- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
added some extra checks to how Ai determines if it should cast a "all(" or other lord...it was only taking the amount of cards it had into account and not looking at what the suggestion was for the nestedability...meaning it treated "destroy all" the same way it treated "all creature +10/+10" it would only check if it had more cards effected...completely ignore the effects....
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 )
- 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
* 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.
- 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
- 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
- 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.
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...
as it removed ais ability to momir...protip in MTG youre not allowed to interrupt your own abilities...the way momir is working now, it select an action that doesnt pass priority instead it instantly searchs for a momir ability...which is wrong...
* added additional meta data for decks when saving them back to file.
- decks saved this way now are split into three regions: creatures, spells and lands. It's more for a visual sorting if a
player wanted to look at the deck outside of the game. It does not impact the deck loading negatively at all. It may
increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
- This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.
first bug fixes, and there were many,
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed
token text now displays source name and tokens abilities
fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.
epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.
extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.
angelic chorus bug fixed, the card will be soft coded now.
and many other minor bugs fixed, hard to remember all which were fixed.
now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",
all true landwalks will now be supported.
new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]
you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines
card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle
[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]
other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.
[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]
activated ability gained a new restriction "opponentturnonly"
variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature
draw:type:ally <---counts the allys in your field. self explanitory
draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much
draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.
new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.
new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])
new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)
new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.
livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.
token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.
phaseout <--self explanitory
spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.
stacking flanking, requires 2 abilities unfortunately
[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]
removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.
added new tools for transforms
,setpower=number
,settoughness=number
removetypes
morph
autofacedown={0}:morph
eradicate <---same as the card name.
cumulativeupcost[ <--self explanitory
upcostmulti[ <--an upcost that will resolve with a && ability
phaseaction[ phase name ] ability
an ability that will trigger on the stated phase name.
also support for phaseactionmulti[
new triggers added:
@vampired( <--sengir vampire effect
@targeted(
@lifeloss(
@lifed(
add a special ability builder called dynamicability
it acts alot like a choose your own adventure book
dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.
variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent
the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.
new gameoption
First turn player:player, opponent, random
who takes the first turn
added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.
taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.
im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.
cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2nd, added a block out for optimizedhand in demo mode, ie any time its cpu player vs cpu player, noticed demo was starting matches with no cards.
3rd, added a hackish workaround to allow Ai to get eff returns on abilities using the all(this) lord workaround to target the source. Ai was not getting any returns on these abilities. now basically if the ability is a lord && !target...lets calculate this as tho source == target....
i hope to have a polished cleric Ai deck for release 14.1 within the next day or so. trying to include a couple decks that take adventage of all this great training.
hopefully i can get prevent working as good as equip does...the Ai deck i constructed called
"the kor" is almost an unbeatable white weenie deck.
ok here goes, first, fixed a crash that would happen when ever a player would gain more then 2000 life or take more then 2000 damage...the buffer was becoming corrupted i imagine because it was too small, increasing it to 10 slots allowed players to successfully take massive amounts of damage, highest i bothered checking was about 35k gained/lost, no crash...
2nd, removed the and refactored cantcaster rule, moved it to stateEffects() and renamed stateeffects to better reflect what it will be handling,
removed sneak attack rule and moved it into stateeffects
the following ints have been converted into bool,
all the cantcasters, canputlandsintoplay is becoming a bool, the amount of lands you can play is now handled by a new varible int landsPlayerCanStillPlay (this is for my ability additional lands increase in support on perminents coming after the release)
the changes to bools were for an obvious reason, they were all ints pretending to be bools, my varibles were confusing as you would often see code like this if(cantblahblah > 0)
which to another coder might not make any sense.
these varible ints were returning 0 as false and 1 as true...changed them all to bools, same goes for putlandsinplay int, in half the places it was being used as a bool, AND it was tracking the amount, when i was coding additional land ability, this made it impossible to maintain correct amounts without damaging the rest of the code.
as a bool, controlled by stateeffects, it can now be used correctly as a bool in all cases, and the stateEffects manages the switch on it to false if you no longer have any landsPlayerCanStillPlay left.
the refactor on cantcaster was also a bug fix, it was reported to me that cantcasters were not correctly working, sometimes ai or player would still be allowed to play a card with one in play, because of the old way i had it setup somecases of bothcantcaster were reseting the cantcast to 0, basically making the check do nothing.
it is now handled in stateeffects if you have one in play, then its true, if not then false...this returns very accurate tracking of the cards instantly instead of checking as cards enter or left play.
the "both" versions now have their own bools to avoid future conflicts with the single player cantcast...
added a case for the fancy moving text, some move to library effects were incorrectly returing fetch.
- computeActions would leak a ManaCost. This was fairly minor.
- AIPlayer::SelectAbility had a major leak. Basically, there's some code that pulls a random number for an efficiency check - if the action's efficiency value was below that random number, the action pointer was cleared, and none of the actions that were to be discarded would be deleted out of the rankings map. I've switched out the rankings container to not contain action pointers, but real action objects, so regardless what kind of logic is implemented, the map will properly clear out its objects upon destruction.
another issue i fixed, when last trigger would be resolving in "trigger" substep, the game was moving to next combatstep before you could finish it, NOW the game correctly finishes resolving any triggers that might have fired off in "Triggers" substep, THEN it adds combatdamage step to the stack. this also fixes an issue where if you were multiblocked and combattriggers fired off, then your trigger would be UNDER the "ordering window" and unresolvable.
added waitingforanwsers return to userRequestNextGamePhase
when youre "waiting for anwsers" that means you have a menu box open and the game is waiting for you to decide....this was one of the causes of the rush to combat damage while youre still selecting something on a menu.
moved Trigger step call to requestnextgamephase into stateEffects() and out of updates, works MUCH better this way. i wonder why this isnt handling more of the automated functions, i suggest we consider moving the autopassphase into stateEffects() also as it will most likely be handled much better in there then in the update function.
also,
adjust Ailessons on Adrawer, it was still getting a little too excited about drawing cards.
moved around the eff setting on grantingability lessons.
having it set to 0 BEFORE actually giving it a value was conter productive.
added a peice of commented out code in "isintop" function that if you uncomment will allow you to have Ai ALWAYS multiblock you.
im pushing this in as i feel comfortable with the positives and havent really come across an adverse effect yet.
however i am just one person and testing something like this is much easier with alot more then 1 person on it.
fixed the bug where the ai "attacks/blocks" its own attackers during the combat phase.
Strangely, creatures only die in this bug when there are two or more suffering from
summoning sickness.
If somebody can double check this code change to make sure that it is appropriate.
My playtesting indicates a success but I don't have the variety of player decks others have.