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Phase Work

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Re: Phase Work

Postby slapshot5 » 03 Nov 2010, 15:23

Before, Blight would hit the stack. Now it doesn't. That's probably why it didn't give the Concurrent exception before. It works now. Thanks.
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Re: Phase Work

Postby friarsol » 03 Nov 2010, 15:56

Yea, I've definitely noticed certain abilities not hitting the stack when they should. I'll look into it, and see why that might be. I have a feeling I know what it's about. Better to fix the overarching problem than just one at a time.
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Re: Phase Work

Postby slapshot5 » 03 Nov 2010, 17:23

Bug:

The untapping of Mana Vault does not work properly. At the beginning of Upkeep, Human is prompted Yes/No to untap. Selecting No works correctly. Selecting Yes does not prompt to pay mana and then untap. However, you can then click on the tapped Mana Vault and select the ability with no description, then you are prompted to pay the 4. Only, after you pay it, Mana Vault still does not untap.

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Re: Phase Work

Postby slapshot5 » 03 Nov 2010, 17:53

Bug:
Mungha Wurm does not work when the AI has it in play. Compy still untaps all his lands.

Pretty certain this used to work correctly.

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Edit: I post here because I know the phase stuff touched the old Input_Untap code. From what I've looked into this, it may have been a longer standing issue.
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Re: Phase Work

Postby friarsol » 03 Nov 2010, 19:15

Mana Vault is fixed.

I hadn't changed the Mungha Wurm code, but it's cleaned up now as well.
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Re: Phase Work

Postby slapshot5 » 03 Nov 2010, 21:00

Thanks. Confirmed Mana Vault is working again.

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Re: Phase Work

Postby friarsol » 04 Nov 2010, 00:27

Chris H. wrote:I also had some trouble reading the new phase messages in the message panel. I pasted in the new code and rebuilt the project and tried it out while playing a game.

I like the new wording. At some point, it also might be nice to re-add the border color to these new phases. I think that people are getting used to the border color scheme. I think that we are still getting the red border during combat. It looks like we are missing the blue to denote a main phase and the orange to denote the other steps.

No rush, there may still be a few bugs to find and to fix. :D
I had no idea where that was even occurring. But found it after poking around for a bit. Hopefully, between the colors and the new formatting it should be easy to press space bar until you are on the phase you are looking for.
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Re: Phase Work

Postby Chris H. » 04 Nov 2010, 01:04

friarsol wrote:I had no idea where that was even occurring. But found it after poking around for a bit. Hopefully, between the colors and the new formatting it should be easy to press space bar until you are on the phase you are looking for.
`
Thank you, it does look nice.

I played a couple of games with the new phase wording in combination with the new border colors. This gives us a nice visual cue and it should be fairly easy for the user base to follow the phases.
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Re: Phase Work

Postby slapshot5 » 05 Nov 2010, 15:39

Bug:

When Judge of Currents gain life ability goes on the stack, it cannot be resolved. (I attacked with Merfolk of the Pearl Trident to trigger the ability).

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Re: Phase Work

Postby friarsol » 05 Nov 2010, 16:12

I'll have a fix for this scenario, keep an eye out for similar triggers during other phases that don't normally give priority.
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Re: Phase Work

Postby Rob Cashwalker » 07 Nov 2010, 04:17

Finally had a chance to play....

I find it almost confusing that there's no stop at the end of the human turn.

Also, I miss how the prompt textbox doesn't tell me to play spells and abilities.... I think the first two lines could be combined... "Human Main1" is clear enough.
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Re: Phase Work

Postby friarsol » 08 Nov 2010, 00:10

Is it really that confusing? That stop didn't exist before, and you have plenty of opportunities to cast spells during your main phases. I would think the amount of times you cast spells during your end of turn phase are quite little. You have an opportunity to cast if your opponent casts. It's not hard to turn on. Maybe we can have it off by default in a "Phase Stop" menu system.

I think the textbox saying you can play spells and abilities was just stating the obvious. What else are you going to do if you have priority?
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Re: Phase Work

Postby Rob Cashwalker » 08 Nov 2010, 03:20

I dunno... just my first reaction....

Hey it wasn't until recently that we had the computer's end of turn.... The fact that it now stops during the upkeep and draw step gave me the impression that I should expect all stops....

On my 1024x768 laptop screen, the text box just feels crowded.. being a stark difference from when I last played....
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Re: Phase Work

Postby friarsol » 08 Nov 2010, 03:58

Gotcha. The crowdedness was part of the reason I removed the Spell/Abilities line. Combining the first two lines is a cosmetic/non-coding issue that can easily be added back in.
I had separated them because things were too jumbled previously.

We can come to a consensus how the message should be listed since it's only ever displayed for the player. We should get a PM to be in charge of this type of stuff.

It's not tough to put in Human priority during EOT. If anyone wants to try it out feel free to change this section of code in InputControl to:

Code: Select all
else if(phase.equals(Constant.Phase.End_Of_Turn)){
   if (playerTurn.isHuman()){
      //AllZone.Computer.getComputer().end_of_turn();
      //return null;
   }
   else if (priority.isComputer()){
      // AI passes priority in his end of turn phase to player automatically
      AllZone.Phase.passPriority();
      return null;
   }
}
Lemme know if there's any issues with this and I'll dig into it.
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Re: Phase Work

Postby timmermac » 10 Nov 2010, 00:09

r3399: I attack with my Wolf Pet. There's nothing visible to indicate that the computer's creatures, which are a Knight of the Skyward Eye and a Knight of the White Orchid, are blocking, but each creature receives a -1/-1 as if they blocked my Pet. The computer still loses life as if the Pet wasn't blocked and the Pet and the computer's creatures are still alive.
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