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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby Sloth » 28 Nov 2012, 12:00

I will try to fix max hand size.

EDIT: Done.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 29 Nov 2012, 15:55

Hey Arsenal,

I saw you just made this change.

http://svn.slightlymagic.net/websvn/rev ... &rev=18469

Are you sure that's right? I think some code depends on the "base SA" being checked before moving up to the Parents.
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Re: Bug Reports (snapshot builds)

Postby Sloth » 29 Nov 2012, 16:21

friarsol wrote:Hey Arsenal,

I saw you just made this change.

http://svn.slightlymagic.net/websvn/rev ... &rev=18469

Are you sure that's right? I think some code depends on the "base SA" being checked before moving up to the Parents.
Yes, i'm sure as well that some cards will not work this way.
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Re: Bug Reports (snapshot builds)

Postby ArsenalNut » 29 Nov 2012, 20:25

Sloth wrote:
friarsol wrote:Hey Arsenal,

I saw you just made this change.

http://svn.slightlymagic.net/websvn/rev ... &rev=18469

Are you sure that's right? I think some code depends on the "base SA" being checked before moving up to the Parents.
Yes, i'm sure as well that some cards will not work this way.
The Ulvenwald Tracker fight ability was not working because the getParentTargtingCard method was returning the target selected by the subability rather than the parent Pump ability. This card used to work and I assumed somebody changed the getParentTargtingCard method incorrectly. From the method name, I assumed the method should not check the "child" SpellAbility that was making the query. There should probably be two sets of methods:

getSATargeting<target class> :
these methods would check the "child" SA before moving on to the parents

getParentTargeting<target class> :
these methods would check only parent SA's
So many cards, so little time
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Re: Bug Reports (snapshot builds)

Postby Sloth » 29 Nov 2012, 22:08

ArsenalNut wrote:The Ulvenwald Tracker fight ability was not working because the getParentTargtingCard method was returning the target selected by the subability rather than the parent Pump ability. This card used to work and I assumed somebody changed the getParentTargtingCard method incorrectly. From the method name, I assumed the method should not check the "child" SpellAbility that was making the query. There should probably be two sets of methods:

getSATargeting<target class> :
these methods would check the "child" SA before moving on to the parents

getParentTargeting<target class> :
these methods would check only parent SA's
Yes that would be a good idea. Ulvenwald Tracker should be changed to something like "Defined$ ParentTarget" which leads to getParentTargeting and the normal "Defined$ Targeted" would lead to getSATargeting.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 30 Nov 2012, 02:04

Sloth wrote:
ArsenalNut wrote:
getSATargeting<target class> :
these methods would check the "child" SA before moving on to the parents

getParentTargeting<target class> :
these methods would check only parent SA's
Yes that would be a good idea. Ulvenwald Tracker should be changed to something like "Defined$ ParentTarget" which leads to getParentTargeting and the normal "Defined$ Targeted" would lead to getSATargeting.
Can we make sure this gets fixed before Release? I'm pretty sure there's dozens of cards this change affected as opposed to the one that gained something from the change.
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Re: Bug Reports (snapshot builds)

Postby ArsenalNut » 30 Nov 2012, 03:10

friarsol wrote:
Sloth wrote:
ArsenalNut wrote:
getSATargeting<target class> :
these methods would check the "child" SA before moving on to the parents

getParentTargeting<target class> :
these methods would check only parent SA's
Yes that would be a good idea. Ulvenwald Tracker should be changed to something like "Defined$ ParentTarget" which leads to getParentTargeting and the normal "Defined$ Targeted" would lead to getSATargeting.
Can we make sure this gets fixed before Release? I'm pretty sure there's dozens of cards this change affected as opposed to the one that gained something from the change.
I'll get it squared away tonight.

EDIT : fixing the issue with Defined cards is fairly straightforward but some of the of the other areas that use the getParentTargeting methods, like calculateAmount, are not. I am going to revert my changes that fixed Ulvenwald Tracker for now so they don't break the release. I am going to post some observation on this bit code over in the Developing Bugs topic for further discussion.
Last edited by ArsenalNut on 30 Nov 2012, 04:29, edited 2 times in total.
So many cards, so little time
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Re: Bug Reports (snapshot builds)

Postby Chris H. » 30 Nov 2012, 03:15

ArsenalNut wrote:
friarsol wrote:Can we make sure this gets fixed before Release? I'm pretty sure there's dozens of cards this change affected as opposed to the one that gained something from the change.
 
