diff --git a/src/forge/card/abilityFactory/AbilityFactory_Animate.java b/src/forge/card/abilityFactory/AbilityFactory_Animate.java index 7f600956c72..c4b68ed1fde 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Animate.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Animate.java @@ -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) diff --git a/src/forge/card/abilityFactory/AbilityFactory_ChangeZone.java b/src/forge/card/abilityFactory/AbilityFactory_ChangeZone.java index cce50c30863..c24af3968e8 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_ChangeZone.java +++ b/src/forge/card/abilityFactory/AbilityFactory_ChangeZone.java @@ -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 and then be handled by the callees + // TODO: this function should return a ArrayList 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")){ diff --git a/src/forge/card/abilityFactory/AbilityFactory_Copy.java b/src/forge/card/abilityFactory/AbilityFactory_Copy.java index 96ebb3e4a2e..ab93b48098a 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Copy.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Copy.java @@ -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; } } diff --git a/src/forge/card/abilityFactory/AbilityFactory_Counters.java b/src/forge/card/abilityFactory/AbilityFactory_Counters.java index c4ac4b674fe..9323e5b32df 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Counters.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Counters.java @@ -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; } diff --git a/src/forge/card/abilityFactory/AbilityFactory_DealDamage.java b/src/forge/card/abilityFactory/AbilityFactory_DealDamage.java index e320f4439b9..58f3a779c54 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_DealDamage.java +++ b/src/forge/card/abilityFactory/AbilityFactory_DealDamage.java @@ -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 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)) diff --git a/src/forge/card/abilityFactory/AbilityFactory_Destroy.java b/src/forge/card/abilityFactory/AbilityFactory_Destroy.java index b04f29b7012..d42f059ce96 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Destroy.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Destroy.java @@ -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; diff --git a/src/forge/card/abilityFactory/AbilityFactory_GainControl.java b/src/forge/card/abilityFactory/AbilityFactory_GainControl.java index 604996a7503..6c823a7266a 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_GainControl.java +++ b/src/forge/card/abilityFactory/AbilityFactory_GainControl.java @@ -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; } } diff --git a/src/forge/card/abilityFactory/AbilityFactory_Mana.java b/src/forge/card/abilityFactory/AbilityFactory_Mana.java index 68bd75fa7e8..012cba927e8 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Mana.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Mana.java @@ -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); diff --git a/src/forge/card/abilityFactory/AbilityFactory_Pump.java b/src/forge/card/abilityFactory/AbilityFactory_Pump.java index ccdcf33d2e4..0d6297cce77 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Pump.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Pump.java @@ -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; } diff --git a/src/forge/card/abilityFactory/AbilityFactory_Sacrifice.java b/src/forge/card/abilityFactory/AbilityFactory_Sacrifice.java index c706fa30437..16cfcb9ee12 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Sacrifice.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Sacrifice.java @@ -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); } diff --git a/src/forge/card/abilityFactory/AbilityFactory_Token.java b/src/forge/card/abilityFactory/AbilityFactory_Token.java index 90fd8b606c9..58617d7be33 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_Token.java +++ b/src/forge/card/abilityFactory/AbilityFactory_Token.java @@ -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; diff --git a/src/forge/card/abilityFactory/AbilityFactory_ZoneAffecting.java b/src/forge/card/abilityFactory/AbilityFactory_ZoneAffecting.java index 8b790f6bdd1..e9c49a204b8 100644 --- a/src/forge/card/abilityFactory/AbilityFactory_ZoneAffecting.java +++ b/src/forge/card/abilityFactory/AbilityFactory_ZoneAffecting.java @@ -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) {