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Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 13:11
by Max mtg
The quickest fix would be to put the [battle] section after metadata, main and sideboard ones... but I don't like this solution. I'll instruct deckmanager to find the sections it can process and parse them regardless of their order in the file
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 13:15
by Doublestrike
Uhhh...so I don't have to change anything?

Wasn't expecting that, hope it's true...my hopes have risen.

Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 13:16
by Rob Cashwalker
Custom Draft uses a deck file to make creation and maintenance simple, using the existing deck editor. JuzamJedi's cube deck file appears in the deck lists, and I want to prevent that, by using a meta data tag.
A custom cardpool deck is not likely to play very well as an actual deck.. though some folks have tried..
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 13:19
by Max mtg
I have tried to play with JuzamJedi's cube - a couple of mulligans, but still no lands!
That is why I ask to separate decks from limited game cubes.
If the obstacle is about enabling deckeditor to work with cubes packed into a single file, let's just do it.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 14:02
by Rob Cashwalker
There are two ways to go...
- actually isolate custom pool deck files, while still enabling them to be edited
- use the metadata
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 14:09
by friarsol
We could use a different extension for cubes, so they don't get loaded into the choose a deck option, but the deck editor can still load them properly.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 14:39
by Rob Cashwalker
The DeckManager would need to know the difference.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 15:49
by Max mtg
Doublestrike wrote:Uhhh...so I don't have to change anything?

Wasn't expecting that, hope it's true...my hopes have risen.

Yes, update to 10470 - deckmanager finds the section it should read regardless of their order in file
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 15:53
by Max mtg
Rob Cashwalker wrote:The DeckManager would need to know the difference.
Why deckmanager?
The limited game cubes should not appear in deckmanager.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 16:57
by Rob Cashwalker
DeckManager maintains the list of decks doesn't it? For the DeckEditor to be able to open or save a deck, it needs DeckManager right? The whole point of the custom card pool being a simple deck file is so that it can be edited without special tools. About the only thing I would add to the DeckEditor is a menu option to set the CustomPool flag in the Deck object, but it's something that the cube designer can add to the file by hand.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 19:42
by Max mtg
Rob Cashwalker wrote:DeckManager maintains the list of decks doesn't it? For the DeckEditor to be able to open or save a deck, it needs DeckManager right? The whole point of the custom card pool being a simple deck file is so that it can be edited without special tools. About the only thing I would add to the DeckEditor is a menu option to set the CustomPool flag in the Deck object, but it's something that the cube designer can add to the file by hand.
No, deckmanager is wasting time reading all the files in a directory, keeps decks in memory instead of reading them by request. It was also deleting the whole directory and writing decks to disk each time deckeditor is closed some time ago.
Deckedtor already is a special tool - so how is one supposed to edit a cube without special tools?
New options in deckeditor - yes, that is a way to go.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
15 Sep 2011, 20:30
by Rob Cashwalker
So what is currently in charge of decks?
By special tool, I refer to the "special tool" Rares put together to edit the original draft rarity files....
I wanted the user to be able to use a familiar tool, with all the fancy gui stuff.. oh wait, the DeckEditor already did that... so I decided to simply have the custom draft file reference a particular deck in which to pull cards. The unfortunate side effect was that it showed up as a constructed deck...
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
16 Sep 2011, 00:15
by Doublestrike
Max mtg wrote:Yes, update to 10470 - deckmanager finds the section it should read regardless of their order in file
Great, hugely helpful. At Day Job right now but I should have some time this evening.
One other error which someone might know something about:
In QuestUtil, I have a method to generate bonus cards from a string (i.e. 4 red rares becomes a card list of...that.) BoosterUtils has disappeared. What engine should I use to generate this cardlist?
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
16 Sep 2011, 01:38
by Max mtg
Doublestrike wrote:Max mtg wrote:Yes, update to 10470 - deckmanager finds the section it should read regardless of their order in file
Great, hugely helpful. At Day Job right now but I should have some time this evening.
One other error which someone might know something about:
In QuestUtil, I have a method to generate bonus cards from a string (i.e. 4 red rares becomes a card list of...that.) BoosterUtils has disappeared. What engine should I use to generate this cardlist?
Use
- Code: Select all
forge.card.BoosterUtils.generateCards(int, CardRarity, String)
or
- Code: Select all
forge.card.BoosterUtils.generateCards(Predicate<CardPrinted>, int, CardRarity, String) // if there are other restrictions besides rarity and color.
to generate rewards.
Re: Big commit, no dice / SVN hugely broken on r10194

Posted:
16 Sep 2011, 02:33
by Doublestrike
Max mtg wrote:Use
- Code: Select all
forge.card.BoosterUtils.generateCards(int, CardRarity, String)
or
- Code: Select all
forge.card.BoosterUtils.generateCards(Predicate<CardPrinted>, int, CardRarity, String) // if there are other restrictions besides rarity and color.
to generate rewards.
That's good news, since I'm doing that already. There must be something funny happening with my synchronization because BoosterUtils is acting strangely. Thanks for the reply, I'll have a closer look.