I'll get it squared away tonight.
 
I can delay the next beta release until this issue is taken care of ... no need to rush.

Just let me know when we are ready. :)
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Re: Bug Reports (snapshot builds)

Postby Agetian » 30 Nov 2012, 03:20

I've seen a message somewhere above that the AI couldn't properly use Crypt Rats because it didn't obey the mana color restriction, I tried to take a look at the code to see where the proper restriction could be inserted but couldn't find anything useful, the AI code is, for the most part, a mystery for me at the moment, sadly... Would someone be able to take care of it or should Crypt Rats maybe be flagged "RemAIDeck:True" for the time being if it's too difficult to fix before the release?

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Re: Bug Reports (snapshot builds)

Postby Corwin72 » 30 Nov 2012, 04:30

forge-1.3.2-20121129.125941-13
lands have summoning sickness on the ai's turn the turn after they are played.
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Re: Bug Reports (snapshot builds)

Postby moomarc » 30 Nov 2012, 08:17

Is anyone else getting random freezes when something is about to resolve. I've only come across it in multiplayer, but aside from that I can't seem to see anything else common between cases. The game will be going smoothly then a player (doesn't matter who) will cast or activate something that goes to the stack, and when you press ok, nothing happens. I don't know if priority isn't being passed properly or something, but the stack is frozen. The game itself doesn't hang though and you can still quit or restart, but it's rather annoying in the middle of a fun match. I've had it while Moonglove Extract was entering play on my side, while an opponent activated Urza avatar's pinging ability (it worked in previous turns) and when an apponent cast a random instant. :?
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Re: Bug Reports (snapshot builds)

Postby friarsol » 01 Dec 2012, 03:14

Got this crash.

Attacked with Juggernaut, Talruum Minotaur blocked it. I activated Oracle's Attendant activated to save the Juggernaut, Minotaur was the chosen source. Received the crash, and then my Juggernaut died :(

Oracle's Attendant crash | Open
java.lang.NullPointerException
at forge.card.abilityfactory.AbilityFactory.getAbility(AbilityFactory.java:130)
at forge.card.replacement.ReplacementHandler.executeReplacement(ReplacementHandler.java:185)
at forge.card.replacement.ReplacementHandler.run(ReplacementHandler.java:144)
at forge.card.replacement.ReplacementHandler.run(ReplacementHandler.java:74)
at forge.Card.replaceDamage(Card.java:8138)
at forge.Card.addCombatDamage(Card.java:7771)
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Re: Bug Reports (snapshot builds)

Postby swordshine » 02 Dec 2012, 09:54

The spelldescription of Judge Unworthy missed a word "Choose".
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Re: Bug Reports (snapshot builds)

Postby Agetian » 02 Dec 2012, 13:10

While implementing color restriction for X costs for the AI I noticed the following bug with the AI using Fireball: it'll only spend one mana on Fireball itself and it won't actually spend mana on X to deal damage to me or to any of my creatures. I thought it could have been caused by my changes but even after reverting everything the AI still won't play it correctly for some reason. Here's a test case for dev mode (fireball_ai.test):

Code: Select all
ActivePlayer=Human
ActivePhase=Main1
AICardsInPlay=Swamp; Swamp; Swamp; Swamp; Mountain; Mountain; Plains; Plains
AICardsInHand=Fireball
HumanCardsInPlay=Raging Goblin; Raging Goblin
HumanLife=2
The same happens if there are no creatures in play, so:

Code: Select all
ActivePlayer=Human
ActivePhase=Main1
AICardsInPlay=Swamp; Swamp; Swamp; Swamp; Mountain; Mountain; Plains; Plains
AICardsInHand=Fireball
HumanLife=2
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Re: Bug Reports (snapshot builds)

Postby friarsol » 02 Dec 2012, 22:27

When I attempt to cast Magma Burst with kicker I have to sacrifice lands before activating mana, which is quite confusing since sacrificing costs always happen after paying mana for normal costed things.
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