SVN Bug Reports
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: SVN Bug Reports
by slapshot5 » 11 Mar 2011, 02:01
I saw this once, but this post led me to the commonality, and I can reproduce it.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.
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.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by 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?
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: SVN Bug Reports
by Sloth » 11 Mar 2011, 11:04
This and similar situations are fixed now. Thanks for reporting.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.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: SVN Bug Reports
by slapshot5 » 11 Mar 2011, 17:18
What do you mean? Like clone something, then destroy the clone, and bring it back from grave to hand and cast it again?Corwin72 wrote:build 7418
Clone is still buggy.
I can clone once but then the card is unusable after that.
Define unusable.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by 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.
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.
Re: SVN Bug Reports
by 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.
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.
Re: SVN Bug Reports
by timmermac » 13 Mar 2011, 17:16
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.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 just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: SVN Bug Reports
by 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.
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.
Re: SVN Bug Reports
by slapshot5 » 13 Mar 2011, 18:50
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.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.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by 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 :/

The specific removal requires you to keep the actual trigger object though :/
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
-
Hellfish - Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: SVN Bug Reports
by slapshot5 » 13 Mar 2011, 19:00
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.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 :/
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by slapshot5 » 13 Mar 2011, 19:32
Raging Ravine is now fixed in SVN thanks to Hellfish. Thanks to Replika for bringing this up.slapshot5 wrote: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.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.
-slapshot5
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by 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
http://wiki.mtgsalvation.com/article/Sl ... chantments
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: SVN Bug Reports
by slapshot5 » 13 Mar 2011, 22:28
Is this not working? (Lurking Skirge wasn't, but I'll fix that one.)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
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Who is online
Users browsing this forum: No registered users and 10 guests