* Now AI can see and use special mana payments like convoke, delve, improvise pays;
* Now devs can test special mana payments (disable auto-payment and use choices for mana pool and special pays);
* Fixed broken TargetDiscard in tests;
* Fixed broken same named targets in tests;
* now it can be used to calc and find available mana and playable abilities;
* now tests and AI can use that abilities;
* now it follows mtg's rules and restrictions for mana activation order (rule 601.2f, see #768);
* Now human player uses same code for playable abilities search as test framework (old version used different code, so it could not work in one of the modes);
* Split cards - improves playable highlights;
* Split cards - fixed that it doesn't work with dynamic added abilities like flashback (#6327, #6470, #6549);
* Implemented Yorion, Sky Nomad
* Implemented Yorion, Sky Nomad (but for real this time)
* updated game creation to use the correct deck size for limited
* fixed wrong manually pay by mana pool (it pays generic cost instead colored part of monohybrid);
* fixed not working cost reduction effects (now monohybrid cost will be reduced correctly with some limitation, see #6130);
* AI can play equipment/aura cards more frequent (computer can see and analyse all attached effects now);
* AI can attach permanents with bad effects correctly (bad for opponents, good for itself);
Currently there's no multiplayer format that allows players to cast
spells from the command zone and also allows any deck size.
This is a problem for players who want to test EDH Cube decks. These
decks:
- can have any size - often between 40 and 100 - with no standard
- can have cards outside the commander's color identity
- may break the singleton rule
Create a game and deck type to accommodate these types of decks.
Notable differences from Freeform Commander in addition to the above:
- Decks can have any number of cards in the maindeck or sideboard
- Sideboard cards can be any type
- There are no illegal expansions
- Games can have a minimum 2 players
* Added hotkeys to select options (1-9 for choice, SPACE/ENTER for done, ESC for cancel);
* "Up to" modes choose dialog - added "done" button in dialog;
* "Up to" modes choose dialog - fixed that user can't cancel if already selected one mode;
* Added extra info about source object, selected and remaining modes to select, ability number for hotkey;
* Fixed that mode choose dialog doesn't close on cancel (#6199);
* Added support of spell ability choice in free cast (chooseSpellAbilityForCast);
* Added support of "up to" targets setup in addTargetAmount (use TestPlayer.TARGET_SKIP to stop target choose);
* Restored multiple checks for addTargetAmount;
* Fixed many wrong tests (wrong order or missing commands);
* Gain control abilities - fixed wrong target chooses by AI (selects weakest permanent instead most powerful);
* Target of an opponent’s choice abilities - fixed that AI was able to cancel card cast, fixed wrong target chooses (Evangelize, Echo Chamber, Arena, Preacher, etc);
No Maven expert, but the sources of every other Server.Plugin is included in Maven project EXCEPT for Mage.Player.AIMCTS (which seems necessary to actually be used/ran, imported, indexed, etc). I doubt this is intentional and it's the only way to get those sources working for IntelliJ IDEA.
This should add some more development support for anyone else poking around the code base, like in #6114
(First time contributing so please excuse my noobness) Card not prevented by an effect should be playable ("&& !prevented"), but currently AI says card not prevented is NOT playable ("&& prevented"). Also, not sure why AI doesn't add to unplayable even though its not contained by playableInstants or playableNonInstants. I'm not even sure if we're maintaining ComputerPlayer's decision logic (as opposed to Computer Player7).
* No more game freezes on commanders from disconnected players;
* No more game freezes for disconnected players in started games (on mulligan, yes/no choices, etc);
* Fixed missing ability controller in some choose dialogs (wrong targets for gained controlled permanents);
* Added TODO for next fixes with take turn controllers;
* Fixed that computer was able to target own permanents for bad effects and opponent permanents for good effect;
* Improved target choices on card score (as example: boost most valuable, discard most weaker);
* Tests: fixed false positive tests (AI depended);
* Tests: fixed that test player can't find permanents for some filters/predicates;
* Game: added multiple cards/effects support (old version supported only 1 effect per game);
* Game: added combo support with split and adventure cards;
* AI: computer can see and play cards with dynamic added alternative cost (like Bolas's Citadel);
* UI: users can see playable cards with alternative cost.