-------------------
r800 | malban | 2012-04-05 09:25:02 +0200 (Do, 05. Apr 2012) | 1 Row
- just a Tag...
-------------------
r799 | malban | 2012-04-05 07:43:07 +0200 (Do, 05. Apr 2012) | 1 Row
- oom prevention fixed - free memory was not calculated correctly
-------------------
r798 | malban | 2012-04-05 06:51:24 +0200 (Do, 05. Apr 2012) | 2 Rows
- OOM see autosave
-------------------
r797 | malban | 2012-04-04 20:28:48 +0200 (Mi, 04. Apr 2012) | 1 Row
- Soul net on stack caused in vmatch a nullpointer exception, since type "triggered" was a non supported action.
Strange that this occur not befor...
-------------------
r796 | malban | 2012-04-04 17:40:05 +0200 (Mi, 04. Apr 2012) | 2 Rows
- another two or three bugs fixed -> they get more difficult to find and to fix...
- another test added and all tests go ok for eMalban again...
-------------------
r795 | malban | 2012-04-04 13:43:10 +0200 (Mi, 04. Apr 2012) | 4 Rows
- strange kicker behaviour -> fixed
- OOM Prevention randomizing EAI -> fixed
- blockers killed in blocking phase -> still blocking -> fixed
- debug window tree enhancements -> added
-------------------
r794 | malban | 2012-04-03 17:09:28 +0200 (Di, 03. Apr 2012) | 1 Row
- strange behaviour with kickers - some bugs already fixed - but must investigate more -> See Debug Game 16...
-------------------
r793 | malban | 2012-04-03 00:15:21 +0200 (Di, 03. Apr 2012) | 1 Row
- several bugs found in current game (debugmatches -> autosave), p0 human, p1 eMalban
-------------------
r792 | malban | 2012-04-02 15:33:07 +0200 (Mo, 02. Apr 2012) | 1 Row
- preperations for beta JPortal 1.3 - II
-------------------
r791 | malban | 2012-04-02 13:09:43 +0200 (Mo, 02. Apr 2012) | 1 Row
- preperations for beta JPortal 1.3
-------------------
r790 | malban | 2012-04-01 20:05:49 +0200 (So, 01. Apr 2012) | 1 Row
-oom
-------------------
r789 | malban | 2012-04-01 10:51:09 +0200 (So, 01. Apr 2012) | 2 Rows
- Bug with "Natural Order" fixed - (Order of play was different than order of hints)
- Remember to switch vmatch in every branch to off -> otherwise OOMs might still occur, prevention does not work if vmatch is built in every branch (calculation is based on different values)
-------------------
r787 | malban | 2012-03-30 17:03:04 +0200 (Fr, 30. Mrz 2012) | 2 Rows
- some fixes again (stacking, scoring)
- some bugs discovered - which are not SO easy to fix - see todo
-------------------
r785 | malban | 2012-03-30 00:12:18 +0200 (Fr, 30. Mrz 2012) | 1 Row
- look at todo
-------------------
r784 | malban | 2012-03-30 00:04:57 +0200 (Fr, 30. Mrz 2012) | 1 Row
- Fixed amongst others a memory leak
-------------------
r783 | malban | 2012-03-29 16:33:15 +0200 (Do, 29. Mrz 2012) | 1 Row
- Started finetuning new scoring - NOT DONE YET!
-------------------
r782 | malban | 2012-03-29 07:43:47 +0200 (Do, 29. Mrz 2012) | 1 Row
- some bugs - little docu and started with new scoring
-------------------
r780 | malban | 2012-03-28 18:04:13 +0200 (Mi, 28. Mrz 2012) | 1 Row
- Theme bugfix - and diverse other...
-------------------
r779 | malban | 2012-03-27 23:03:45 +0200 (Di, 27. Mrz 2012) | 2 Rows
- extended theme-support - now with xml file support
- enabled multiple depth modal dialogs
-------------------
r778 | malban | 2012-03-27 17:52:42 +0200 (Di, 27. Mrz 2012) | 1 Row
- started further theme support. Dunno if I will continue. Its not much fun actually... -------------------
r777 | Malban | 2012-03-27 12:46:58 +0200 (Di, 27. Mrz 2012) | 4 Rows
- some bugfixes
- Land play optimized
- Options for OOM and Adpation Threshold added
- OOM-protection second stage added
-------------------
r775 | Malban | 2012-03-26 23:41:23 +0200 (Mo, 26. Mrz 2012) | 2 Rows
- hard break OOM? Try
- Attack stupid was a bug... must watch closer...
