Commit Graph

230 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
d2a96e69df few small items, first since card view are now correctly null'ed, i ran into a few cases while watching demo mode where the game would trigger a stop on the battle hint that uses card views, apon checking the card view would be null at the time. so added a condiational check to prevent the game from trying to alter a null'ed pointer.
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....
2010-12-17 20:59:08 +00:00
techdragon.nguyen@gmail.com
fcefd6385b 2010-12-14 11:54:53 +00:00
techdragon.nguyen@gmail.com
cb29f47fe3 2010-12-14 11:54:44 +00:00
techdragon.nguyen@gmail.com
f4ec87dbb0 reverted previous change. 2010-12-14 11:45:43 +00:00
techdragon.nguyen@gmail.com
61011b8924 No code changes.
* removed extraneous braces for case statements.
* changed tabs to spaces.
2010-12-14 11:37:32 +00:00
omegablast2002@yahoo.com
b247a7e83c just a brace moved, in cases of all(this) the 2nd statement would overide the first one which checks if its an attacker or blocker. 2010-12-14 11:25:01 +00:00
omegablast2002@yahoo.com
91347b38d9 sorry had to add this too, aparently simply putting BLAH_GOOD/BLAH_BAD without actually comparing it to the suggestion from af always returns true... 2010-12-14 11:02:49 +00:00
omegablast2002@yahoo.com
cf8cb213cc pump granting needed to be a little more specific, it is not enough to simply tell the Ai if it is "good" it has to also know if its the controller of the creature. otherwise i witnessned it pump opponents creature. small change no huge impact except correcting the use of ai good effects on human player creatures. 2010-12-13 18:54:41 +00:00
omegablast2002@yahoo.com
448099825a just moved a bracket in ai STANDARD_LEVELUP. the 3 condiational was outside of the bracket, causing it to over ride previous. it should ALWAYS consider the "maxlevel" hint. 2010-12-13 14:58:24 +00:00
omegablast2002@yahoo.com
64af4470e4 further improved "prevent" training on ai, while polishing off a Ai deck based on cleric i noticed it was using WAY too much prevent on a creature...sometimes 6 points or more then it should have been using...we only ever want to use *just* enough to survive. this way we can spread the love to the other creatures.
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.
2010-12-13 12:33:35 +00:00
techdragon.nguyen@gmail.com
fe75493ffa No code change. Reformat code 2010-12-11 22:42:48 +00:00
omegablast2002@yahoo.com
c54de679d4 couple bug fixes, a slight refactor,
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.
2010-12-10 20:51:50 +00:00
wrenczes@gmail.com
f8368d01c4 Found & fixed two memory leaks:
- 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.
2010-12-10 08:37:41 +00:00
techdragon.nguyen@gmail.com
36c096a33c fixed line endingsin AIPlayer.cpp
modified debug output for Manacost.  ToString() wasn't defined correctly.  I refactored the output
for Dump() to just call ToString().
2010-12-09 01:37:49 +00:00
omegablast2002@yahoo.com
682af98bf7 moot pointed out i made a boo boo in STANDARDABILITYGRANT thanks you! forgot to add the "suggest good" part of the condiation...as we dont act to give a creature the ability 2 times. (atleast until stacking abilities are added) 2010-12-08 14:37:39 +00:00
wrenczes@gmail.com
5c819a3b3c Found & fixed a crash while testing trample. The bug: if the AI's player hand dropped to zero cards. This broke in r2696.
Zeth, please review, I put in a comment where there's something that doesn't make sense- probably an early change that's now obsolete.
2010-12-08 07:53:51 +00:00
omegablast2002@yahoo.com
d3a4745686 did a couple things here, fixed issue507 but also, very very very possibly fixed issue548, tho i will leave the closing of those 2 tickets to wololo, as he was the one who originally reported them.
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.
2010-12-07 17:58:46 +00:00
wagic.the.homebrew@gmail.com
c7a17a0e57 Erwan
- some code cleanup, as I am trying to figure out the root cause for issue 548
2010-12-05 14:13:42 +00:00
techdragon.nguyen@gmail.com
a7675ec216 issue 547
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.
2010-12-04 21:26:12 +00:00
omegablast2002@yahoo.com
ba3ca7018b reduced the Eff by 50 up from 20 on Adrawer, and reduced to 0 if more then 10 cards in hand, theres too high of a chance that Ai will not be able to actually cast any of that and is just milling himself. 2010-12-04 21:12:58 +00:00
omegablast2002@yahoo.com
e8582e1413 told Ai not to block its own attacking creatures(?), hopefully this is whats happening in issue 547.
its been discovered and maybe even known that Ai can do alot of illegal actions as if the rules we set inplace for the player don't apply to it.
2010-12-04 20:01:22 +00:00
omegablast2002@yahoo.com
7805e52910 Attempt to fix a bug with Ai and how it manages mana, if an ability or effect would add for exsample 3 black to the manapool, the old way this was set up would be either/or but never both, current mana was always just what was in the pool or what it could make.
with this change, currentmana is now what it could make and if anything is in the pool then add whats in the pool as potential mana., if it could potentially make mana then THIS is its currentpool. as getpotentialMana already handles the rest.

