Commit Graph

2369 Commits

Author SHA1 Message Date
wrenczes
fadd36c0c4 More type conversion warning cleanup; some minor refactoring in the phase bar while I was cleaning up the warnings. 2010-10-28 06:57:34 +00:00
techdragon.nguyen@gmail.com
98627d96ba fixed minor bug with Ai deck saving routine.
fixed psp compilation, changed use of char* to ostringstream for menu text.
2010-10-27 17:26:32 +00:00
omegablast2002@yahoo.com
7a13f562c7 fixed "ink-eyes,servent of oni" coding. 2010-10-27 15:17:17 +00:00
techdragon.nguyen@gmail.com
cd3ad9b9fd fixed menu size and text information for when saving deck as an AI deck. 2010-10-27 11:24:49 +00:00
techdragon.nguyen@gmail.com
28d3b9b9a9 fixes ai deck saving bug pointed out by Zethfox.
TODO: fix text to the right of the box when saving ai deck.
2010-10-27 03:00:39 +00:00
omegablast2002@yahoo.com
56ba37feec fixed errors reported by 840126 http://wololo.net/forum/viewtopic.php?f=4&p=17769&sid=b5337dd78cbad56a7c4ec93ccf4a3b71#p17769
thank you!
2010-10-25 17:33:58 +00:00
omegablast2002@yahoo.com
de01d5216d fresh eboot. 2010-10-25 14:44:54 +00:00
omegablast2002@yahoo.com
73b7e8d361 adding a test to insure that a <1 aslongas actually remains on the field if the considiation is false. 2010-10-25 14:42:53 +00:00
omegablast2002@yahoo.com
fbd5cffbbd taught told Ai bushido is a good thing. laid ground for Foreach lesson for Ai :) fixed yet another reported bug with aslongas. gave becomes( a better menu name system for the manlands to use.
it will now say "becomes [types]"
2010-10-25 14:41:09 +00:00
omegablast2002@yahoo.com
142dfab57c changed 3 creatures that were incorrectly using "clone" instead of "token(thier id number)" 2010-10-25 14:37:16 +00:00
techdragon.nguyen@gmail.com
d358f14eed reverting change. thought the card was a black permenant. 2010-10-24 19:14:42 +00:00
techdragon.nguyen@gmail.com
219fdbf4f8 test broke due to omission of response to second counter request, if the test is for 1 counter, it needs to cancel the other counter request. So please test each change individually as well as part of the entire suite. If there are differences, than there is something fundamentally wrong with the suite. 2010-10-24 19:00:56 +00:00
omegablast2002@yahoo.com
4e6cd4309c changed bloodhall ooze test BACK to the way it was, please read cards before commiting a test change, also, re-run test suite when you make changes to test. 2010-10-24 18:36:13 +00:00
techdragon.nguyen@gmail.com
ddc07a4e40 removed duplicate tests. these were prefixed with trigger_ instead of @ 2010-10-24 17:25:02 +00:00
techdragon.nguyen@gmail.com
ad4543b968 fixed test. missing an assignment of a counter and end condition was incorrect. life should be 17 not 18 since ooze gets two counters it is a 3/3 monster not 2/2. The test was stalling on the interrupt screen for the second counter. 2010-10-24 17:23:19 +00:00
linshier
60ef07a025 Added basic Japanese font support. 2010-10-24 07:56:28 +00:00
linshier
0ce36747a7 Fixed a compiling error for GCC-4.4.5 2010-10-24 07:34:12 +00:00
linshier
eb043eba5d Fixed Makefile for Linux 2010-10-24 07:20:52 +00:00
wrenczes@gmail.com
e74c0fcc7c Moved a few more common shared includes into the precompiled header. 2010-10-24 06:55:40 +00:00
wrenczes@gmail.com
8f7e4850ba Apply the same precompiler modifications to the VS2010 solution. Also turned off the C++ code analysis entirely for the debug target. Old build time: 5 minutes. New build time: 30 seconds. (note that the VS2010 code analysis slows things down considerably - but it also shows that one major bottleneck is AllAbilities.h, as it's included multiple times. That file should be refactored asap.) 2010-10-24 06:29:20 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com
c83a4b8d19 fresh eboot. sorry about the other one. 2010-10-23 23:57:01 +00:00
omegablast2002@yahoo.com
8cb1f0cc7c moved the level varible from MTGcard to MTGprimitive. 2010-10-23 23:48:02 +00:00
omegablast2002@yahoo.com
d7f58285f4 missed a couple levelup creatures 2010-10-23 22:52:25 +00:00
omegablast2002@yahoo.com
5ee1a695ae fresh daily 2010-10-23 22:36:20 +00:00
omegablast2002@yahoo.com
34f63056dd updated level up creatures to include a hint to ai when it should stop investing. 2010-10-23 22:34:51 +00:00
omegablast2002@yahoo.com
a9e4c58af2 taught Ai how to use levelup creatures, taught Ai how to use Equip, taught Ai how to use prevent the cleric ability.
this is by no means absolutely perfect, i like it tho, and makes for some real good times with level up deck built with equips. 

