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Re: SVN Bug Reports

Postby slapshot5 » 27 Feb 2011, 14:13

r6871
Two bugs

1. isNotPresent is implemented for static pumps (like stPumpSelf), but not in AbilityFactory. We should probably just implement it in AF as well to be consistent. Agree?

2. static effects (like stPumpSelf) are not checked when a land is tapped, so stPumpSelf with a condition of "isNotPresent Land.untapped+YouCtrl" will not give the pump after the land is tapped. Something else needs to happen, like a spell being played. I'm a little worried about the performance hit this may cause if added after lands are tapped. Hopefully, there is some (lots of) optimization that can be done in the static effects code...

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Re: SVN Bug Reports

Postby jeffwadsworth » 27 Feb 2011, 17:54

Cheers.
Last edited by jeffwadsworth on 28 Feb 2011, 06:49, edited 2 times in total.
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Re: SVN Bug Reports

Postby Hellfish » 27 Feb 2011, 19:41

Has Wall of Junk been added? Worrying news to me, since delayed triggers aren't supported at all yet.

EDIT: I will likely tend to this pretty soon though.
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Re: SVN Bug Reports

Postby friarsol » 27 Feb 2011, 21:55

slapshot5 wrote:r6871
1. isNotPresent is implemented for static pumps (like stPumpSelf), but not in AbilityFactory. We should probably just implement it in AF as well to be consistent. Agree?
I just added this in, it uses the same code as IsPresent, just defaults the comparison to EQ0.
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Re: SVN Bug Reports

Postby friarsol » 28 Feb 2011, 00:32

slapshot5 wrote:r6871
2. static effects (like stPumpSelf) are not checked when a land is tapped, so stPumpSelf with a condition of "isNotPresent Land.untapped+YouCtrl" will not give the pump after the land is tapped. Something else needs to happen, like a spell being played. I'm a little worried about the performance hit this may cause if added after lands are tapped. Hopefully, there is some (lots of) optimization that can be done in the static effects code...
I think in the case where I'm activating a SA, static effects shouldn't be checked until we're finished activating. (I believe this code is already in place) In the case where you just tap lands to float mana it might be worth doing some tests to see if how big of a hit this would be.
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Re: SVN Bug Reports

Postby jeffwadsworth » 28 Feb 2011, 06:36

Hellfish wrote:Has Wall of Junk been added? Worrying news to me, since delayed triggers aren't supported at all yet.

EDIT: I will likely tend to this pretty soon though.
I scripted Wall of Junk...as far as I can tell, it works exactly as intended.
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Re: SVN Bug Reports

Postby Hellfish » 28 Feb 2011, 12:37

Alright, yeah, it's functionally correct, but not how delayed triggered abilities should really happen.
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Re: SVN Bug Reports

Postby friarsol » 28 Feb 2011, 14:52

Hellfish wrote:Alright, yeah, it's functionally correct, but not how delayed triggered abilities should really happen.
It's always the corner cases that get you.

There is a situation where if the Wall of Junk is Removed from Combat it wouldn't be bounced with how it is currently scripted, but should be bounced since it gained a Delayed Trigger just for blocking.
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Re: SVN Bug Reports

Postby Hellfish » 28 Feb 2011, 15:04

Yeah, I'm still going to implement the delayed trigger system. Tonight, possibly tomorrow, depending on how smoothly it goes.
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Re: SVN Bug Reports

Postby Replika » 01 Mar 2011, 20:29

r6955

Ninjutsu is working almost correct now. The only thing it does wrong is that the Ninja that came into play with it is not considered as an unblocked creature.
For example: My Ornithopter is attacking unblocked, so I ninjutsu in my Ninja of the Deep Hours and pass priority to my opponent, who casts Lightning Bolt on my Ninja. I have another one in hand and should be able to ninjutsu that one in for the first one. However, Forge does not allow that.

Side note: Are we going to get the Pact cycle now that you are working on delayed triggers?
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Re: SVN Bug Reports

Postby Hellfish » 01 Mar 2011, 20:40

For the pacts we'd also need something like a Win/Lose AbilityFactory and a little more trigger groudnwork, but this is a step in the right direction.
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Re: SVN Bug Reports

Postby Replika » 02 Mar 2011, 13:11

r6987

See Beyond is doing "Draw two, shuffle your library, then put 1 card on top of it" and not what it is supposed to.

Squadron Hawk (or search abilities in general?) doesn't let me search, fail to find and shuffle if I don't have any Hawks to find. In other words: I can't use the trigger of the last Hawk just to shuffle my library.

A Flayer Husk equipping its Germ token does not get a new one after getting bounced (with Kor Skyfisher) and replayed, even after waiting a turn before recasting it. The living weapon ability triggers but does not give a token.

Goblin Bushwhacker needs the play main 1 line. The AI often casts it kicked after combat.

When low on life, the AI starts holding back ground blockers instead of attacking with them even if my attackers are flying and the AI can't block them anyways.
Last edited by Replika on 02 Mar 2011, 16:17, edited 2 times in total.
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Re: SVN Bug Reports

Postby Corwin72 » 02 Mar 2011, 15:03

R7008
Turntimber Grove should not be legendary.

Edit:
Thanks Chris.
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Re: SVN Bug Reports

Postby jeffwadsworth » 02 Mar 2011, 18:27

The trigger "AttackerUnblocked" is apparently not working.
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Re: SVN Bug Reports

Postby slapshot5 » 02 Mar 2011, 19:13

jeffwadsworth wrote:The trigger "AttackerUnblocked" is apparently not working.
That's going to take someone who knows the combat code.

In Combat.dealAssignedDamage, the:
Code: Select all
CardList unblocked = new CardList(bFirstStrike ? AllZone.Combat.getUnblockedAttackers() :
           AllZone.Combat.getUnblockedFirstStrikeAttackers());
//my debug code
System.out.println("unblocked.size(): "+unblocked.size());
gives 0 for a size, so the trigger code never gets reached.

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