i originally added the manapool at the end of potential as my first attempt to stop this behavior, but this either/or if statement really got in the way of producing the result i wanted, which is, if 
Ai has a 3 swamps, and a dark ritual, and it cast darkritual.
in hand Ai has a 5 black drop.

in OLD set up Ai would see it has 3 mana, then it would see it had 2 mana from the untapped swamps. it would pass the phase thinking that it could not cast the creature.

NOW ai looks for how much it has in mana, it see 3 swamps, it cast dark ritual, it now see what it can create on the next call to findcards, it see 2 swamps + 3 mana in pool, it cast the 5 drop creature.


mind you that this does not fix Ai mindlessly casting dark ritual as we have no current system to tell AI "hey dont cast that card now its useless to do so" like the fancy system to tell it what abilities it should use on cards :) *maybe someday*
2010-12-04 19:45:39 +00:00
omegablast2002@yahoo.com
8a49d2af51 moved the gaurds i introduced in r2734 into the function selectAbility() as a static bool as suggested by jean, its much cleaner this way. 2010-12-04 18:25:59 +00:00
omegablast2002@yahoo.com
b5ec029d79 couple changes, first i re-added my fancy getMenuText for becomes/transforms abilities, somewhere in the refactor these were forgotten. Fix "Swap" ueot menutext display, it was returning "ability".
fixed a Ai related bug, taught Ai not to mill itself to death basically. played a few matches which Ai was just destroying himself with a creature that allowed him to draw cards for each(whatever) in play. Ai will be a little more careful not to kill himself by Mill, also not to draw 30 cards in a turn when it clearly cant play them.
2010-12-03 20:59:46 +00:00
omegablast2002@yahoo.com
336b25c0f5 init'ed the variable "mFindingAbility" bool in Aiplayer constructor and changed its name from previous name "findingAbility" to keep in line with recent code rules.
added COMMENTS to explain the variable.
2010-12-03 12:10:35 +00:00
techdragon.nguyen@gmail.com
fab5f9da29 fixed formatting 2010-12-03 01:09:30 +00:00
omegablast2002@yahoo.com
0f419144b5 Fixed a bug where Ai was able to do actions such as sacrifice Mogg fanatic 3 time in a row by tripping over its own clickstream, added gaurds to selectAbility() function calls to prevent Ai from running multiple instences of selectAbility before its completed running another which occurs when Ai is offered an interupt after player cast/does an action.
this also fixes the spamming of Abilities like Ai atempting to untap something more then once, or Ai uses regenerate ability multiple times on the same creature.

there will be no noticible difference in Ai game play except now it actually doesnt do the above mentioned bugs.
2010-12-02 21:30:14 +00:00
omegablast2002@yahoo.com
2a4b0e28f0 another tweak, sorry! forgot i needed to compensate for removing the base by increasing the actual. 2010-12-02 17:06:20 +00:00
omegablast2002@yahoo.com
03bc34101f reduced abilitygranting base eff to 0, aparently when Ai has nothing better to do it spams ability grantings, but it should be playing cards. 2010-12-02 16:46:45 +00:00
wagic.the.homebrew@gmail.com
81153939f9 Erwan
- Fix a bug where AI would not check for the NULL status of some variables before calling functions on them. This would cause crashes that could seem random ingame. Possibly fixes issue 541
2010-12-02 14:03:10 +00:00
wrenczes@gmail.com
65e38b0694 Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context. 2010-12-01 08:22:17 +00:00
omegablast2002@yahoo.com
29fc58388d Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow.
the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then 
what was in previous rev, create 20 mana and crash.

