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Re: SVN Bug Reports

Postby slapshot5 » 11 Mar 2011, 02:01

Chris H. wrote:
Replika wrote:r7380

The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
`
I too have experienced the same type of freeze over the last several days. My processor pegs at 100% + usage. There are no error exceptions generated. The only way that I can quit forge is to do a forced quit.
I saw this once, but this post led me to the commonality, and I can reproduce it.

1. Give the AI a deck with 1 card (Crimson Kobolds)
2. Human plays nothing but lands
3. When compy is deciding whether or not to attack, we get a freeze

Could be an infinite loop in the combat code somewhere.

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Re: SVN Bug Reports

Postby Chris H. » 11 Mar 2011, 02:40

slapshot5 wrote:1. Give the AI a deck with 1 card (Crimson Kobolds)
2. Human plays nothing but lands
3. When compy is deciding whether or not to attack, we get a freeze

Could be an infinite loop in the combat code somewhere.
`
I have a wall deck that I give to the computer while playtesting and it looks like this:

Test Comptuer deck | Open
- Test Comptuer
[general]
constructed
[main]
3 Ornithopter
2 Steel Wall
2 Tithe
6 Intuition
1 Reviving Dose
10 Plains
3 Phyrexian Walker
1 Renewed Faith
1 Convalescence
1 Life Burst
10 Island
[sideboard]

The Ornithopter and the Phyrexian Walker do not have Defender and could attack. I wonder if the AI is looking for something to pump up these potential attackers?
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Re: SVN Bug Reports

Postby Sloth » 11 Mar 2011, 11:04

Replika wrote:r7380

The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
This and similar situations are fixed now. Thanks for reporting.
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Re: SVN Bug Reports

Postby Corwin72 » 11 Mar 2011, 17:14

build 7418
Clone is still buggy.
I can clone once but then the card is unusable after that.
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Re: SVN Bug Reports

Postby slapshot5 » 11 Mar 2011, 17:18

Corwin72 wrote:build 7418
Clone is still buggy.
I can clone once but then the card is unusable after that.
What do you mean? Like clone something, then destroy the clone, and bring it back from grave to hand and cast it again?

Define unusable.

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Re: SVN Bug Reports

Postby Replika » 12 Mar 2011, 17:08

r7459

Raging Ravine is pretty broken the way it works now: When attacking with it for the first time, it gets one counter. When attacking for the second time, it gets two more counters but should only get one.
Note that Raging Ravine is in fact able to get two counters on one attack, but only if it was animated twice during that turn.
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Re: SVN Bug Reports

Postby Replika » 13 Mar 2011, 15:40

r7518

When having 4 Mountains and a Valakut, the Molten Pinnacle on the battlefield and searching for two more Mountains with a Harrow, Khalni Heart Expedition or Primeval Titan, Valakut triggers only once but should trigger twice.

The AI attacks its 1/3 Halimar Excavator into my two 2/2s. The 1/3 can't kill my blockers, so it shouldn't attack even if I had only one 2/2.

When the AI has a creature I can't block and that can kill me, it attacks with all its creatures.
The situation was this: I was at 1 life and had multiple Kor Skyfishers and some lands untapped. The AI had two Riverfall Mimics (but no UR spell) and a Noggle Bandit. Instead of just attacking with the Bandit, the AI turns all its creatures sideways. The Noggle Bandit eats a Lightning Bolt, and the Kor Skyfishers pick up the two Mimis the AI threw away for no reason.

Edit: Whoops, that was a double post. The above bug is still active in r7518 however.
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Re: SVN Bug Reports

Postby timmermac » 13 Mar 2011, 17:16

Replika wrote:r7518

When having 4 Mountains and a Valakut, the Molten Pinnacle on the battlefield and searching for two more Mountains with a Harrow, Khalni Heart Expedition or Primeval Titan, Valakut triggers only once but should trigger twice.

