Files
wagic/projects/mtg/include/TargetChooser.h
omegablast2002@yahoo.com 93d9347566 added "colors" to word variables
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added a function to return the action element id by mtgcardinstance.
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refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

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moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
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reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
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added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
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removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
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i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
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added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
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reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
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added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
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fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00

237 lines
7.2 KiB
C++

#ifndef _TARGETCHOOSER_H_
#define _TARGETCHOOSER_H_
#define TARGET_NOK 0
#define TARGET_OK 1
#define TARGET_OK_FULL 2
#define TARGET_OK_NOT_READY 3
#include <JGE.h>
#include "TargetsList.h"
#include "ActionStack.h"
#include <string>
using std::string;
class MTGCardInstance;
class MTGGameZone;
class Player;
class Damageable;
class Targetable;
class CardDescriptor;
class TargetChooser: public TargetsList
{
protected:
int forceTargetListReady;
public:
enum
{
UNSET = 0,
OPPONENT = -1,
CONTROLLER = 1,
TARGET_CONTROLLER = 2,
OWNER = 3
};
bool other;
bool withoutProtections;
TargetChooser(MTGCardInstance * card = NULL, int _maxtargets = -1, bool other = false);
MTGCardInstance * source;
MTGCardInstance * targetter; //Optional, usually equals source, used for protection from...
int maxtargets; //Set to -1 for "unlimited"
bool validTargetsExist();
virtual int setAllZones()
{
return 0;
}
virtual bool targetsZone(MTGGameZone * z)
{
return false;
}
virtual bool targetsZone(MTGGameZone * z,MTGCardInstance * mSource)
{
return false;
}
;
int ForceTargetListReady();
int targetsReadyCheck();
virtual int addTarget(Targetable * target);
virtual bool canTarget(Targetable * _target,bool withoutProtections = false);
//returns true if tc is equivalent to this TargetChooser
//Two targetchoosers are equivalent if they target exactly the same cards
virtual bool equals(TargetChooser * tc);
virtual int full()
{
if (maxtargets != -1 && cursor >= maxtargets)
{
return 1;
}
else
{
return 0;
}
}
;
virtual int ready()
{
return cursor;
}
;
virtual ~TargetChooser()
{
}
;
int targetListSet();
virtual TargetChooser* clone() const = 0;
};
class TargetChooserFactory
{
public:
TargetChooser * createTargetChooser(string s, MTGCardInstance * card, MTGAbility * ability = NULL);
TargetChooser * createTargetChooser(MTGCardInstance * card);
};
class TargetZoneChooser: public TargetChooser
{
public:
int zones[15];
int nbzones;
int init(int * _zones, int _nbzones);
bool targetsZone(MTGGameZone * z);
bool targetsZone(MTGGameZone * z,MTGCardInstance * mSource);
bool withoutProtections;
TargetZoneChooser(MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
TargetZoneChooser(int * _zones, int _nbzones, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
virtual bool canTarget(Targetable * _card,bool withoutProtections = false);
int setAllZones();
virtual TargetZoneChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class CardTargetChooser: public TargetZoneChooser
{
protected:
MTGCardInstance * validTarget;
public:
bool withoutProtections;
CardTargetChooser(MTGCardInstance * card, MTGCardInstance * source, int * zones = NULL, int nbzones = 0);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual CardTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class TypeTargetChooser: public TargetZoneChooser
{
public:
int nbtypes;
int types[10];
bool withoutProtections;
TypeTargetChooser(const char * _type, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
TypeTargetChooser(const char * _type, int * _zones, int nbzones, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
void addType(int type);
void addType(const char * type);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual TypeTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class DamageableTargetChooser: public TypeTargetChooser
{
public:
bool withoutProtections;
DamageableTargetChooser(int * _zones, int _nbzones, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false) :
TypeTargetChooser("creature",_zones, _nbzones, card, _maxtargets, other)
{
}
;
DamageableTargetChooser(MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false) :
TypeTargetChooser("creature", card, _maxtargets, other)
{
}
;
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual DamageableTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class PlayerTargetChooser: public TargetChooser
{
protected:
Player * p; //In Case we can only target a specific player
public:
bool withoutProtections;
PlayerTargetChooser(MTGCardInstance * card = NULL, int _maxtargets = 1, Player *_p = NULL);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual PlayerTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class DescriptorTargetChooser: public TargetZoneChooser
{
public:
CardDescriptor * cd;
bool withoutProtections;
DescriptorTargetChooser(CardDescriptor * _cd, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
DescriptorTargetChooser(CardDescriptor * _cd, int * _zones, int nbzones, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
~DescriptorTargetChooser();
virtual DescriptorTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class SpellTargetChooser: public TargetChooser
{
public:
int color;
bool withoutProtections;
SpellTargetChooser(MTGCardInstance * card = NULL, int _color = -1, int _maxtargets = 1, bool other = false);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual SpellTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class SpellOrPermanentTargetChooser: public TargetZoneChooser
{
public:
int color;
bool withoutProtections;
SpellOrPermanentTargetChooser(MTGCardInstance * card = NULL, int _color = -1, int _maxtargets = 1, bool other = false);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual SpellOrPermanentTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
class DamageTargetChooser: public TargetChooser
{
public:
int color;
int state;
bool withoutProtections;
DamageTargetChooser(MTGCardInstance * card = NULL, int _color = -1, int _maxtargets = 1, int state = NOT_RESOLVED);
virtual bool canTarget(Targetable * target,bool withoutProtections = false);
virtual DamageTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
//Should only be used for triggered abilities.
class TriggerTargetChooser: public TargetChooser
{
public:
Targetable * target;
int triggerTarget;
bool withoutProtections;
TriggerTargetChooser(int _triggerTarget);
virtual bool targetsZone(MTGGameZone * z);
virtual bool canTarget(Targetable * _target,bool withoutProtections = false);
virtual TriggerTargetChooser * clone() const;
virtual bool equals(TargetChooser * tc);
};
#endif