you will notice i added a level=number...to the level up creatures, this has no effect on players, this is just a small hint to the Ai as to when it should stop investing mana in that creature. the chances are a little over half that ai will want to level a creature, increased ever so slightly with each level up.

for equipment, the Ai will now want to equip its best Creature(determined by power+toughness+convertedcost+how many abilities it has) and will want to equip these "better" cards atleast 2 times before it is reduced. same system for prevent damage, it will want to save its "better creature" more then a 1/1 token.

for both tho i added slight bonuses...
to equip, there is a higher chance that the ai will want to target a white creature, with an extra bonus if the creature is a 1/1 and nontoken. this is to encourage Ai to equip in white weenie decks

in prevent, there is a slight bonus if the creature is a 1/1 and the blocker/blockee has a power of 1. 

currently prevent damage treated this way is not coded for direct damage spell, sorry ! but for combat you will notice ai taking a stand and fighting back hard.
2010-10-23 22:34:07 +00:00
omegablast2002@yahoo.com
ba590395b1 fresh EBOOT.PBP 2010-10-22 21:26:35 +00:00
omegablast2002@yahoo.com
d5ca6b0207 added a few subtypes to exclude from changeling, noticed subtypes that are not true MTG subtypes. in the future can we please try to refrain from making up fake subtypes, for exsample "level" and "levelup" are NOT MTG subtypes 2010-10-22 21:23:47 +00:00
omegablast2002@yahoo.com
1ac488b959 fresh daily Eboot 2010-10-22 20:33:13 +00:00
omegablast2002@yahoo.com
165d9df5c9 added a string support to transforms(...cards can now transforms(allsubtypes) or transforms(removesubtypes) 2010-10-22 20:29:55 +00:00
solo81@web.de
04efd4f78f Added 37 cards based on rev2444 and rev2479. (Card list -> First comment)
Fixed Sun Titan and some other reported card bugs.
2010-10-22 19:37:43 +00:00
omegablast2002@yahoo.com
3032393a9c fresh EBOOT 2010-10-22 18:13:44 +00:00
omegablast2002@yahoo.com
32cc74bd93 just a couple comments to say what "basicabilities[55]" is to make it clear. 2010-10-22 17:58:25 +00:00
omegablast2002@yahoo.com
90fb03aba7 finally fixed Changeling abilities= keyword. 2010-10-22 17:45:56 +00:00
omegablast2002@yahoo.com
f3449592de Fixed a bug where "Maxglee" cheat was adding token workaround cards to the collection. also, removed subtype search "nothing" from the Wfilters...before anyone jumps on me, there are over 18000s MTG cards, NOT a single ones of those cards have subtype="nothing" or any variations of "nothing" 2010-10-22 14:53:39 +00:00
omegablast2002@yahoo.com
e6bc59fa97 goblin piledriver change. 2010-10-22 13:08:19 +00:00
omegablast2002@yahoo.com
b4d9a0cbd0 forgot the taps. 2010-10-22 10:37:40 +00:00
omegablast2002@yahoo.com
7b065b5076 recoded Primeval Titan. 2010-10-22 10:35:20 +00:00
techdragon.nguyen@gmail.com
1652308bfe added missing file. 2010-10-22 09:33:55 +00:00
techdragon.nguyen@gmail.com
34bdfab36f fixed bug with saving brand new AI decks. 2010-10-22 09:22:25 +00:00
wrenczes@gmail.com
e2de03d987 Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in. 2010-10-22 08:41:44 +00:00
techdragon.nguyen@gmail.com
84004c7c7f added separator to debug output when running test suite. This will visually help
with identifying when a test ends and another begins.
2010-10-22 08:29:47 +00:00
techdragon.nguyen@gmail.com
34335ba2aa added option to save deck in editor as an AI deck.
No option to delete or edit the AI deck once it has been created.
The deck gets saved as the canonical form of the deck to match other AI deck formats.
2010-10-22 08:28:52 +00:00
omegablast2002@yahoo.com
3e601a950c fresh daily builds. 2010-10-21 20:59:03 +00:00
omegablast2002@yahoo.com
4eea325802 opps forgot golem-skin gaunlets 2010-10-21 20:53:05 +00:00
omegablast2002@yahoo.com
f678e52d2f updated this(equip) to this(gear) in cards that use it. 2010-10-21 20:50:08 +00:00
omegablast2002@yahoo.com
5e34cce734 changed This(equip) to ThisAttacked(gear) and changed varible name also, there was a discovered conflict using these as equip, with the MTGAbility equip 2010-10-21 20:48:39 +00:00
solo81@web.de
ab0de05033 Fixed several cards reported in the bug section.
Changed the name of all new trigger tests.

Removed some obsolete information in some card_dats.
2010-10-21 20:21:44 +00:00
omegablast2002@yahoo.com
34580856d3 untaught Ai how to use prevent until someone with more knowledge then i can look at why the enum list wont allow for it to be listed. its commented out for now, and it works on PC just fine, not perfect but atleast Ai actually trys to keep all their creatures with atleast 1-3 prevent point on them during combat. the probelm it has is with compiling to PSPSDK, it doesnt like having STANDARD_PREVENT = 13, If someone could look into why it would dramatically help Ai using clerics. 2010-10-21 18:44:01 +00:00