- now game logs will show stack ability on push and on resolve (before any choices);
- now game logs will show used choices made by cast/activate, setChoice, setMode and addTarget commands (not work for AI tests, part of #13832);
- improved choice logic for modes and yes/not dialogs (now it's use a more strictly checks, use TestPlayer.MODE_SKIP to stop mode selection);
- improved error logs and testable dialogs menu in cheat mode;
- refactor: migrated AI's target amount code to shared selection logic;
- ai: fixed game freezes on some use cases;
- tests: added AI's testable dialogs for target amount;
- tests: improved load tests result table, added game cycles stats;
- Dwarven Catapult - fixed game error on usage;
- refactor: removed outdated/unused code from AI, battlefield score, targeting, etc;
- ai: removed all targeting and filters related logic from ComputerPlayer;
- ai: improved targeting with shared and simple logic due effect's outcome and possible targets priority;
- ai: improved get amount selection (now AI will not choose big and useless values);
- ai: improved spell selection on free cast (now AI will try to cast spells with valid targets only);
- tests: improved result table with first bad dialog info for fast access (part of #13638);
- WIP: AI and multi targets, human and X=0 use cases, human and impossible targets use cases;
- improved stability and shared logic (related to #13606, #11134, #11666, continue from a53eb66b58, close#13617, close#13613);
- improved test logs and debug info to show more target info on errors;
- improved test framework to support multiple addTarget calls;
- improved test framework to find bad commands order for targets (related to #11666);
- fixed game freezes on auto-choice usages with disconnected or under control players (related to #11285);
- gui, game: fixed that player doesn't mark avatar as selected/green in "up to" targeting;
- gui, game: fixed small font in some popup messages on big screens (related to #969);
- gui, game: added min targets info for target selection dialog;
- for devs: added new cheat option to call and test any game dialog (define own dialogs, targets, etc in HumanDialogsTester);
- for devs: now tests require complete an any or up to target selection by addTarget + TestPlayer.TARGET_SKIP or setChoice + TestPlayer.CHOICE_SKIP (if not all max/possible targets used);
- for devs: added detail targets info for activate/trigger/cast, can be useful to debug unit tests, auto-choose or AI (see DebugUtil.GAME_SHOW_CHOOSE_TARGET_LOGS)
- bug's reason: wrong usage of canTarget, add/addTarget, getOpponents, etc;
- fixed that it can target dead players in some use cases (close#13507);
- fixed that it wrongly choose targets in bad/good effects in some use cases;
- fixed that it can't find valid targets in some use cases;
- fixed game freezes and errors with some cards;
* Remove all combat ordering code
* Use MultiAmount division for damage
* Remove damage selection division skipping in tests
* Fix Banding, Multi-block, add tests
* Fix test
* Fix random iteration order, fix new tests
* Add more info to choose dialog, make MultiAmountType class instead of enum
* Don't prompt for trample damage assignment if none possible
* Mark "Assign default damage" on tests, minor other test improvements
* added DebugUtil.AI_ENABLE_DEBUG_MODE for better IDE's debugging AI code;
* it's a target amount optimizations;
* it's use a grouping of possible targets due same static and dynamic stats (name, abilities, rules, damage, etc);
* instead of going through all possible combinations, AI uses only meaningful targets from particular groups;
* now computer will use simplified 1 vs 1 combat damage simulations to choose better blockers (due better game score after combat);
* it's not a full combat simulation, but support many things like non-stack abilities, damage replacement effects and SBA -- much better than older PT compare (related to #13290);
* now AI correctly use a blockers with deathtouth, indestructible, first/double strike and other abilities;
* chump blocks also supported (chump logic implemented before in 92b7ed8efc, related to #4485);
* fixed game freezes for no-possible block configurations like Menace (#13290);
* fixed computer cheating to ignore block requirements like Menace (now AI will choose all required blockers instead 1);
* improved computer logic for blockers selection (try to sacrifice a creature instead game loose, simple use cases only);
* added freeze protection for bad or unsupported attacker-block configuration;
* refactor: deleted outdated AI code;
- game: added support when a human is take control over a computer player (related to #12878);
- game: fixed game freezes while controlling player leaves/disconnect on active priority/choose of another player;
Complete rework of Unbound Flourishing, removing the multiplier code for casting X spells.
Adds ActivateAbilityTriggeredAbility, NotManaAbilityPredicate, AbilitySourceAttachedPredicate
CopyStackObjectEffect now uses a MOR.
OrTriggeredAbility now works with target pointer setting abilities.
- added shareable code with default proxy, headers and other settings for download tasks like images, symbols, mtgjson, etc;
- use XmageURLConnection.downloadText for text resources
- use XmageURLConnection.downloadBinary for any file resources
- added user agent with app version for all requests;
- added http logs and improved error messages;
* added object and targets info for possible actions;
* added detailed score for each action in possible action chains;
* added stack info;
* improved output for easy read and analyse;
* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog);
* game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087);
* tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
* gui: removed public deck hash info;
* gui: improved xmage dck-file - now it correctly load a card's amount (related to files from third party services);
* server: fixed wrong cheating warning on deck construction (closes#11877);
* refactor: removed outdated hash code and calculations;
* other: added docs, added multiple deck hash tests;
Face down changes:
* GUI: added visible face down type and real card name for controller/owner (opponent can see it after game ends);
* GUI: added day/night button to view real card for controller/owner (opponent can see it after game ends);
* game: fixed that faced-down card can render symbols, abilities and other hidden data from a real card;
* images: added image support for normal faced-down cards;
* images: added image support for morph and megamorph faced-down cards;
* images: added image support for foretell faced-down cards;
Other changes:
* images: fixed missing tokens from DDD set;
* images: no more client restart to apply newly downloaded images or render settings;
* images: improved backface image quality (use main menu -> symbols to download it);
* added support to attack battle permanents (#10246);
* fixed that AI was able to attack multiple targets by single creature (#7434);
* added docs;
* added todos with another bugs or possible problems with AI combat;