The AI attacks its 1/3 Halimar Excavator into my two 2/2s. The 1/3 can't kill my blockers, so it shouldn't attack even if I had only one 2/2.

When the AI has a creature I can't block and that can kill me, it attacks with all its creatures.
The situation was this: I was at 1 life and had multiple Kor Skyfishers and some lands untapped. The AI had two Riverfall Mimics (but no UR spell) and a Noggle Bandit. Instead of just attacking with the Bandit, the AI turns all its creatures sideways. The Noggle Bandit eats a Lightning Bolt, and the Kor Skyfishers pick up the two Mimis the AI threw away for no reason.

Edit: Whoops, that was a double post. The above bug is still active in r7518 however.
I actually think that this is working as it should. The first of the two mountains that you search for gets you to 5, so after that one hits, then Valakut can go off.
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Re: SVN Bug Reports

Postby Replika » 13 Mar 2011, 18:08

No, the Mountains enter the battlefield at the same time and "see" each other. You go directly from 4 to 6 Mountains.
This question has been answered in Cranial Insertion by level 3 judge Eli Shiffrin:
"Q: I control four Mountains and Valakut, the Molten Pinnacle. Will Primeval Titan snagging two Mountains trigger Valakut twice?

A: Pew pew! For most triggers (other than graveyard-from-battlefield triggers), you look at the game state after the event to determine what should trigger. After the events of "Mountain entered, Mountain entered," you have five other Mountains for each of those Mountains, and so Valakut will barf some magma twice."
Source

By the way:
r7518
The AI often searches for too many Squadron Hawks and has to discard at the end of its turn.
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Re: SVN Bug Reports

Postby slapshot5 » 13 Mar 2011, 18:50

Replika wrote:r7459

Raging Ravine is pretty broken the way it works now: When attacking with it for the first time, it gets one counter. When attacking for the second time, it gets two more counters but should only get one.
Oh, that's special. Adding triggers is easy. Removing them is like blowing out a trick birthday candle. I'll see what I can do.

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Re: SVN Bug Reports

Postby Hellfish » 13 Mar 2011, 18:58

Suggestions are welcome. :) You can remove all from a card using TriggerHandler.removeAllFromCard() or one specific trigger using TriggerHandler.removeRegisteredTrigger().

The specific removal requires you to keep the actual trigger object though :/
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Re: SVN Bug Reports

Postby slapshot5 » 13 Mar 2011, 19:00

Hellfish wrote:Suggestions are welcome. :) You can remove all from a card using TriggerHandler.removeAllFromCard() or one specific trigger using TriggerHandler.removeRegisteredTrigger().

The specific removal requires you to keep the actual trigger object though :/
I posted in the trigger thread about this. Can we move the discussion over there? I'm using removeRegisteredTrigger, but I think the copy stuff might be hosing me.

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Re: SVN Bug Reports

Postby slapshot5 » 13 Mar 2011, 19:32

slapshot5 wrote:
Replika wrote:r7459

Raging Ravine is pretty broken the way it works now: When attacking with it for the first time, it gets one counter. When attacking for the second time, it gets two more counters but should only get one.
Oh, that's special. Adding triggers is easy. Removing them is like blowing out a trick birthday candle. I'll see what I can do.

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Raging Ravine is now fixed in SVN thanks to Hellfish. Thanks to Replika for bringing this up.

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Re: SVN Bug Reports

Postby friarsol » 13 Mar 2011, 22:01

Sleeper Enchantments (Hidden, Lurking, Opal cards from Urza Block) are no longer Enchantments after they trigger.

http://wiki.mtgsalvation.com/article/Sl ... chantments
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Re: SVN Bug Reports

Postby slapshot5 » 13 Mar 2011, 22:28

friarsol wrote:Sleeper Enchantments (Hidden, Lurking, Opal cards from Urza Block) are no longer Enchantments after they trigger.

http://wiki.mtgsalvation.com/article/Sl ... chantments
Is this not working? (Lurking Skirge wasn't, but I'll fix that one.)
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