-------------------
r772 | Malban | 2012-03-26 21:39:45 +0200 (Mo, 26. Mrz 2012) | 1 Row
- some bugfixes + player avatar
-------------------
r764 | Malban | 2012-03-16 16:43:07 +0100 (Fr, 16. Mrz 2012) | 2 Rows
-theme support started - non working
-------------------
r763 | Malban | 2012-03-16 15:17:39 +0100 (Fr, 16. Mrz 2012) | 3 Rows
- added limited support for HQ-Pictures. Must be gotten from Slighty Magic HQ Full Scans and put in a sub directory of set called "full"
- edited help a bit...
- maybe some small bug - dunno, cant remember
-------------------
r762 | Malban | 2012-03-15 17:04:01 +0100 (Do, 15. Mrz 2012) | 1 Row
- weird bug fixed Control of Court...
-------------------
r761 | Malban | 2012-03-13 16:38:54 +0100 (Di, 13. Mrz 2012) | 1 Row
- again small changes, mainly in Count X variations. Extra parameter added for EAI
-------------------
r759 | Malban | 2012-03-12 17:37:18 +0100 (Mo, 12. Mrz 2012) | 1 Row
- small changes in attacker generation efficiency
-------------------
r758 | Malban | 2012-03-12 16:08:26 +0100 (Mo, 12. Mrz 2012) | 1 Row
- Cache bug corrected (Block caching did not respect TAP-State)
-------------------
r757 | Malban | 2012-03-12 15:34:57 +0100 (Mo, 12. Mrz 2012) | 1 Row
- very small changes, Norwood Priestess, cancel fixed, Achievments...
--------------------
r756 | Malban | 2012-03-05 19:39:15 +0100 (Mo, 05. Mrz 2012) | 1 row

- Hand of death fixed...
--------------------
r755 | Malban | 2012-03-05 01:25:04 +0100 (Mo, 05. Mrz 2012) | 1 row

- few more fixes
-------------------
r753 | Malban | 2012-03-04 01:48:47 +0100 (So, 04. Mrz 2012) | 2 rows

- Many small fixes
- did much testing with booster play... must still be continued...
-------------------
r752 | Malban | 2012-03-04 01:45:51 +0100 (So, 04. Mrz 2012) | 2 rows

- Many small fixes
- did much testing with booster play... must still be continued...
-------------------
r751 | Malban | 2012-03-03 00:43:01 +0100 (Sa, 03. Mrz 2012) | 1 row

- some small bug fixes, testing with booster malban - looks very good!
-------------------
r750 | Malban | 2012-03-02 15:23:04 +0100 (Fr, 02. Mrz 2012) | 4 rows

- all card checks done!
- quite a few bugs removed while doing the last 10 cards...
- some new hints also added
- now: Scoring (better), and Evil and overall cleanup!!!! Than release!
------------------
r749 | Malban | 2012-03-01 17:22:37 +0100 (Do, 01. Mrz 2012) | 3 rows

- was sick a couple of days :-(
- today did the last creaturs of 3, no only 10 Sorceries are missing - possibly tomorrow
- fixed a couple of small bugs...
-------------------
r748 | Malban | 2012-02-24 15:38:22 +0100 (Fr, 24. Feb 2012) | 6 Rows
- did one or another bugfix, one espacially, epxerimental was fixed (wasnt doing anything at all, since i was looking in the wrong leaf)
- added EAI config for enabling combat cache/ experiment
- added Debug Window switches for UID of leaf and attacker Key information
- did verify the first 4 card of portal 3 (19 cards to go - than all checking DONE!!!)
- dev might slow down in coming weeks since work issues came up...
- apart from "EVIL" everything looks rather fine atm
-------------------
r747 | Malban | 2012-02-24 08:35:40 +0100 (Fr, 24. Feb 2012) | 1 Row
- some syntax errors fixed in documentation
-------------------
r746 | Malban | 2012-02-23 15:21:12 +0100 (Do, 23. Feb 2012) | 7 Rows
- done all Starter 2000 checks -> left todo only some Portal 3 cards!!!
- cache bug fixed (several bugs)
- experiment bug fixed (several bugs)
- getBest() changed so that on same scores the "best" score sum is taken as a single leaf
- actually the bug removal was quite complicated - and took several hours time, so I would like to stretch that fact here!
