Commit Graph

9767 Commits

Author SHA1 Message Date
Maxmtg
30ed637557 You may choose your deck for Archenemy mode 2012-10-24 08:03:12 +00:00
Maxmtg
a426867c3e DeckChooser from constructed home screen refactored as a component 2012-10-24 07:54:47 +00:00
Maxmtg
eabbd50508 Combat that will return some defender in any case 2012-10-24 06:21:05 +00:00
Maxmtg
a0d6256b56 to potentially prevent endless loop 2012-10-23 22:17:54 +00:00
Maxmtg
1c98b79088 registered players as r/o list 2012-10-23 22:14:40 +00:00
Maxmtg
bfd6af7f2b fix to NPE from players leaving game.
Trigger handler should check all non-active players
2012-10-23 21:53:07 +00:00
Maxmtg
fd7246052a setMustAttackEntity - method type set to GameEntity
Players: defeated players in archenemy won't get turns or priority, their permanents on table won't affect the game
2012-10-23 21:41:31 +00:00
Sloth
a393f84c96 - Added "OppCtrl" as a parameter to hasProperty.
- Changed some instances of "YouDontCtrl" to "OppCtrl".
2012-10-23 20:31:41 +00:00
Maxmtg
9c7d1fe8b6 removed CombatUtil.canAttack method without specifying attack target 2012-10-23 19:36:47 +00:00
Hellfish
32caaf3ac3 *Singleton usage. 2012-10-23 19:23:30 +00:00
Hellfish
a8ebdc345c *Added LosesGame trigger.
*Added trigger to Blood Tyrant and Withengar Unbound (Blood Tyrant still needs it's first trigger corrected)
2012-10-23 19:15:54 +00:00
Maxmtg
4d5e091bb4 Restart button replays the whole match 2012-10-23 19:13:27 +00:00
Sloth
6b3de74da1 - Fixed logic of the predicate isProtectedFrom. 2012-10-23 17:56:38 +00:00
Sloth
5a8c33ddab - Made more scripts ready for multiplayer. 2012-10-23 17:21:28 +00:00
Sloth
eeea8f176d - Made Landwalk abilities multiplayer compatible. 2012-10-23 15:51:18 +00:00
Sloth
2b3b9baa7f - Made cards with "CARDNAME can't attack unless defending player controls ..." to be multiplayer compatible. 2012-10-23 15:25:58 +00:00
Maxmtg
76c45649a2 less complex 2012-10-23 11:55:38 +00:00
Maxmtg
cdd86f947e without this fix GL trigger would be fired multiple times 2012-10-23 11:48:23 +00:00
Maxmtg
ee01846bd3 X marks the spot there a GL trigger should be fired 2012-10-23 11:44:28 +00:00
Sloth
d833b1fd28 - The Provoke keyword is now multiplayer compatible. 2012-10-23 08:06:17 +00:00
Maxmtg
0a82088720 the most intuitive one 2012-10-23 07:29:17 +00:00
Maxmtg
29ce120fc6 Even more intuitive calculation of "every 50th win" for unlocking new sets. 2012-10-23 07:27:29 +00:00
RumbleBBU
e413b190ee More intuitive calculation of "every 50th win" for unlocking new sets. 2012-10-23 07:00:42 +00:00
Maxmtg
4739492a12 Combat: removed getDefendingPlayer (there may be multiple defenders per combat) 2012-10-23 05:57:36 +00:00
Maxmtg
a0043c5415 PhaseHandler.isNextTurn changed by getNextTurn.equals(ai) 2012-10-23 05:18:39 +00:00
RumbleBBU
f3da9bbf2c Renamed a GameFormatQuest method to something more descriptive (to avoid confusion with a more general method). 2012-10-23 05:17:23 +00:00
Maxmtg
8b0f167182 remove unused code 2012-10-23 05:16:55 +00:00
Maxmtg
f80ab95506 r17604 was not merged properly in r17621 2012-10-23 04:28:31 +00:00
Maxmtg
34ca0ff335 removed some hardcoded checks for ai player 2012-10-22 19:32:56 +00:00
Maxmtg
c3f087db9e PhaseHandler isNextTurn(PlayerType) marked as deprecated. (There are many players of same type in a game)
local player is assigned at beginning of a match instead of being calculated each time.
2012-10-22 19:25:00 +00:00
Sloth
847f2aee02 - Fixed AI Logic of AF Mana. 2012-10-22 19:23:34 +00:00
Maxmtg
1369ff20db simplified deck list generation
restored unlimited hand size
2012-10-22 17:53:35 +00:00
Sloth
788609fc71 - Defending Player will now be determined conform to rule 802.2a. 2012-10-22 17:51:31 +00:00
Sloth
e549dc8ed2 - Made more scripts ready for multiplayer. 2012-10-22 16:33:50 +00:00
Maxmtg
934ea412c3 Autopass to EOT should not skip the following turn 2012-10-22 12:16:22 +00:00
Sloth
1dada33a4a - Made more scripts ready for multiplayer. 2012-10-22 11:45:50 +00:00
Sloth
3ff5914019 - Made the scripts of some cards with "As CARDNAME enters the battlefield, choose an opponent." to be multiplayer compatible. 2012-10-22 08:55:54 +00:00
Maxmtg
908aa506d9 archenemy: ai opponents will use different decks 2012-10-22 07:40:15 +00:00
RumbleBBU
d3947fd02b Turned off a debugging function call. 2012-10-22 07:27:37 +00:00
RumbleBBU
0f2f5c6c18 Slightly improved expansion selection algorithm for unlocking + 2 more choices. 2012-10-22 07:26:09 +00:00
Maxmtg
695840aab6 * Computer players will also have random icons
* Mini-gauntlet mode a true advancement through rounds has.
2012-10-22 07:21:28 +00:00
Maxmtg
6d4b9af05b comment out debug output 2012-10-22 04:25:55 +00:00
Maxmtg
bd3e8ea47f declare blockers works properly 2012-10-22 04:24:22 +00:00
Maxmtg
35ecfe4b3b protection from NPEs in getOpponent 2012-10-21 18:06:13 +00:00
Maxmtg
fa12451a95 Player.getOpponent improved to handle ai vs ai games 2012-10-21 16:01:36 +00:00
Sol
52a4f8e75e - If creature hasn't been assigned any damage in Assign Panel, use the minimum value of Lethal Damage and Remaining Damage. 2012-10-21 13:36:48 +00:00
Maxmtg
96e0a17ec6 correct damage assignment when attacking multiple players at once 2012-10-21 12:17:56 +00:00
Maxmtg
d546331904 Lol: archenemy mode against N ai 2012-10-21 12:06:14 +00:00
Maxmtg
a76a8a8ff6 PlayerStartConditions is ok
GameNew won't fetch supplier twice
2012-10-21 12:05:56 +00:00
Sloth
f76638a227 - Moved common AI functions from AbilityFactories to ComputerUtil. 2012-10-21 11:54:11 +00:00