- refactor: removed outdated/unused code from AI, battlefield score, targeting, etc;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);
- fixed game errors with source related filters (related to #13713);
- fixed game freeze in hand's cards selection (related to #13290);
- fixed game freeze in target amount selection with X=0 (related to #13290);
- 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;
Improves:
* refactor: split CostAdjuster logic in multiple parts - prepare X, prepare cost, increase cost, reduce cost;
* refactor: improved VariableManaCost to support min/max values, playable and AI calculations, test framework;
* refactor: improved EarlyTargetCost to support mana costs too (related to #13023);
* refactor: migrated some cards with CostAdjuster and X to EarlyTargetCost (Knollspine Invocation, etc - related to #13023);
* refactor: added shared code for "As an additional cost to cast this spell, discard X creature cards";
* refactor: added shared code for "X is the converted mana cost of the exiled card";
* tests: added dozens tests with cost adjusters;
Bug fixes:
* game: fixed that some cards with CostAdjuster ignore min/max limits for X (allow to choose any X, example: Scorched Earth, Open The Way);
* game: fixed that some cards ask to announce already defined X values (example: Bargaining Table);
* game: fixed that some cards with CostAdjuster do not support combo with other cost modification effects;
* game, gui: fixed missing game logs about predefined X values;
* game, gui: fixed wrong X icon for predefined X values;
Test framework:
* test framework: added X min/max check for wrong values;
* test framework: added X min/max info in miss X value announce;
* test framework: added check to find duplicated effect bugs (see assertNoDuplicatedEffects);
Cards:
* Open The Way - fixed that it allow to choose any X without limits (close#12810);
* Unbound Flourishing - improved combo support for activated abilities with predefined X mana costs like Bargaining Table;
* 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;
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.
* improved by (#12415)
* Added symbol downloads for new colorless hybrid
---------
Co-authored-by: Alexander Novotny <alexander_novo@mail.tmcc.edu>
Co-authored-by: Oleg Agafonov <jaydi85@gmail.com>
* 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;
* server: fixed server crashes on usage of multiple permanents with {Any} mana abilities (example: Energy Refractor, related to #11285);
* AI: fixed game freezes and errors on computer's {Any} mana usage (closes#9467, closes#6419);
tests: fixed wrong permanent structure for battlefield cards (addCard command);
tests: added docs and additional runtime checks;
game: Modal double-faced cards - improved support, no more other side effects on battlefield;
game: Copy abilities - improved stability and cards support;
game: Player under control - improved stability and related cards support (possible NPE errors, additional runtime checks);
server: fixed bloated logs with game timer;
AI: fixed wrong timer in computer games;
* fixed code coverage data lost on failed tests;
* fixed code coverage report duplication and improved performance;
* fixed that sonar analyser can't see code coverage for some modules;
* added new aggregation module: Mage.Reports (used for code coverage report generation);
* reorganized pom and added additional instructions for jacoco and sonar usage;
* Rework AsThoughEffect
* some cleanup of MageIdentifer
* refactor ActivationStatus
* fix bolas's citadel
* fix a couple of the Alternative Cost being applied too broadly.
* fix Risen Executioneer
* allow cancellation of AsThough choice.
* fix One with the Multiverse
* cleanup cards needing their own MageIdentifier
* last couple of fixes
* apply reviews for cleaner code.
* some more cleanup
* Clean original values transmitted with CardView.originalObject
* Move RateCard to mage.Common, support cardView as argument.
* Clean PermanentView constructor for TestCardRenderDialog
* extra deck cards not counted in deck size
* extra deck handling in deckbuilder
* move responsibility for extraDeckCard boolean to CardImpl
* remove redundant field copy
* Added Goldberry
* Slight optimizaztion
* Happy Path Test
* More unhappy tests
* Sanity check for Goldberry's counter choices
* Updated player.getMultiAmount to support individual constraints
* Some cleanup
Also modified ResourcefulDefense to use new multi amount api
* Updated logging
* Added hint for number of counters
* Fixed issue with Resourceful Defense
* Improvements to defaults
Default list will properly make sure to stay within individual maximums
If a player is asked for a choice that isn't actually a choice because each choice's min and max are equal, instead the default response is immediately returned. This helps with situations like moving a counter off of Goldberry when she only has one counter on her.
* -1/-1 Counter test
* Fixed issue with -1/-1 counters
* Adjusted dialog to properly enforce constraints
* replace addSuperType with supertype.add in card constructors
* more supertype replacements
* update MDFC supertype implementation
* remove unnecessary class
* update test