- some Hints added (for Starter 2000)
- Ransack is a really bad cards!!! btw (at least to implement in vmatch)
-------------------
r744 | Malban | 2012-02-21 18:11:35 +0100 (Di, 21. Feb 2012) | 1 Row
error at compile error ,
-------------------
r743 | Malban | 2012-02-21 17:16:24 +0100 (Di, 21. Feb 2012) | 2 Rows
- Due to not checking in all files at home, I would not continue coding
- I updated (partially) he documentaion
-------------------
r741 | Malban | 2012-02-17 14:20:39 +0100 (Fr, 17. Feb 2012) | 7 Rows
- only did the last two cards of Startup 2000, but that was again  yuk!
- had to implement card decision for opponnents block phase, was not needed befor (samit healer, can now "just in time" prevent damage in (i think) all cases)
- the implementation did not work with the new caching and the experimental scoring of combat
- (befor only one path in combat evaluation from player view needed to be followed - now as many as "samit healer" (or the like) produce
- implemented that still only ONE combat is taken as evaluation, but the high scored...
- todo: 1999 and 3, should be easy going no. After that new scoring and going heavily in release direction
- (evil must still be fixed!)
-------------------
r740 | Malban | 2012-02-15 15:49:40 +0100 (Mi, 15. Feb 2012) | 1 Row
- small bug, big effect, fixed (endlessloop)
-------------------
r739 | Malban | 2012-02-15 15:23:52 +0100 (Mi, 15. Feb 2012) | 5 Rows
- updated enchantments
- Virtual Match handles them correctly now,
- can remove (disenchant) and keep enchantment effect for more than one simulation round
- this required quite some doing - but seems to work allright now
- because of this only one card was verified today -> disenchant
-------------------
r738 | Malban | 2012-02-14 13:16:13 +0100 (Di, 14. Feb 2012) | 3 Rows
- Portal 2 finished!
- 2 Bugs fixed, cached "experiemnt" did not work
- righteous fury...
-------------------
r737 | Malban | 2012-02-13 18:02:18 +0100 (Mo, 13. Feb 2012) | 3 Rows
- only one small thing left for portal 2 cards
- match execution of new actions for eye spy, (virtual match is allright!)
- several BugFixes: e.g. Gift of estates
-------------------
r733 | Malban | 2012-02-10 15:39:09 +0100 (Fr, 10. Feb 2012) | 10 Rows
- Card checking continued - nearly done with Portal 2
- implemented a "whole combat scoring".
- befor, if width reduction was used, each leaf was weighted for its own current weight
- in combat only really scoring changes are made AFTER the complete combat took place
- thus reduction of attack variants never really took place
- as it is now, the complete combat phase is evaluated, and to each leaf the combat result score is set
- width reduction take now place using that score.
- (this was quite fiddlesticks - glad I did it though)
- EVIL is still something to master....
- but will do the other cards next... first
-------------------
r732 | Malban | 2012-02-09 13:19:09 +0100 (Do, 09. Feb 2012) | 3 Rows
- Card checking continued, small changes made.
- Piracy, does not (match and virtual match) respect the restriction of opponents mana to only be used for spells
  -> future...
-------------------
r731 | Malban | 2012-02-08 16:35:19 +0100 (Mi, 08. Feb 2012) | 9 Rows
- Card checking continued, Portal two only sorceries remaining...
- did target chosing on assign damage as not blocked
- and assign damage as blocked
- both targettings are done WHILE doCombat(), not in advance, since I don´t really know how opponent wil react
- vMatch assumes opponents reactions, an uses them for further evaluation
- but chosing will not be visible in EAIDebugWindow (only the effects of the chosing in the corresponding vMatch view)
- both targettings are card wise handled differently, this gives some room for future improvements!!!
- for both cases and both variants, testcases were generated
- also did some step towards "target chosing of opponent" in vMatch (e.g. Predatory Nightstalker)
-------------------
r730 | Malban | 2012-02-07 14:59:49 +0100 (Di, 07. Feb 2012) | 2 Rows
- card testing for second edition started.
- main challenge was cunning giant -> working now, but nice implementation -> is something else...
-------------------
r729 | Malban | 2012-02-06 16:53:24 +0100 (Mo, 06. Feb 2012) | 1 Row
- last minute checkin :-)
-------------------
r728 | Malban | 2012-02-06 11:23:39 +0100 (Mo, 06. Feb 2012) | 8 Rows
- implemented some additional code to classify card evaluation
- implemented an adjustment boundary for branch generation, this should take care of
  the last open memory problems. Not the perfect solution, but I am getting tired of it.
- next to do: check all left over cards for vMatch implementation
- UI adjustments
- beautifying
- remove obsolete code...
- than - FINALY do another release!
