Commit Graph

281 Commits

Author SHA1 Message Date
Xawotihs@gmail.com
26ab65860e Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror. 2013-06-09 21:16:39 +00:00
anthonycalosa@gmail.com
cf74c3480e added drawCounter. Returns the number of cards drawn this turn (excludes pre-game draw).
pdrewcount - player draw count
odrewcount - opponent draw count
2013-05-18 15:31:12 +00:00
omegablast2002@yahoo.com
83ef3aa08c fixed a crash with flip cards. how does the test for this pass? 2013-05-01 00:02:42 +00:00
omegablast2002@yahoo.com
90a0f5c86f as per mtg rules, the effects of unpaid upkeep cost should only happen if the from id was upkeep. ie:skipped phases. 2013-03-15 21:49:35 +00:00
omegablast2002@yahoo.com
defb8e32c6 corrected the mana not removing from pool correctly bug, sorry about that. 2013-02-13 23:33:05 +00:00
omegablast2002@yahoo.com
3c15357c38 added poolsave(COLOR) its an ability that works only on permanents in play.
opponentpoolsave(
mypoolsave(
ex:Upwelling


added a tag for mana, doesntempty
add{g}{g}{g} doesntempty
what this does is make THAT mana remain in the pool until end of turn.
ex:
Sakura-Tribe Springcaller
2013-02-09 06:48:16 +00:00
omegablast2002@yahoo.com
2b4c3a51aa removed a condiational that was limiting blink ability. i left the portion commented out just incase i put it there becuase of a bug. but as far as i can see it doesn't seem to cause an issue to remove it. 2013-02-09 02:37:22 +00:00
omegablast2002@yahoo.com
d2f14897a6 fixed a loop that can occur in multitarget where the maxs targets are set with a variable word and ends up resulting in a return of maxtargets = 0 which inturn locks ai in a loop, i imagine layers also. 2013-02-08 00:34:45 +00:00
omegablast2002@yahoo.com
e424c3ab27 fixed a bug with lords not removing altercost correctly when the source is phased.
added 
cantbeblockerof(this)<--this = the card who owns the ability.
cantbeblockerof(targetchooser) <--the target cant block anything targetable by this targetchooser.
spin engine and similar will use cantbeblockerof(this).
others were done with a workaround, which i hope will be updated soon.
2013-02-06 02:45:40 +00:00
omegablast2002@yahoo.com
6a1591d72b reverted the newtarget/retarget fix, it didn't fix the issue and created new ones. 2013-02-01 18:54:07 +00:00
omegablast2002@yahoo.com
6c86c276d2 missed a file last commit. 2013-02-01 04:35:40 +00:00
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
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
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
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
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
cf5a6f9059 fix to my fix, commited the wrong version of it :) 2012-07-24 11:02:29 +00:00
omegablast2002@yahoo.com
bbf1de5134 fix for may menus not stacking if multi cards with may effects come into play at the same time.
although I tested this fix, it will require extremely indepth testing which I can not do alone to ensure that doing this does not screw up something else.
I think however that we are safe, becuase we test the same condition under test destroy and gameobserver update without any negitive recourse.
2012-07-23 22:44:02 +00:00
omegablast2002@yahoo.com
0dbcd86b89 this commit adds AVRs new ability soulbond.
it requires an update to your mtg rules txt...
the coding is as follows

[card]
name=Arbor Elf
mana={g}
auto=soulbond 1/3
auto=soulbond {t}:add{g}
abilities=soulbond
type=Creature
subtype=Elf Druid
power=1
toughness=1
[/card]

