It is currently 26 Aug 2025, 21:46
   
Text Size

Bug Reports (snapshot builds)

Post MTG Forge Related Programming Questions Here

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Bug Reports (snapshot builds)

Postby Max mtg » 25 Jan 2013, 00:10

slowe wrote:r19167
Spells and abilities used by the AI are bypassing the stack, or at least resolving before I'm given priority and a chance to respond.
That's true. I'll work on it tomorrow.

See 19187 for a fixed version.
Last edited by Max mtg on 25 Jan 2013, 23:43, edited 1 time in total.
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby synergiance » 25 Jan 2013, 04:32

This could be considered a bug or something else, but I have no idea what else to call it than a bug, so here goes. The card Parallectric Feedback is not included in the card database. I looked online and it is a perfectly legal card. I noticed this as I was trying to replicate an actual deck I have
synergiance
 
Posts: 1
Joined: 25 Jan 2013, 04:25
Has thanked: 0 time
Been thanked: 0 time

Re: Bug Reports (snapshot builds)

Postby friarsol » 25 Jan 2013, 04:46

synergiance wrote:This could be considered a bug or something else, but I have no idea what else to call it than a bug, so here goes. The card Parallectric Feedback is not included in the card database. I looked online and it is a perfectly legal card. I noticed this as I was trying to replicate an actual deck I have
I'm not sure if you are aware of how Forge works. It's not like Cockatrice where they just add the descriptions of every card. We actually have to have the functionality of the card. If you would like to Request a Card, please put it in the Card Requests thread in the main Forge forums.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby ArsenalNut » 26 Jan 2013, 00:15

r19187 I am force to discard my hand down to 7 cards on my opponents cleanup phase.
So many cards, so little time
User avatar
ArsenalNut
 
Posts: 512
Joined: 08 Jul 2011, 03:49
Has thanked: 27 times
Been thanked: 121 times

Re: Bug Reports (snapshot builds)

Postby Max mtg » 26 Jan 2013, 06:57

ArsenalNut wrote:r19187 I am force to discard my hand down to 7 cards on my opponents cleanup phase.
fixed in r19194
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby swordshine » 26 Jan 2013, 12:03

I've added Hive Mind, copied from Curse of Echoes. It worked fine with cards like Lightning Bolt, but not well with cards having delayed triggers. I cast Pact of the Titan, AI copied it and nothing happened at the AI's upkeep. It triggered twice at my beginning of upkeep.
swordshine
 
Posts: 682
Joined: 11 Jul 2010, 02:37
Has thanked: 116 times
Been thanked: 87 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 26 Jan 2013, 23:46

r19213

Looks like there's an issue with Evolve and Combat prediction.

I attacked with my 1/1 Crocodile. I had just cast Elusive Krasis before combat. I'm unable to do anything else after this error happens.

RuntimeError | Open
java.lang.RuntimeException: Trigger::requirementsCheck() - EvolveCondition condition being checked without a moved card. Elusive Krasis
at forge.card.trigger.Trigger.requirementsCheck(Trigger.java:518)
at forge.card.trigger.Trigger.requirementsCheck(Trigger.java:267)
at forge.game.phase.CombatUtil.combatTriggerWillTrigger(CombatUtil.java:1510)
at forge.game.phase.CombatUtil.predictPowerBonusOfAttacker(CombatUtil.java:1910)
at forge.game.phase.CombatUtil.damageIfUnblocked(CombatUtil.java:1049)
at forge.game.phase.CombatUtil.sumDamageIfUnblocked(CombatUtil.java:1104)
at forge.game.phase.CombatUtil.lifeThatWouldRemain(CombatUtil.java:1162)
at forge.game.phase.CombatUtil.lifeInDanger(CombatUtil.java:1242)
at forge.game.ai.ComputerUtilBlock.getBlockers(ComputerUtilBlock.java:813)
at forge.game.ai.AiInputBlock.showMessage(AiInputBlock.java:37)
at forge.gui.GuiInput.setInput(GuiInput.java:71)
at forge.gui.GuiInput.update(GuiInput.java:54)


Edit: Who put this exception throw in here? It seems that it would cause lots of problems with any type of prediction code that we have.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 27 Jan 2013, 00:35

r19213

Hands of Binding ciphered on my Mogg Flunkies. It doesn't have trample. I attack with it and an 8/8 Trample. AI blocks some on my trampler and 2/2 Wither to my Flunkie. Cipher on the Flunkie triggers (incorrectly, since I didn't damage a player).
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 27 Jan 2013, 01:08

r19213

AI land triggers aren't firing immediately after he plays a land. I believe this had been fixed a while back but I just witnessed it creep up again. Not sure if this related to some recent refactoring or something else.

