elcnesh
5925c35486
Merged changes from trunk to GuiRefactoring: 27198-27235
2014-09-07 09:27:46 +00:00
elcnesh
c931379ce8
Fix many problems and errors encountered while testing the GUI refactoring.
2014-09-07 08:51:40 +00:00
Agetian
160d23f3d4
- Removed a superfluous comment.
2014-09-07 05:59:56 +00:00
Agetian
e65adb6dff
- Improved the AttachAi to account for cases when attaching a card is useless even though basic evaluation of the target may show otherwise (e,g, it's useless to equip a creature if this creature can't attack or block or if it's tapped and won't untap normally during the untap step, even if the said creature is evaluated as the best creature for its high CMC in ComputerUtilCard.evaluateCreature).
2014-09-07 05:56:20 +00:00
swordshine
b29852df19
- KTK: Added Dragon's Eye Savants, Horde Ambusher, Ruthless Ripper, Watcher of the Roost
2014-09-07 04:40:57 +00:00
swordshine
b017d2156f
- Added Duel Decks: Speed vs. Cunning edition file
2014-09-06 11:41:28 +00:00
swordshine
c7f0d5316c
- KTK: Added Clever Impersonator, End Hostilities, and Ugin's Nexus
2014-09-06 05:34:25 +00:00
swordshine
0d2b5ea076
- Fixed Mystical Teachings
2014-09-06 04:29:58 +00:00
Agetian
c080f5cb19
- Fix a rare NPE related to trying to show a card to a particular player outside of game context.
...
- Allow all cards to be shown the player when in developer mode (in order to be consistent with the fact that the player is able to see everything in dev mode including both players' hands and the content of both libraries).
2014-09-06 04:24:39 +00:00
drdev
fe63fd8925
Code cleanup
2014-09-05 22:20:34 +00:00
drdev
71afc97573
Prevent error when failing to assign a required blocker
2014-09-05 21:40:45 +00:00
drdev
162435ca52
Fix so Oracle Text appears on fallback image for copies
2014-09-05 14:18:16 +00:00
drdev
09221a180e
Prevent showing "Waiting for opponent..." when not actually waiting for opponent
2014-09-05 13:56:10 +00:00
Agetian
b834a03172
- Added a way for the AI to ignore the fact that the mana sources have been reserved in case some high priority spell needs to be cast (e.g. for the cases where a regen ability has to be activated for a creature but all the mana has previously been reserved for a future spell). Currently not very smart, basically considers everything "high priority" except for the +X/+X pumps that the mana is initially reserved for. Feel free to improve.
2014-09-05 13:52:22 +00:00
drdev
67c5dedd5e
Prevent game getting stuck if you try to End Turn at a time when you can't pass priority, such as while paying mana cost
2014-09-05 13:46:43 +00:00
Agetian
cfcb0b7549
- Refactored the code that deals with holding mana sources for spells. Still need to figure out where to best place the decision to hold mana so that the AI is not too conservative in its plays related to useful pump spells.
2014-09-05 06:20:28 +00:00
Agetian
aa6c0e9208
- Renamed a method to be more self-explanatory.
2014-09-05 04:27:03 +00:00
Agetian
e2b8c5156d
- Renamed a method to be more self-explanatory.
2014-09-05 04:26:23 +00:00
Agetian
2b9a8bf05b
- Fixed a bug that caused an illegal cast when the AI wrongly tried to determine if it has reserved mana sources for creatures on the human's side of the battlefield.
...
- General code cleanup related to the reserved mana sources code.
2014-09-05 04:21:25 +00:00
Agetian
a481c0b536
- Highly experimental: added a way for the AI to reserve mana for casting a Main 2 phase spell when deciding whether to pump a creature or not. This may not be optimal and probably needs refactoring as well. It's a somewhat drastic changes so bugs may arise (though the main use cases were tested). Please assist if possible.
2014-09-04 20:18:48 +00:00
elcnesh
1f62869b24
Fix the refactored GUI code so that games can now be played.
2014-09-04 18:08:22 +00:00
Agetian
8041d7a440
- Temporarily commented out the parts of AI card memory code that will not be used in the nearest future.
2014-09-04 13:56:27 +00:00
Agetian
90367cbc93
- Simplified the AI card memory interface. No more need to store the reference to a player and complicate matters with individual memory sets for each player.
2014-09-04 13:53:26 +00:00
Agetian
10bc6f92b7
- Added a basic card memory mechanism that allows the AI to temporarily mark certain cards in game zones for future decisions.