auto=soulbond *any ability supported by wagic*
abilities=soulbond

the above arbor elf gives itself and its soulbond creature a 1/3 bonus and the ability to tap for green mana.
2012-07-16 14:59:46 +00:00
omegablast2002@yahoo.com
b0ab33be82 fix for flip cards changing name after a transforms ability...
I remember adding that patchwork fix a long time ago, not sure if whatever it fixed was even really an issue or just a overprotective line i added. either way if it was an issue, addType is what should re-add the name, not transformer ability.
2012-05-01 15:52:16 +00:00
omegablast2002@yahoo.com
50059e0b89 fix for eachother dynamicability 2012-04-30 12:51:11 +00:00
omegablast2002@yahoo.com
bdce487c2c fixed a crash in transforms( 2012-04-13 10:22:08 +00:00
omegablast2002@yahoo.com
7dec7bc873 soulbright fire kins ability was not triggering sideeffects...because i forgot to make it happen...opps...im only human :) 2012-04-12 11:46:00 +00:00
omegablast2002@yahoo.com
0b1327bf01 fixed a couple memleaks, also added human player targeting for blocking. 2012-04-02 16:48:33 +00:00
omegablast2002@yahoo.com
b705158e13 added "blockable" targetchooser, a targetchooser which shows the cards considered "blockable" by source.
corrected an error in ability$! parsing that prevents transforms to use it in newability[

added "block" keyword. and ability.
2012-04-02 13:32:50 +00:00
omegablast2002@yahoo.com
8a53df8ca5 fixed wall of reverence and refactored adynamic ability a bit. 2012-03-27 13:57:09 +00:00
omegablast2002@yahoo.com
df38e3977c fixed flip cards not gaining basicabilities of their counterpart cards. 2012-03-26 22:57:32 +00:00
omegablast2002@yahoo.com
5e34cf8bb2 fixed a bug where proliferate menus stopped working, fixed a bug where damage would be considered redirected after killing a planeswalker, fixed a bug intruduced with recent changes to text rendering that made my text message ability stop working, added a lose and win text to abilities which only contained a 1 sided win. 2012-03-25 21:49:13 +00:00
Xawotihs@gmail.com
cb8af6d6c0 - modified gameOver to be protected and defined two new operations to do the same thing (didWin and setLoser)
- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
2012-03-20 23:10:05 +00:00
omegablast2002@yahoo.com
48e5608803 added a new method to use countershroud to create a globel shroud by targetchooser...auto=countershroud(-1/-1)creature|mybattlefield...like this.... 2012-03-20 12:21:03 +00:00
omegablast2002@yahoo.com
9564250179 added targetedplayer as a who for most abilities and token reciever..
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...
2012-03-18 15:57:35 +00:00
omegablast2002@yahoo.com
1c28ee3d4d fixed issues with "else" support in ifthen. 2012-03-14 11:41:39 +00:00
omegablast2002@yahoo.com
9c1fcacd1f psp comp fix. 2012-03-14 10:52:14 +00:00
omegablast2002@yahoo.com
0210ecf28c ok this is the last commit but i had massive issues after chopping it all up, hopefully it doesn't hilight everything that was already commited...if it does i apologize my own patch started giving me conflicts....
im like 7 tries into commiting this part....
2012-03-13 17:54:24 +00:00
omegablast2002@yahoo.com
0a357e7eb0 first part of a series of commits, this one adds "and((" support to the various card removel abilities, tweaks targetedplayer targetchooser, and adds the following number word variables...
counter{}
so you can get a count of a certain counter on a card
the next consist of parts using the same targetchooser method as type:
power:
toughness:
convertedcost:
followed by ---
highest:
lowest:
followed by targetchooser
blah:mybattlefield
so if i want highest converted cost of creatures i control..
convertedcost:highest:creature:mybattlefield

also added an internal ability to reuse and display flying text with a string passed to it.
2012-03-13 15:35:43 +00:00
Xawotihs@gmail.com
bd1afebbea Hid Subtypes behind MTGAllCards and added a mutex to be able to use both singleton from several threads. 2012-02-12 22:20:05 +00:00
Xawotihs@gmail.com
c38c52c6ad Refactored audio sample playback 2012-02-11 18:20:08 +00:00
omegablast2002@yahoo.com
99ab44a20e added moverandom(tc) from(zone) to(zone) ability...example
moverandom(creature[green]) from(mygraveyard) to(opponentbattlefield)
example card

