make sure a bunch of TODOs are properly marked so they are easier to find in Eclipse

This commit is contained in:
jendave
2011-08-06 23:22:51 +00:00
parent 26d176be5d
commit 205fcabe94
12 changed files with 41 additions and 41 deletions

View File

@@ -221,7 +221,7 @@ public class AbilityFactory_Animate {
// AI should only activate this during Human's turn
boolean chance = animateTgtAI(af, sa);
// todo: restrict the subAbility a bit
// TODO: restrict the subAbility a bit
Ability_Sub subAb = sa.getSubAbility();
if (subAb != null)

View File

@@ -271,7 +271,7 @@ public class AbilityFactory_ChangeZone {
}
}
else if (origin.equals("Sideboard")){
// todo: once sideboard is added
// TODO: once sideboard is added
// canPlayAI for Wishes will go here
}
}
@@ -381,7 +381,7 @@ public class AbilityFactory_ChangeZone {
// TODO: add some more improvements based on Destination and Type
}
else if (origin.equals("Sideboard")){
// todo: once sideboard is added
// TODO: once sideboard is added
// canPlayAI for Wishes will go here
}
}
@@ -452,7 +452,7 @@ public class AbilityFactory_ChangeZone {
}
}
else if (origin.equals("Battlefield")){
// todo: Expand on this Description as more cards use it
// TODO: Expand on this Description as more cards use it
// for the non-targeted SAs when you choose what is returned on resolution
sb.append("Return ").append(num).append(" ").append(type).append(" card(s) ");
sb.append(" to your ").append(destination);
@@ -888,7 +888,7 @@ public class AbilityFactory_ChangeZone {
choice = mostExpensive;
}
else{
// todo: AI needs more improvement to it's retrieval (reuse some code from spReturn here)
// TODO: AI needs more improvement to it's retrieval (reuse some code from spReturn here)
list.shuffle();
choice = list.get(0);
}
@@ -900,7 +900,7 @@ public class AbilityFactory_ChangeZone {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -958,7 +958,7 @@ public class AbilityFactory_ChangeZone {
else if (destination.equals("Battlefield") || origin.equals("Battlefield"))
choice = CardFactoryUtil.AI_getMostExpensivePermanent(list, af.getHostCard(), false);
else{
// todo: AI needs more improvement to it's retrieval (reuse some code from spReturn here)
// TODO: AI needs more improvement to it's retrieval (reuse some code from spReturn here)
list.shuffle();
choice = list.get(0);
}
@@ -969,7 +969,7 @@ public class AbilityFactory_ChangeZone {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -1188,7 +1188,7 @@ public class AbilityFactory_ChangeZone {
// **************************** Known Utility **************************************
private static CardList knownDetermineDefined(SpellAbility sa, String defined, String origin){
// todo: this function should return a ArrayList<Card> and then be handled by the callees
// TODO: this function should return a ArrayList<Card> and then be handled by the callees
CardList grave = AllZoneUtil.getCardsInZone(origin, sa.getActivatingPlayer());
CardList ret = new CardList();
@@ -1320,7 +1320,7 @@ public class AbilityFactory_ChangeZone {
// prevent run-away activations - first time will always return true
boolean chance = r.nextFloat() <= Math.pow(.6667, source.getAbilityUsed());
// todo: targeting with ChangeZoneAll
// TODO: targeting with ChangeZoneAll
// really two types of targeting.
// Target Player has all their types change zones
// or target permanent and do something relative to that permanent
@@ -1332,7 +1332,7 @@ public class AbilityFactory_ChangeZone {
CardList computerType = AllZoneUtil.getCardsInZone(origin, AllZone.ComputerPlayer);
computerType = filterListByType(computerType, params, "ChangeType", sa);
// todo: improve restrictions on when the AI would want to use this
// TODO: improve restrictions on when the AI would want to use this
// spBounceAll has some AI we can compare to.
if (origin.equals("Hand")){

View File

@@ -182,7 +182,7 @@ public class AbilityFactory_Copy {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -201,7 +201,7 @@ public class AbilityFactory_Copy {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}