...
- Added a way for the AI to mark temporarily stolen creatures that return to the original controller at end of turn as "mandatory attackers" so that the AI doesn't miss the opportunity to attack with a creature that will otherwise be worthless for the AI.
2014-09-04 12:12:07 +00:00
elcnesh
2d1f2dc1ae
Fix the last problems related to inputs. All errors are fixed, it's time to test!
2014-09-04 10:53:00 +00:00
elcnesh
89b3395cec
Completely refactor the GUI code.
...
All direct references to a gui have been replaced by a field, allowing dynamic GUI assignment throughout the code (necessary for eg. network play). Fixes almost all errors. Untested.
2014-09-04 09:44:31 +00:00
Sol
fb4ac61919
- Combat.getBandOfAttacker() should only return from lkiCache if the card found in the cache actually was attacking
2014-09-04 03:10:01 +00:00
elcnesh
1a9b54cdd4
Update combat display code in GUI refactoring branch
2014-09-03 12:21:24 +00:00
elcnesh
608cae2572
Refactor GameLog in new GUI code.
2014-09-03 10:47:51 +00:00
elcnesh
b40c999cce
Remove a lot of (now deprecated) GUI code. Removes almost all warnings from the desktop code.
2014-09-03 09:49:50 +00:00
elcnesh
af494b13b0
More GUI code refactoring. Fixes all errors in forge-gui-desktop!
2014-09-03 08:38:38 +00:00
Chris
f82a844730
Added new card names to changes.txt and moved some older material from changes.txt to readme.txt.
2014-09-02 14:48:27 +00:00
drdev
147255108a
Fix typo that resulted in 24 Swamps and 0 Forests for Momir Basic
...
Version bump to 1.5.26.004
2014-09-02 12:21:46 +00:00
elcnesh
01c2648555
Add views to GUI refactoring, and update some more code.
2014-09-02 10:37:11 +00:00
elcnesh
e4f6c7cb5d
Branch GUI refactoring.
...
Most of the code has been converted, but some problems remain (mostly with Inputs). Nothing has been tested yet.
2014-09-02 08:29:19 +00:00
Krazy
6418962357
Small update to further improve mana ability ordering. Multi-mana producing cards are given even lower priority.
2014-09-01 20:41:52 +00:00
Krazy
c1eada4c21
Made the AI smarter in picking which mana abilities to use. Pain lands will only be used when necessary, creatures will be tapped last, and abilities that produce multiple mana will be left available, among other possible interactions.
2014-09-01 20:31:23 +00:00
drdev
512ca12a70
Version bump to 1.5.26.003
2014-09-01 18:19:26 +00:00
drdev
ba4af4af35
Update CHANGES.txt
2014-09-01 18:16:25 +00:00
drdev
95fd905c5a
Avoid needing to show Commander effect black rectangle in command zone
...
Make it so when Commander effect needs to be displayed (such as for confirmation dialog for replacement effect), the commander's name and image are used
2014-09-01 18:02:47 +00:00
drdev
157d8ff187
Format reminder text in message dialogs
2014-09-01 15:44:11 +00:00
drdev
d82334c7be
Fix so commander deck initialized correctly
2014-09-01 15:22:37 +00:00
drdev
8cb4405297
Prevent lands getting cut off by command zone
2014-09-01 14:52:06 +00:00
drdev
71503072a3
Prevent showing command zone wider than 2 cards wide
2014-09-01 14:24:29 +00:00
excessum
fa857b7d38
- AI will bounce the attacker to save its blocker(s) instead of bouncing the blocker(s)
2014-09-01 12:45:14 +00:00
Agetian
6a4b140ffe
- For now, changed Battlefield Forge to Arid Mesa in Vanellope von Schweetz 2 deck because the AI uses Battlefield Forge suboptimally.
2014-09-01 07:43:00 +00:00
Agetian
44e429eae3
- Added a Hard version of Vanellope von Schweetz deck.
2014-09-01 07:28:04 +00:00
swordshine
ba0d208d6f
- KTK: Added Ainok Bond-Kin and Mardu Skullhunter
2014-09-01 04:36:45 +00:00
drdev
45942de46f
Support showing command zone inline with lands instead of in a tab
2014-09-01 04:12:42 +00:00
drdev
4160e78d39
Support actually starting a Momir Basic game and lay the groundwork for other game types with auto-generated decks
2014-09-01 02:58:58 +00:00