[card]
name=Tariel, Reckoner of Souls
auto={t}:moverandom(creature) from(opponentgraveyard) to(mybattlefield)
mana={4}{W}{B}{R}
abilities=Flying,vigilance
type=Legendary Creature
subtype=Angel
power=4
toughness=7
text=Flying, vigilance {T}: Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
[/card]
2012-02-02 03:52:20 +00:00
techdragon.nguyen@gmail.com
228fe23e49 removed calls to ManaCost::init() as all but two are actually necessary.
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
2012-02-02 01:10:11 +00:00
omegablast2002@yahoo.com
4b70061dae made flip( menutext better, also readded menuobject coloring for normal menus, somewhere along the lines it was changed to not work with normal menus, which eliminated the whole point...if the red is too harsh of a color please suggest a different one. 2012-01-31 20:11:03 +00:00
omegablast2002@yahoo.com
a248cb7423 added abilities=poisonshroud
"you can not get poison counters"
2012-01-31 19:41:43 +00:00
omegablast2002@yahoo.com
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
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.
2012-01-31 14:07:40 +00:00
omegablast2002@yahoo.com
be33659081 fix for cumulative upcost, extra cost were not being multiplied
[card]
name=Phyrexian Soulgorger
auto=cumulativeupcost[{S(creature|myBattlefield)}] sacrifice
text=Cumulative upkeep - Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
mana={3}
type=Snow Artifact Creature
subtype=Construct
power=8
toughness=8
[/card]
was only charging you 1 sacrifice per upkeep.

added thisTargetComparison, this(cantargetcard(targetchooser))...its a thisdescriptor that compares if the card can be targeted by a target chooser...
2011-12-29 19:55:45 +00:00
omegablast2002@yahoo.com
53b1c4a742 2 major bug fixes and 1 minor fix
first somehow accidentally line 3616 mtgability.cpp removefromgame was adding an observer instead of removing it, this explains "abilities sometimes acting strangely or not being removed"...I'm surprised it didn't create memleaks or extremely visible side-effects...
2nd fixed a bug where triggered abilities would share a menu with activated abilities of a card when ever you had enough mana floating to pay an activated ability before the trigger resolved.

adjust the way ai calculates if it should use cards like wrath of god, though it is still open to using it at a random chance, i noticed that the method we use might not be the best.
an ability with an eff of 1 for example actually has a 10% chance of being choosen....
lets say rng rolls 3402
when you % this it simply takes the 2 last numbers making this roll 2...meaning that unless we assign no "random chance to do blah" the actual chance of ai using a stupid ability is 10%...I'm leaving that logic how it is tho I "unfactored"(?) it to make it easier to track the numbers, also added a debug trace to help see how often we hit "lottery chance" ...
fixed a minor crash from multiability trying to fetch menutext when no abilities existed in the vector anymore.

this patch introduces a new subkeyword for "may " which is syntax pay(manacost)
auto=may pay({w}) untap
this is to allow the card group that was coded using the activated ability loophole i described at the start. it works the same way as it did with the loophole only it is actually something we want to happen instead of a flaw in the engine...you float the mana same as before and when the may line is triggered it will check if payment can be made with exist mana if so then it displays the menutext for the ability, if that ability is choosen it then charges you the mana directly before activation. 

this patch also include flip( ability, tho not intended originally for this version, I had previously had it finished and was polishing it right before I noticed the bugs above. since this keyword is not intended to add cards for this version, I wont go into massive details about it at this time.
2011-12-25 01:01:20 +00:00
Xawotihs
3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
wagic.the.homebrew
851e1f20f1 - some dangerous casts Player/MTGCardInstance fixed
- removed typeAsTarget function and replaced with dynamic casting
- The test suite passes, but it is possible that I busted some of AI's features :(
2011-11-19 14:07:57 +00:00
Xawotihs
f68c106e7e - Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).
- 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
2011-11-13 22:36:34 +00:00