-------------------
r727 | Malban | 2012-02-03 17:38:38 +0100 (Fr, 03. Feb 2012) | 1 Row
- small bugfix in cahce
-------------------
r726 | Malban | 2012-02-03 16:10:44 +0100 (Fr, 03. Feb 2012) | 4 Rows
- better combat caching implemented - should do that for other phass as well
- still OOM trouble, see todo, mainly with multitudes of lib deceicsions
- cache might help?
-
-------------------
r725 | Malban | 2012-02-02 17:01:47 +0100 (Do, 02. Feb 2012) | 2 Rows
- a couple of Bugfixes
- TestMatches Hip hip Hurray!
-------------------
r724 | Malban | 2012-02-01 17:50:52 +0100 (Mi, 01. Feb 2012) | 2 Rows
- Some small Bugfixes
- Seems like a good working copy now... must do more testing...
-------------------
r723 | Malban | 2012-02-01 12:20:14 +0100 (Mi, 01. Feb 2012) | 5 Rows
- Testruns are now Thread save
- added debugging Window in Testruns
- fixed all testruns (one missing, must look at home, if I didn´t check sources in)
- added configuration to enable vMatch generation in all branches (for debugging)
- fixed matchKeyBuilding - well now as vMatch tapped lands are sorted by tapstate, rather than by ID
-------------------
r721 | Malban | 2012-01-31 16:47:58 +0100 (Di, 31. Jan 2012) | 1 Row
- some bugfixes
-------------------
r720 | Malban | 2012-01-30 16:45:36 +0100 (Mo, 30. Jan 2012) | 2 Rows
- attack bugfixes
- EAI config added for attack
-------------------
r719 | Malban | 2012-01-29 14:06:11 +0100 (So, 29. Jan 2012) | 3 Rows
- reattack added
- smaller bugfixes
- tests neccessary
-------------------
r718 | Malban | 2012-01-25 16:30:50 +0100 (Mi, 25. Jan 2012) | 12 Rows
- trying a complete new EAI Combat System
- all blocking is evaluated using an algorithm, which is not permutation based
- tried same thing for attacking - but failed
- attacking uses a better "extreme" version
- both are atm not configurable - first version working - though testing must be done!
-------------------
r717 | Malban | 2012-01-25 16:24:46 +0100 (Mi, 25. Jan 2012) | 1 Row
-autosave dummy commit
-------------------
r716 | Malban | 2012-01-23 15:10:19 +0100 (Mo, 23. Jan 2012) | 4 Rows
Changed blocking to use an algorythmic approach.
Works - seemingly - has to be tested if it produces good/very good blocking scanarios...
Next I will try to find an algorythmic attacker...
-------------------
r715 | Malban | 2012-01-19 12:38:25 +0100 (Do, 19. Jan 2012) | 1 Row
- break - in combat sim todo... not working
-------------------
r714 | Malban | 2012-01-18 21:24:05 +0100 (Mi, 18. Jan 2012) | 1 Row
- combat still suks sometimes!
-------------------
r713 | Malban | 2012-01-18 16:09:42 +0100 (Mi, 18. Jan 2012) | 1 Row
- started algorithmic battles - but... well not really yet...
-------------------
r712 | Malban | 2012-01-17 16:50:56 +0100 (Di, 17. Jan 2012) | 1 Row
- small "fixed" bug fix
-------------------
r711 | Malban | 2012-01-17 16:33:20 +0100 (Di, 17. Jan 2012) | 1 Row
- all of Prtal verfified in EAI
-------------------
r710 | Malban | 2012-01-16 16:51:50 +0100 (Mo, 16. Jan 2012) | 1 Row
- small hint changes...
-------------------
r709 | Malban | 2012-01-16 16:14:06 +0100 (Mo, 16. Jan 2012) | 8 Rows
- card cecking continued ... for Portal Cards nearly done -> 3 missing
  (this means the new AI can internally handle all Portal cards correctly -> today I went brain-nuts doing alluring scent... this was a trial an error one. horrible!)
-> next todos befor release:
 - double check all other supported sets
 - do better scoring
 - do a algorithmic attacking blocking
 - beautifying
-------------------
r708 | Malban | 2012-01-13 16:17:56 +0100 (Fr, 13. Jan 2012) | 2 Rows
- card cecking continued ...
- 2 Bugs fixed ...
-------------------
r707 | Malban | 2012-01-09 16:13:25 +0100 (Mo, 09. Jan 2012) | 1 Row
- card cecking continued ...