View File

@@ -231,7 +231,7 @@ public class AbilityFactory_Counters {
// Set PayX here to maximum value.
amount = ComputerUtil.determineLeftoverMana(sa);
source.setSVar("PayX", Integer.toString(amount));
// todo:
// TODO:
}
// prevent run-away activations - first time will always return true
@@ -248,7 +248,7 @@ public class AbilityFactory_Counters {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -266,7 +266,7 @@ public class AbilityFactory_Counters {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -341,7 +341,7 @@ public class AbilityFactory_Counters {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -379,7 +379,7 @@ public class AbilityFactory_Counters {
list = new CardList(AbilityFactory.getDefinedCards(source, params.get("Defined"), sa).toArray());
if (!mandatory){
// todo: If Trigger isn't mandatory, when wouldn't we want to put a counter?
// TODO: If Trigger isn't mandatory, when wouldn't we want to put a counter?
// things like Powder Keg, which are way too complex for the AI
}
}
@@ -911,7 +911,7 @@ public class AbilityFactory_Counters {
if (subAb != null)
chance &= subAb.chkAI_Drawback();
// todo: Make sure Human has poison counters or there are some counters we want to proliferate
// TODO: Make sure Human has poison counters or there are some counters we want to proliferate
return chance;
}
@@ -921,7 +921,7 @@ public class AbilityFactory_Counters {
if (subAb != null)
chance &= subAb.doTrigger(mandatory);
// todo: Make sure Human has poison counters or there are some counters we want to proliferate
// TODO: Make sure Human has poison counters or there are some counters we want to proliferate
return chance;
}

View File

@@ -220,7 +220,7 @@ public class AbilityFactory_DealDamage {
if(source.getName().equals("Stuffy Doll")){
// Now stuffy sits around for blocking
// todo(sol): this should also happen if Stuffy is going to die
// TODO(sol): this should also happen if Stuffy is going to die
if (AllZone.Phase.is(Constant.Phase.End_Of_Turn, AllZone.HumanPlayer))
return true;
else
@@ -368,7 +368,7 @@ public class AbilityFactory_DealDamage {
// When giving priority to targeting Creatures for mandatory triggers
// feel free to add the Human after we run out of good targets
// todo: add check here if card is about to die from something on the stack
// TODO: add check here if card is about to die from something on the stack
// or from taking combat damage
boolean freePing = mandatory || AbilityFactory.playReusable(saMe);
@@ -384,7 +384,7 @@ public class AbilityFactory_DealDamage {
}
}
// todo: Improve Damage, we shouldn't just target the player just because we can
// TODO: Improve Damage, we shouldn't just target the player just because we can
else if (tgt.canTgtPlayer()) {
if (tgt.addTarget(AllZone.HumanPlayer))
continue;
@@ -401,7 +401,7 @@ public class AbilityFactory_DealDamage {
return damageChooseRequiredTargets(saMe, tgt, dmg, mandatory);
}
} else {
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -409,7 +409,7 @@ public class AbilityFactory_DealDamage {
}
private boolean damageChooseNontargeted(SpellAbility saMe, int dmg){
// todo: Improve circumstances where the Defined Damage is unwanted
// TODO: Improve circumstances where the Defined Damage is unwanted
ArrayList<Object> objects = AbilityFactory.getDefinedObjects(saMe.getSourceCard(), AF.getMapParams().get("Defined"), saMe);
for(Object o : objects){
@@ -719,7 +719,7 @@ public class AbilityFactory_DealDamage {
return false;
/////
// todo: if damage is dependant on mana paid, maybe have X be human's max life
// TODO: if damage is dependant on mana paid, maybe have X be human's max life
//Don't kill yourself
if (validP.contains("Each")
&& AllZone.ComputerPlayer.getLife() <= AllZone.ComputerPlayer.predictDamage(dmg, source, false))