1. AI played Sejiri Refuge
2. Trigger was stalled
3. AI activates Skywatcher Adept Level Up
4. Trigger finally went on the stack.

Edit: Actually it looks like all triggers are now delayed, this is definitely something new.

I had a 0/1 Evolver and AI had a Soul Warden, when I cast Realmwright my land choice happened immediately, but the triggers didn't hit the stack until I started attempting to cast my next spell (which is very strange).

Clarification: It seems that delays are only triggered when the triggering card has a static ETB. In my first example, the Refuge ETB tapped. In the second example, Realmwright forced me to choose a land type. Later on, I cast another creature and my Evolver and the Soul Warden both triggered immediately.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby Hellfish » 27 Jan 2013, 08:22

Except Sejiri Refuge doesn't have a static trigger (It's an ETBReplacement macro) and Realmwright *should* have an ETBReplacement keyword but doesn't. *Looking into this*

EDIT: Sejiri Refuge works fine for me and Realmwright interacts correctly with both evolve and Soul Warden when I convert it to an ETBReplacement keyword. We should really be moving away from static triggers as they are not actually rules-compliant (most of them should be ETBReplacements and *maybe* a few are useful for scripting trickery)
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
User avatar
Hellfish
Programmer
 
Posts: 1297
Joined: 07 Jun 2009, 10:41
Location: South of the Pumphouse
Has thanked: 110 times
Been thanked: 169 times

Re: Bug Reports (snapshot builds)

Postby FabioFLX » 27 Jan 2013, 11:19

In latest snap deck editor, Gatecrash cards disappear from the left table when you enter a word in the search box.

Then, same in the deck editor, when you resize a column of one of the two tables, all other columns used to resize in percentage, but now only the closest column resizes; the previous way was far way better, I think.

Hope it helps.
Cheers
User avatar
FabioFLX
 
Posts: 78
Joined: 27 Sep 2011, 13:08
Has thanked: 4 times
Been thanked: 7 times

Re: Bug Reports (snapshot builds)

Postby myk » 27 Jan 2013, 11:36

FabioFLX wrote:In latest snap deck editor, Gatecrash cards disappear from the left table when you enter a word in the search box.
I could not reproduce this (see screenshot) -- I presume you're entering a word that the gatecrash cards contain, right?
Screen Shot 2013-01-27 at 3.33.41 am.png


Then, same in the deck editor, when you resize a column of one of the two tables, all other columns used to resize in percentage, but now only the closest column resizes; the previous way was far way better, I think.
Hrm, I had just changed this because I found it much easier to size the columns accurately when the other columns stayed put. Does anyone else have opinions on this behavior?
myk
 
Posts: 439
Joined: 17 Jan 2013, 02:39
Location: California
Has thanked: 38 times
Been thanked: 57 times

Re: Bug Reports (snapshot builds)

Postby swordshine » 27 Jan 2013, 12:16

Hellfish wrote:Except Sejiri Refuge doesn't have a static trigger (It's an ETBReplacement macro) and Realmwright *should* have an ETBReplacement keyword but doesn't. *Looking into this*

EDIT: Sejiri Refuge works fine for me and Realmwright interacts correctly with both evolve and Soul Warden when I convert it to an ETBReplacement keyword. We should really be moving away from static triggers as they are not actually rules-compliant (most of them should be ETBReplacements and *maybe* a few are useful for scripting trickery)
I'll try to convert cards with etbreplacements "as ... enters the battle, ..."
swordshine
 
Posts: 682
Joined: 11 Jul 2010, 02:37
Has thanked: 116 times
Been thanked: 87 times

Re: Bug Reports (snapshot builds)

Postby swordshine » 27 Jan 2013, 13:08

Cast Lich made me lose game
swordshine
 
Posts: 682
Joined: 11 Jul 2010, 02:37
Has thanked: 116 times
Been thanked: 87 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 27 Jan 2013, 14:27

Hellfish wrote:EDIT: Sejiri Refuge works fine for me and Realmwright interacts correctly with both evolve and Soul Warden when I convert it to an ETBReplacement keyword. We should really be moving away from static triggers as they are not actually rules-compliant (most of them should be ETBReplacements and *maybe* a few are useful for scripting trickery)
Did you try it for the Human or the AI? I was reporting the issue with the AI playing it. It may have to do with some of Max's code reorg changes, since it seems like each one of them lately causes some issues somewhere else in the code. The same problem didn't occur when I played the Refuge.

http://imgur.com/rl9VvRP

And in case you are curious, as I stated below, the Log shows the Land was played first (since thats what the AI does) and then activated Level Up.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

PreviousNext

Return to Developer's Corner

Who is online

Users browsing this forum: No registered users and 25 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 25 users online :: 0 registered, 0 hidden and 25 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: No registered users and 25 guests

Login Form