-------------------
r706 | Malban | 2011-12-19 17:00:30 +0100 (Mo, 19. Dez 2011) | 1 Row
- card cecking continued - Battle seems broken (blocker in EAI)... hmmmm
-------------------
r705 | Malban | 2011-12-18 16:03:31 +0100 (So, 18. Dez 2011) | 1 Row
- combat still suks sometimes!
-------------------
r704 | Malban | 2011-12-16 16:25:28 +0100 (Fr, 16. Dez 2011) | 2 Rows
- Much testing of PORTAL cards, all creatures should be simulated correctly, some fiddlings in VirtualMatch, and fiddlings with enhanced hints
- next is to check all sorceries of PORTAL and than the other sets... boring stuff - but Virtual Match gets ever the better!
-------------------
r701 | Malban | 2011-12-15 20:04:00 +0100 (Do, 15. Dez 2011) | 1 Row
- disvovered a "feature" :-( - see todo
-------------------
r700 | Malban | 2011-12-15 17:53:46 +0100 (Do, 15. Dez 2011) | 12 Rows
- Did more testcases, actually for all Instants of original PortalSet.
- This was depressing - since many flaws were evident
- On the other hands all of the flaws were easily fixed. but that also means
- I should do more testcases, best would be for all cards. Many many mistakes are still there to be discovered.
- Virtual Match has many cases where hints are not yet recognized, I wonder sometimes why the AI is allready so good...
- "Things" which are activated intrinsic to game situations like "when xxx attack" (these are not activated abilities) are hardly
  recognized as of yet (but progress has been made)
- Targeting while attack declaration (seasoned Marshal) done
- Same has probably to be done for Blocking - I will work my way to it, by looking up on all cards, that should work
- Also supported by VirtualMatch now are
a) player Auras
b) Auras generated by sorceries (in opposition to Auras generated by Enchantments/creatures/artifacts)
-------------------
r699 | Malban | 2011-12-14 23:26:59 +0100 (Mi, 14. Dez 2011) | 1 Row
- Latest Bugs fixed, did two further test scanrios
-------------------
r698 | Malban | 2011-12-14 18:40:38 +0100 (Mi, 14. Dez 2011) | 1 Row
- provided some stack bugs - look at todo - something is very wrong atm
-------------------
r697 | Malban | 2011-12-14 15:47:07 +0100 (Mi, 14. Dez 2011) | 7 Rows
- Started doing testcases for different situations
- actually only did two befor encountering problems
- stack actions were not correctly if used in Attacker Phase (Block not yet checked)
- this was corrected (actually quite a lot of things had to be done)
- target now is to do testcases for all instants (or at least many)
- than I will do a list of cards which as yet have to be implemented in Virtual Match -> ongoing process, see todo for a start
- fixed a xml bug, not two xml fields should have the same tag names (atually obivous... )
-------------------
r696 | Malban | 2011-12-13 23:56:05 +0100 (Di, 13. Dez 2011) | 8 Rows
- Testmatches "finished"
- Test match runs matches in an own thread, as of yet that construct is very "insecure" deadlocks can happen, when
  awt/swing events are generated - better dont touch while testsuit is running
- right now im notgoing further into this... perhaps at some stage
- test working pretty good though
- added copy routine from savematch/autosave to testmatches
- added view button for savestates
- corrected a couple of small other bugs (VirtualMatch)
-------------------
r694 | Malban | 2011-12-13 16:13:30 +0100 (Di, 13. Dez 2011) | 1 Row
- EAI Test runs now wokring - different stuff done
-------------------
r693 | Malban | 2011-12-12 17:17:51 +0100 (Mo, 12. Dez 2011) | 1 Row
commentaries in todo/done updated
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r692 | Malban | 2011-12-12 17:14:21 +0100 (Mo, 12. Dez 2011) | 5 Rows
- Stack done by EAI - working first version
- Still testing needed!
- fixed some small bugs
- there must still be a hole lot of testing to be done...
-------------------
r691 | Malban | 2011-12-09 16:34:12 +0100 (Fr, 09. Dez 2011) | 2 Rows
-Small bug in Hint generation fixed
- Also discovered, that TwinTest MUST respect the ordering of VAR cards - otherwise non optimal choices can be made -> EAITest.xml
-------------------
r690 | Malban | 2011-12-09 15:36:44 +0100 (Fr, 09. Dez 2011) | 21 Rows
- started - dispite earlier thinking it was not needed right now - with stack-checking in EAI
- this will be a couple of days, since tweaking in a couple of places... is needed
- what works: generate a Virtual Match stack from a match stack
- resolve (virtual) stack
- whats needs to be done:
- tell eai to put actions on stack, rather than playing them out (only for stack checking!)