View File

@@ -126,7 +126,7 @@ public class AbilityFactory_Destroy {
// If NoRegen is not set, filter out creatures that have a regeneration shield
if (!noRegen){
// todo: filter out things that could regenerate in response? might be tougher?
// TODO: filter out things that could regenerate in response? might be tougher?
list = list.filter(new CardListFilter() {
public boolean addCard(Card c) {
return c.getShield() == 0;
@@ -171,7 +171,7 @@ public class AbilityFactory_Destroy {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -188,7 +188,7 @@ public class AbilityFactory_Destroy {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -233,7 +233,7 @@ public class AbilityFactory_Destroy {
// If NoRegen is not set, filter out creatures that have a regeneration shield
if (!noRegen){
// todo: filter out things that could regenerate in response? might be tougher?
// TODO: filter out things that could regenerate in response? might be tougher?
preferred = preferred.filter(new CardListFilter() {
public boolean addCard(Card c) {
return c.getShield() == 0;

View File

@@ -202,7 +202,7 @@ public class AbilityFactory_GainControl {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}

View File

@@ -117,7 +117,7 @@ public class AbilityFactory_Mana {
@Override
public boolean chkAI_Drawback() {
// todo: AI shouldn't use this until he has a mana pool
// TODO: AI shouldn't use this until he has a mana pool
return false;
}
@@ -271,7 +271,7 @@ public class AbilityFactory_Mana {
return false;
}
// todo: maybe add can produce here, so old AI code can use reflected mana?
// TODO: maybe add can produce here, so old AI code can use reflected mana?
};
//tmpMana.setReflectedMana(true);

View File

@@ -262,7 +262,7 @@ public class AbilityFactory_Pump {
}
}
else if (AllZone.Stack.size() > 0){
// todo: pump something only if the top thing on the stack will kill it via damage
// TODO: pump something only if the top thing on the stack will kill it via damage
// or if top thing on stack will pump it/enchant it and I want to kill it
return false;
}
@@ -312,7 +312,7 @@ public class AbilityFactory_Pump {
// when this happens we need to expand AI to consider if its ok for everything?
for(Card card : cards){
// todo: if AI doesn't control Card and Pump is a Curse, than maybe use?
// TODO: if AI doesn't control Card and Pump is a Curse, than maybe use?
if((card.getNetDefense() + defense > 0) && (!card.hasAnyKeyword(Keywords))) {
if(card.hasSickness() && Keywords.contains("Haste"))
return true;
@@ -378,7 +378,7 @@ public class AbilityFactory_Pump {
return false;
}
else{
// todo is this good enough? for up to amounts?
// TODO is this good enough? for up to amounts?
break;
}
}
@@ -851,7 +851,7 @@ public class AbilityFactory_Pump {
if (!ComputerUtil.canPayCost(sa))
return false;
// todo: add targeting consideration such as "Creatures target player controls gets"
// TODO: add targeting consideration such as "Creatures target player controls gets"
return true;
}

View File

@@ -192,7 +192,7 @@ public class AbilityFactory_Sacrifice {
// AI should only activate this during Human's turn
boolean chance = sacrificeTgtAI(af, sa);
// todo: restrict the subAbility a bit
// TODO: restrict the subAbility a bit
Ability_Sub subAb = sa.getSubAbility();
if (subAb != null)
@@ -341,7 +341,7 @@ public class AbilityFactory_Sacrifice {
CardList list = AllZoneUtil.getPlayerCardsInPlay(p);
list = list.getValidCards(valid.split(","), sa.getActivatingPlayer(), sa.getSourceCard());
// todo: Wait for Input to finish before moving on with the rest of Resolution
// TODO: Wait for Input to finish before moving on with the rest of Resolution
AllZone.InputControl.setInput(CardFactoryUtil.input_sacrificePermanentsFromList(amount, list, message), true);
}

View File

@@ -223,7 +223,7 @@ public class AbilityFactory_Token extends AbilityFactory {
if (AbilityFactory.playReusable(sa))
return true;
// todo: if i don't have enough blockers and my token can block one of the unblocked creatures
// TODO: if i don't have enough blockers and my token can block one of the unblocked creatures
// create it after attackers are declared
//if (AllZone.Phase.is(Constant.Phase.Combat_Declare_Attackers_InstantAbility, AllZone.HumanPlayer))
// return true;

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@@ -237,7 +237,7 @@ public class AbilityFactory_ZoneAffecting {
xPaid = true;
}
// todo: if xPaid and one of the below reasons would fail, instead of bailing
// TODO: if xPaid and one of the below reasons would fail, instead of bailing
// reduce toPay amount to acceptable level
if (tgt != null) {