they want to skip the action, a lurer MUST be blocked if the defending creature can block it. this action can not be skipped. 2013-01-25 14:25:26 +00:00
omegablast2002@yahoo.com
798258798c corrected an issue where ai was able to ignore lure ability 2013-01-24 21:04:23 +00:00
Xawotihs@gmail.com
9db8478dfe Created a NetworkGameObserver class able to extend the serialization code of GameObserver to synchronize and forward game actions on the network
Fixes in GameObserver serialization/deserialization code
Fixes in JNetwork and JSocket on windows
Various code cleanup (currentGamePhase access in particular)
Updated GUI code to re-enable a basic network GUI
Activated threaded tests on Windows. It uses 4 threads by default.
2013-01-22 22:39:49 +00:00
anthonycalosa@gmail.com
32d06d1148 change damagecount as damage counter to actual damage received for "normal case" damage, this fixes odcount and pdcount int values. 2013-01-21 01:24:19 +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
anthonycalosa@gmail.com
e67084afb9 Added restriction "during my turn", "during opponent turn".
Added variable "controllerturn", "opponentturn" -> returns integer value if its your turn then 1 if not then 0.

ex. use

restriction=during my turn
otherrestriction=during opponent turn
auto=this(variable{controllerturn}) lord(creature|mybattlefield) 8/0
auto=this(variable{opponentturn}) lord(creature|mybattlefield) 0/8
2013-01-18 04:41:24 +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
anthonycalosa@gmail.com
e69e002c1a Revised code for Atalya, Samite Master, Crimson Hellkite and Crypt Rats to use {X:color}
Cleaned Manacost.cpp

My observation so far when paying X in activated abilities, when X doesn't work, I press escape to get in the main menu and play another game(test again), then X activated ability will work. I really don't know where to start/look for the cause of it.
2013-01-08 13:26:42 +00:00
omegablast2002@yahoo.com
2aed88a44f fixed the simplemenu scrolling bug, the scrolling will no longer jump to the final selection you made when scrolling down and up. 2013-01-07 21:33:59 +00:00
anthonycalosa@gmail.com
b007190d98 updated CHK dat file. 2013-01-07 09:29:43 +00:00
anthonycalosa@gmail.com
510a8c4222 added nolegend ability. this doesn't remove legend rule, it only makes a card thas has nolegend ability excluded from check. 2013-01-07 06:46:56 +00:00
omegablast2002@yahoo.com
972e2b1ec2 added abilities=lure
"all creatures able to block blah must do so."
2013-01-05 05:01:31 +00:00
omegablast2002@yahoo.com
4960969640 added {unattach} cost
this can also be used for "equipped creature has unattach and blah" cards using 
auto=teach(creature) {unattach}:blah

also corrected a long standing guiupdating issue. a long long time ago a replace was removed from GuiPlay::Update in hopes to increase performance no amount of performance increase is worth having cards not updating thier position after an event recieve happens. this means curse will finally go to the correctly choosen players battlefield, equipment will no longer just linger after its target dies, auras won't stay on battlefield after a card is exiled. ect. no preformance decrease noticed, if anyone else notices one let me know.
2013-01-05 03:05:53 +00:00
omegablast2002@yahoo.com
2fa626b80e adding more strings to translation 2013-01-05 00:38:12 +00:00
omegablast2002@yahoo.com
a3017c215f corrected the translation of the phase names string in guiphasebar 2013-01-01 02:00:34 +00:00
omegablast2002@yahoo.com
ad50ce1d48 added a few items to translate on card gui. names and text should now correctly translate in trophy room and shop. 2012-12-31 16:17:38 +00:00
anthonycalosa@gmail.com
153203fba6 adjust alignment 2012-12-29 14:31:28 +00:00
anthonycalosa@gmail.com
780afb6e0c added missing damagecount reset for opponent. this should fix odcount this turn value 2012-12-29 14:25:49 +00:00
omegablast2002@yahoo.com
238cd124ae corrected the spelling of evolve. thanks kf1 2012-12-27 21:07:20 +00:00
omegablast2002@yahoo.com
651d0b4623 added gatecrash "evole" mechanic.
auto=evole
2012-12-24 16:19:32 +00:00
omegablast2002@yahoo.com
4ad4689603 allowing restriction to also search for
restriction{{ }} incases where we will have squiqqly brackets in a tc.

this corrects the bug where helix pennicle restricted trigger was not triggering.
2012-11-27 02:45:01 +00:00
omegablast2002@yahoo.com
a87377b25a fixed an error in the reseting of setToughness, kind of a dumb error on my part because i was originally the coder :P
a creatures life and toughness are tied together, if you do not change both then the creature lives on.
2012-11-27 01:53:41 +00:00
omegablast2002@yahoo.com
92a8ccebd8 added a new tag to transforms(( keyword ... uynt ...meaning until your(the sources controller) next turn.
this should allow players to code cards with the detain ability of rtr correctly, as well as a handful of similar cards in the unsupported text.

detain is coded 
auto={1}{t}:target(creature|opponentBattlefield) transforms((Detained,newability[cantattack],newability[cantblock],newability[noactivatedability])) uynt

enjoy
2012-11-10 05:08:23 +00:00
omegablast2002@yahoo.com
3b447135fb fixed soulbond and testsuite issue, fixed crash from combohint not being int'ed to some AIStats(which are considered "human" 2012-08-26 08:08:36 +00:00
wagic.the.homebrew@gmail.com
8035d0f3fc Remove non ascii characters from WFont 2012-08-26 06:06:32 +00:00
omegablast2002@yahoo.com
38cdec5126 corrected a issue with "eachother" tag in adyanmic class...the damager should be the target to take into account triggers and deathtouch...thanks dopple. 2012-08-25 00:38:59 +00:00
omegablast2002@yahoo.com
78f5b11919 removed ABasilik class, this ability is completely soft codable now. 2012-08-25 00:27:22 +00:00
omegablast2002@yahoo.com
68f76fbaff removed farmstead hardcode, this card can now be soft coded 2012-08-25 00:07:10 +00:00
omegablast2002@yahoo.com
101582e37e increased life delta bonus to 10k, it seems the general consensus is people think it is bugged becuase they dont gain over 500 points from it. after seeing multiple people reporting it I think it would be best to increase the bonus just to avoid confusion. 2012-08-24 00:24:26 +00:00
omegablast2002@yahoo.com
fffe739ec1 setting Tc->targetter to Null on countByCanTarget() the functions that call this don't care about protection, it is used to find a number of objects which are considered valid even with protections to the source. thanks Dopple for finding this bug. 2012-08-23 23:24:55 +00:00
omegablast2002@yahoo.com
d078872dfc this is the first draft of a simple ai combo system,
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.
2012-08-19 21:53:57 +00:00
omegablast2002@yahoo.com
c85d07f890 tweaks to ai use of cast order, we had instance where "land" would get an over-ride and not cast. 2012-07-25 12:10:25 +00:00
omegablast2002@yahoo.com
cf5a6f9059 fix to my fix, commited the wrong version of it :) 2012-07-24 11:02:29 +00:00