- implement hint support for stack cards in Virtual match
- After that - implement all other hints :-)!
- Few Bugs corrected!
- STUPID: in attack simulation tapped cards were not sorted out! How could I have missed that!
- Twin check now includes players health - otherwise killing a card befor and after successfull attacking a player (e.g. with pyroclasm)
  made no difference and the better option was eliminated (randomly)
- all Out attack -> now only with creatures (not enchantments and none creature artifacts anymore)
- Did I mention already that a Hint button is implemented? Textual and grafical (TreeView borrowed from EAIDebugWindow)
- Bug not found:
 - Nullpointer Exception in 68th game played overnight in turn 58. -> despite savedgame -> not reproducable
- "might" be because EAI fault check was limited to 100- increased to 150. In test games it reached up to 70, with multi target cards playing, triggers of soulnet, etc...
-------------------
r689 | Malban | 2011-12-08 17:14:12 +0100 (Do, 08. Dez 2011) | 1 Row
- comments in todo
-------------------
r688 | Malban | 2011-12-08 15:57:36 +0100 (Do, 08. Dez 2011) | 1 Row
- Hint button added!
-------------------
r687 | Malban | 2011-12-07 16:52:46 +0100 (Mi, 07. Dez 2011) | 1 Row
- Mainly documentation done
-------------------
r686 | Malban | 2011-12-06 15:16:55 +0100 (Di, 06. Dez 2011) | 7 Rows
- Bug with EAI Error fixed - was two fold first Vigilance was not respected in Virtual Match -> fixed
- Also no Hint was available for Activation only befor declaring attackers -> done and supplied to all relevant cards
- Also all known Temporal cards in VMatch implemented:
 - Last Chance
 - Temportal Manipulation
 - Relentless Assault
-> EAI seems to handle them correctly -> Phu!
-------------------
r685 | Malban | 2011-12-06 00:57:14 +0100 (Di, 06. Dez 2011) | 1 Row
- Bug Remaining in attack Phase see todo...
-------------------
r684 | Malban | 2011-12-05 19:44:43 +0100 (Mo, 05. Dez 2011) | 1 Row
- Last Chance working
-------------------
r683 | Malban | 2011-12-05 19:09:47 +0100 (Mo, 05. Dez 2011) | 1 Row
Nix
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r682 | Malban | 2011-12-05 17:25:43 +0100 (Mo, 05. Dez 2011) | 2 Rows
- Started with time machines - nearly done
- discovered possible bug in last chance - seems it kills once turn to early...
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r681 | Malban | 2011-12-05 17:25:21 +0100 (Mo, 05. Dez 2011) | 2 Rows
- Started with time machines - nearly done
- discovered possible bug in last chance - seems it kills once turn to early...
-------------------
r680 | Malban | 2011-12-05 17:21:37 +0100 (Mo, 05. Dez 2011) | 2 Rows
- Started with time machines - nearly done
- discovered possible bug in last chance - seems it kills once turn to early...
-------------------
r679 | Malban | 2011-12-05 17:21:22 +0100 (Mo, 05. Dez 2011) | 2 Rows
- Started with time machines - nearly done
- discovered possible bug in last chance - seems it kills once turn to early...
-------------------
r678 | Malban | 2011-12-05 17:21:03 +0100 (Mo, 05. Dez 2011) | 2 Rows
- Started with time machines - nearly done
- discovered possible bug in last chance - seems it kills once turn to early...
-------------------
r676 | Malban | 2011-12-02 17:00:21 +0100 (Fr, 02. Dez 2011) | 1 Row
- blaze can kill player (malban EAI) that is
-------------------
r675 | Malban | 2011-12-02 15:56:35 +0100 (Fr, 02. Dez 2011) | 1 Row
- small fixes to debugging window
-------------------
r674 | Malban | 2011-12-02 12:38:44 +0100 (Fr, 02. Dez 2011) | 1 Row
- tested - fixed - working!... next will be the temporal manipulations
-------------------
r673 | Malban | 2011-12-01 16:42:14 +0100 (Do, 01. Dez 2011) | 3 Rows
- untested dynamic leaf building in EAIPlanTree
- dynamic simulation depth
- MUST be debugged!
-------------------
r672 | Malban | 2011-12-01 15:02:18 +0100 (Do, 01. Dez 2011) | 17 Rows
- Changed EAI to:
 - currentPhase is not tracked by EAIPlantTree anymore but in VirtualMatch
 - likewise currentPlayer
 - likewise depth of simulation
- These changes were needed in order get something like Temporal Manipulation to work.