if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back.

both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats"

optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added.

tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main.

please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
2010-11-28 20:55:04 +00:00
wagic.the.homebrew@gmail.com
52fce24bf8 Erwan
- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
2010-11-28 04:15:58 +00:00
omegablast2002@yahoo.com
62e1dfa0d0 last adjustment for today, promise...Ai will now use tappers/untappers religously based on card ranking. 2010-11-27 20:47:34 +00:00
omegablast2002@yahoo.com
0dae942cd0 final adjustment, moved a couple things in the foreach and altered a condiation to suit unknown foreachs, generally its always a good idea to use these cards, since thier effects only get better and better. 2010-11-27 19:56:00 +00:00
omegablast2002@yahoo.com
7c7280a8de forcing eff of ability modifying to 0 if creature already has it. 2010-11-27 19:29:18 +00:00
omegablast2002@yahoo.com
01d46fd0d1 changed the target checking function of lifer in Ai training, sometimes it would return the creature as the target and Ai would refuse to use it. 2010-11-27 18:53:52 +00:00
omegablast2002@yahoo.com
6467ab5aa8 reduced abilitymodify eff slightly increased base eff, added abilitygranted to activated. 2010-11-27 18:28:38 +00:00
omegablast2002@yahoo.com
e23e3d0728 more Ai training: use ability modifiers on creatures that dont already have the ability and prefferedly during first mains, use life altering cards as often as possible, improved foreach a little more, use untappers on card that are tapped that belong to Ai and tappers on cards that are not tapped that belong to player 2010-11-27 18:05:35 +00:00
omegablast2002@yahoo.com
3151dfd348 Better Ai: Foreach training, reduced Eff on "levelingup" based on cards in hand/maxxed in 2nd main, added a selectAbility() call after lands are played and after all cards were searched if none were found to play. after much playtesting i found that if given the chance to find an ability BEFORE playing cards, Ai does dramatically better during a match, the same goes if its given a chance to find one after it looked for stuff to play.
with this change please try playing a few matchs against vanguards chosen and wraith feast, my 2 most favorate decks to fight now. youre in for a treat :)

keep in mind that even tho ive taught Ai Foreach in a somewhat crude manner it still does not understand how much mana it can gain from a foreach manaproducer, and this does not make it suddenly use dark ritual correctly. however this change was dramatic enough that i wanted it in for 14.1

this is also still under massive play testing, however no issues were found so far with it as it is presented here.
2010-11-26 22:10:43 +00:00
omegablast2002@yahoo.com
bce5b9e54b Ai training: some Foreach training, optimizted the equip training to have Ai better use equipment, it should no longer leave equipment sitting around, enticed Ai into paying upcost on cards YAY! no more summon now and lose it next turn! :) enjoy. 2010-11-23 16:52:46 +00:00
wagic.the.homebrew@gmail.com
f7bcbb42dc Erwan
- had some problems compiling for the PSP. I assume I was the only one, please let me know if the "include JLogger" lines are not needed (they were needed for me)
- Fix a memory leak when playing in "random deck" mode
- Prevent the AI from playing cards with a cost it cannot understand (ExtraCosts with a target).
2010-11-18 14:04:24 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
wagic.the.homebrew@gmail.com
5d907f5abe Erwan
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
2010-11-07 09:26:29 +00:00
omegablast2002@yahoo.com
ed03d2f3ef added optimizing of opponents hand if the opponent deck is listed as "easy". slight optimize if listed as "normal" none if listed as "hard" this provides slightly more challange from even poorly constructed Ai decks. taught Ai to pump creatures during combat, and more so if its heading directly at player, taught Ai that its better to use "becomes" and "transforms" during first main. this allow its to actually attack with the manlands ect.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.

forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.

added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/

fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
2010-11-06 06:59:43 +00:00
omegablast2002@yahoo.com
150c5f4c99 turned the "ai hint" for level up creatures into an MTGAbility.
this fixes a bug(?) that had high priority and maintains same effect as before. removed all traces of the "bugged(?) hint" from CardPrimitive.
Issue: 498
2010-10-31 17:19:20 +00:00
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
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
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
8cb1f0cc7c moved the level varible from MTGcard to MTGprimitive. 2010-10-23 23:48:02 +00:00