omegablast2002@yahoo.com
9ffe7349e2
added a hint that allows you to override how ai views a cards effects.
...
#HINT:good(icy prison)
ai will act as though the effects of this card are now good, choosing to cast it on it's own creatures.
#HINT:bad(ancestral recall)
ai will now use this card targeting the opponent.
good in cases where you are trying to mill the opponent
the effects in wagic have gotten so complex that ai simply has no idea what some cards should target. this helps in most of the cases.
2013-04-10 02:38:52 +00:00
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2013-01-26 16:42:16 +00:00
Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
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2012-05-07 05:09:12 +00:00
2011-04-20 06:27:44 +00:00
Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
2011-02-01 10:37:21 +00:00
2013-01-20 20:13:07 +00:00
2011-01-30 11:14:36 +00:00
2011-01-21 18:01:14 +00:00
2011-10-09 05:51:45 +00:00
Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
2011-02-01 10:37:21 +00:00
2012-02-11 18:20:08 +00:00
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