- Cards like that will also change the depth of simulation
- next steps:
 + change depth of simulation to "relativ" settings like
 - 1 phase
 - till end of combat
 - till start of opponent
 - till block of opponents attack
 - till (own) attack after opponents turn
Last will be the maximum, which might be a maximum of 12(player turn) +12(X times temporal Manipulation) + 12 oppoent + 9 Player - >45 (plus X) steps to
evaluate (this is MURDER) - dunno if the AI can handle that - will look at it...
-------------------
r671 | Malban | 2011-11-29 16:56:07 +0100 (Di, 29. Nov 2011) | 4 Rows
- Very Strange Bug fixed:
  card resurrected from grave, opponent stack check was done "in between" opponent wanted tocancel summoning (not cancel the spell of return).
 This was possible, since on the stack only the "card played" remained, and the opponent thought is wa well - a card just played.
 Elemination of a stack check in that case was done. Dunno if that was the most brilliant solution.
-------------------
r669 | Malban | 2011-11-28 22:38:15 +0100 (Mo, 28. Nov 2011) | 1 Row
1 Bug todo
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r668 | Malban | 2011-11-28 22:08:38 +0100 (Mo, 28. Nov 2011) | 1 Row
Some small Bugs found and fixed. Again -> no known bugs...
-------------------
r667 | Malban | 2011-11-28 20:29:09 +0100 (Mo, 28. Nov 2011) | 1 Row
Cache Bug removed in SingleFight
-------------------
r666 | Malban | 2011-11-28 16:46:26 +0100 (Mo, 28. Nov 2011) | 1 Row
- Syntax
-------------------
r665 | Malban | 2011-11-28 13:23:01 +0100 (Mo, 28. Nov 2011) | 4 Rows
- Some Bugs corrected, namely: Play spitting earth, play burning cloak, nullpointer on unkown targetting
- also implemented isGoodCard() as integer (1== good, -1 == bad, 0 == can be both)
- NO known bug at the moment! Hip Hip Hurray.
- Played a couple of hundred games bug free now! (AIBattles)
-------------------
r660 | Malban | 2011-11-19 16:26:01 +0100 (Sa, 19. Nov 2011) | 2 Rows
Many small buggfixes 400 games in a row Wothout Bug!
(small bug right now with coercion, see todo... easy to fix though...)
-------------------
r659 | Malban | 2011-11-18 16:06:43 +0100 (Fr, 18. Nov 2011) | 1 Row
- Might be fast now - but right now malban plays terrible -> see todo
-------------------
r658 | Malban | 2011-11-18 16:01:43 +0100 (Fr, 18. Nov 2011) | 1 Row
- Might be fast now - but right now malban plays terrible -> see todo
-------------------
r657 | Malban | 2011-11-18 15:51:36 +0100 (Fr, 18. Nov 2011) | 4 Rows
- Updated todo/done list
- Buf Cards only played when "sensible"
- Damage cards (not tested yet only played in ways that might actually kill a creature
-------------------
r656 | Malban | 2011-11-18 15:26:59 +0100 (Fr, 18. Nov 2011) | 2 Rows
- optimization in Attacking - can´t get much more than that... (if correct)
- Aura for attack / block implemented in vmatch (can most of the time not be seen in debug window, since there I optimized if only one leaf exists -> I show the vMatch in the leaf below...
-------------------
r655 | Malban | 2011-11-18 00:05:37 +0100 (Fr, 18. Nov 2011) | 1 Row
OOMAgain - >_OOMNew_
-------------------
r654 | Malban | 2011-11-17 15:48:31 +0100 (Do, 17. Nov 2011) | 3 Rows
- Activation in Opponents attacker Phase done
- Bug in Score Blocking fixed
- VMtach now sends coastal wizard home!
-------------------
r653 | Malban | 2011-11-17 00:22:12 +0100 (Do, 17. Nov 2011) | 1 Row
started on count x-> this is as bad as kickers!
-------------------
r652 | Malban | 2011-11-16 22:24:04 +0100 (Mi, 16. Nov 2011) | 2 Rows
doubleblock
-------------------
r651 | Malban | 2011-11-16 21:18:43 +0100 (Mi, 16. Nov 2011) | 1 Row
Count x todo!
-------------------
r650 | Malban | 2011-11-16 16:11:50 +0100 (Mi, 16. Nov 2011) | 2 Rows
- fixed Twins (small sorting bug)
- first try of blocking with scoring - has to be tested (NO tests done yet)
-------------------
r649 | Malban | 2011-11-15 22:59:45 +0100 (Di, 15. Nov 2011) | 1 Row
Twin checking done.
