melvin
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135ea2932b
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split out SPACE from terminal
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2012-12-04 13:34:05 +08:00 |
melvin
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6f3c1dc785
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replace space from terminals in GainAction
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2012-12-04 11:00:00 +08:00 |
melvin
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6f57f39c0d
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added Makefile for parser
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2012-12-03 20:47:21 +08:00 |
melvin
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8ee0ee4a87
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added code to generate the syntax tree
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2012-12-03 20:46:27 +08:00 |
melvin
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b5de3d0c32
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factor PermanentState out of ChangeStateAction
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2012-12-02 22:18:27 +08:00 |
melvin
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9ea24c725f
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Added tag 1.32 for changeset 258d3e0ac135
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2012-12-01 21:52:51 +08:00 |
melvin
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02e2317753
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added fixes for 1.32, updated card contributors
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2012-12-01 09:01:42 +08:00 |
melvin
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a761e3694d
|
allow additional effects for additional cost
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2012-11-29 21:54:59 +08:00 |
melvin
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982e626ea9
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added additional cost, and at the beginning of next turn's upkeep to duration
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2012-11-29 20:40:27 +08:00 |
melvin
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870ac2c88c
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updated cubes
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2012-11-29 15:07:06 +08:00 |
melvin
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f1102d527c
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added stub for README and updated version number to 1.32
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2012-11-29 15:06:05 +08:00 |
melvin
|
3521803877
|
simplify getCostEvent
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2012-11-29 13:26:31 +08:00 |
melvin
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3c152a890e
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move getCostEvent logic from MagicCardActivation to MagicCardDefinition
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2012-11-29 10:27:27 +08:00 |
melvin
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7655d3d3b8
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Only auto skip combat phases if stack is empty.
Fixes issue 285.
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2012-11-23 17:05:26 +08:00 |
melvin
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9fddfa7f76
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show the phase
|
2012-11-23 17:00:26 +08:00 |
melvin
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bb98826662
|
rename isSuccessful to isValid
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2012-11-22 17:54:35 +08:00 |
melvin
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47832b25ec
|
remove permanent's statics and triggers as a delayed action, so that enter the
graveyard triggers of dying creatures trigger correctly.
fixes issue 300.
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2012-11-22 17:10:40 +08:00 |
melvin
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7931c41789
|
fixed Restoration Angel able to return tokens by checking whether card removal
from exile is successful
fixes issue 301
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2012-11-21 20:39:09 +08:00 |
melvin
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6a9edc8a53
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Orim's Thunder does nothing if initial target is invalid, as it is not possible to obtain the converted mana cost of an invalid target
|
2012-11-20 15:43:34 +08:00 |
melvin
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0a0017332d
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remove logs after creating crash.txt
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2012-11-20 15:40:16 +08:00 |
melvin
|
5964a51cd5
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existence of $ in test should be checked with indexOf >= 0 instead of indexOf > 0
|
2012-11-19 22:18:54 +08:00 |
melvin
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04c4dbfa95
|
use for loop to handle management of idx
|
2012-11-19 22:07:45 +08:00 |
melvin
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7e9055c558
|
fixed replaceChoices so that it can work with $ at end of the description
|
2012-11-19 21:59:53 +08:00 |
melvin
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9aaae5cd5f
|
Rupture Spire was able to pay for itself, fixed by making sure that comes into play trigger that does not use the stack always happen before those that use the stack
|
2012-11-19 21:01:02 +08:00 |
melvin
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684a4b96bb
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make workers local to the method
|
2012-11-17 21:12:32 +08:00 |
melvin
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a3f1499216
|
reduce random testing to 10000 games
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2012-11-17 21:11:51 +08:00 |
melvin
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6dc9d0695c
|
added assert to check that MagicAddEventAction undo correctly
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2012-11-17 13:13:55 +08:00 |
melvin
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0a0364250f
|
remove use of this by changing name of parameter to not clash with name of member
|
2012-11-16 12:15:41 +08:00 |
melvin
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67240753a3
|
move update from GameController to MagicPhase and MagicGame as update to the game state should be handled by MagicGame itself so it works the same in AI simulation and real game
|
2012-11-16 11:55:24 +08:00 |
melvin
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877beaee6c
|
removed usused exception, simplified code
|
2012-11-15 22:48:42 +08:00 |
melvin
|
34038194fc
|
use different AIs in test
|
2012-11-15 22:47:55 +08:00 |
melvin
|
e1c57c985d
|
make sure no pending actions before update, do update after check state
|
2012-11-15 10:26:22 +08:00 |
melvin
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c7c1124662
|
update game after processing event or executePhase
|
2012-11-14 18:23:16 +08:00 |
melvin
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0b171b092e
|
update permanent state after each event
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2012-11-14 18:16:00 +08:00 |
melvin
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78c661553c
|
remove game.update from MagicMarkerAction and runGame, put it in GameController.update
|
2012-11-14 18:13:08 +08:00 |
melvin
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ea78f45603
|
added serialVersionUID to stop compiler warning
|
2012-11-13 20:39:36 +08:00 |
melvin
|
e0a4789a3c
|
merge new card
|
2012-11-13 20:37:07 +08:00 |
melvin
|
d3a70b3bc1
|
added asserts to help in debugging
|
2012-11-13 20:35:30 +08:00 |
melvin
|
648b842324
|
always update game state before executing an event with choice
|
2012-11-13 20:35:09 +08:00 |
melvin
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402c62d955
|
move state based checks into MagicPlayer
move update from MagicPermanent into MagicPutIntoPlayAction
|
2012-11-13 20:34:28 +08:00 |
melvin
|
ed57db42e3
|
simplified logic
|
2012-11-12 12:22:14 +08:00 |
melvin
|
fcae0555c9
|
fixed indentiation
|
2012-11-12 12:21:22 +08:00 |
melvin
|
7b0f970862
|
return MagicPlayer.NONE for getOpponent instead of throwing RuntimeException
|
2012-11-10 16:51:10 +08:00 |
melvin
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40c8cf233a
|
fixed: Bonehoard crash bug. modPowerToughness for equipment will be called with MagicPermanent.NONE by target picker
|
2012-11-10 12:24:14 +08:00 |
Eric Nadeau
|
0638ea9aa8
|
- Adding a "target instant spell" target
- Adding the Dispel card, counters a target instant spell
|
2012-11-08 19:22:15 -05:00 |
melvin
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7a874a9e87
|
replace boolean with enum
|
2012-11-08 13:15:10 +08:00 |
melvin
|
75894bb4f7
|
remove 'damage draw card' added 'damage opponent draw card', fixed Thieving Magpie
|
2012-11-08 13:05:20 +08:00 |
melvin
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c96363417d
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added 'combat damage draw card' ability, changed Scroll Thief, Sturmgeist, Stealer of Secrets to use this ability in card script
|
2012-11-08 12:57:04 +08:00 |
nado18
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01fbcbccbd
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add Stealer of Secrets
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2012-11-08 12:03:47 +08:00 |
melvin
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503d2629c2
|
added ability timing restriction
|
2012-11-07 23:02:40 +08:00 |