-------------------
r648 | Malban | 2011-11-15 17:23:51 +0100 (Di, 15. Nov 2011) | 5 Rows
- small bug fixes
- enhanced debug window once more
- scoring finetuneing
- at least two blocker formations now, BEST and NONE
-> Next must be blockers!
-------------------
r647 | Malban | 2011-11-14 19:04:39 +0100 (Mo, 14. Nov 2011) | 1 Row
grml
-------------------
r646 | Malban | 2011-11-14 17:06:15 +0100 (Mo, 14. Nov 2011) | 3 Rows
-Strange bug fixed, where Allround AI tries attacking with a creature that was sent to hand by itself with coastal wizard by itself, and
 thus was not available as an attacker anymore
- Debugging this I found, that blocking evaluation must be improved (less choices)
-------------------
r645 | Malban | 2011-11-13 19:45:05 +0100 (So, 13. Nov 2011) | 1 Row
a Bug - see todo
-------------------
r644 | Malban | 2011-11-13 19:15:48 +0100 (So, 13. Nov 2011) | 13 Rows
- Many small fixes
- started another opimization round -> not finished though
 * remove leafs, where bufs are cast on creatures which do not attack
 * buf / debuf instances, which can be played "allways" are not considered in main phases anymore!
   (since from match point of view all is double checked and the results are exactly the same)
 * artifact activation (dependened on what it is) will only be evaluated in Main
- couple of Cards Enhanced hints fixed - guess i have to double/tripple check them all from time to time
- 3 new hints to OPEN_PLAYER LIBRARY, OPEN OPEN LIBRARY and OPEN OPPONENT HAND, so vmatch knows it can access the
  (dunno, smells a bit like cheating - but what the heck)
- and along with that hints to cards set accordingly
- and virtual match now evaluates the above said. Dummy cards are used more seldom now.
- and more small stuff...
-------------------
r643 | Malban | 2011-11-12 23:12:26 +0100 (Sa, 12. Nov 2011) | 3 Rows
-Small fixes
- new todos
- bugs (look todo) discovered :-(
-------------------
r642 | Malban | 2011-11-12 00:43:07 +0100 (Sa, 12. Nov 2011) | 5 Rows
- Mana from paying shown in Acion Debug display
- Bugs: in AdHoc Manapayment corrected
  a) if no mana -> cance payment
  b) if mana adHoc was used which was already planned for -> EAI Error...
- small other things
-------------------
r641 | Malban | 2011-11-11 15:39:56 +0100 (Fr, 11. Nov 2011) | 13 Rows
- BugFix in VMatch -> Attackers are now tapped (how could I have missed that?)
- BugFix in EAIPlanTree -> reverse combat was done for the wrong "attacking player"
- implemented extreme testing in attacking, seems to work (caching too)
- started on deeper analyses of blocking, meaning, in block the weighting of health and creatures are respected, meaning:
 - it is determined whether an attacking creature CAN be killed
 - it is determinded how much it costs (scoring) to kill it (least costs)
 - it is determined what it costs to take the damage (scoring)
 - it is determined how much it costs (least) to block it (scoring)
-> the least score is taken
The applied attacking blockerlists are itereated.
- might be a huge step in complexity reduction -> but must be implemented
- first steps are done in CombatSimNew (and Weighting)
- added tapped/untapped info to action cards in debug window
-------------------
r640 | Malban | 2011-11-10 15:16:58 +0100 (Do, 10. Nov 2011) | 1 Row
- Changed again the Forced, Fixed, Variable implementation.
-------------------
r639 | Malban | 2011-11-09 21:21:17 +0100 (Mi, 09. Nov 2011) | 1 Row
- OOM Error
-------------------
r638 | Malban | 2011-11-09 21:04:35 +0100 (Mi, 09. Nov 2011) | 2 Rows
- Some fixes with Multiplyer Hints
- Some fixes to Force/fix/Variable scheming
-------------------
r637 | Malban | 2011-11-09 16:45:18 +0100 (Mi, 09. Nov 2011) | 14 Rows
- Triggers in vmatch "done"
  - only Graveyard - Triggers
  - only Triggers without payment costs or Mana-Payment costs
  - extra hints in "OCCURENCE" and "PLAY_RESTRICTIONS" implemented
  - only Card which uses that is SOUL NET
  - if enough Mana is available in vmatch for trigger -> than trigger is USED
  - EAI is not asked to generate variations on decisions whether triggered "MAYBE" actions should be taken - if trigger CAN be used for now it WILL be used
- Enhanced EAI supports now "unexpected" Mana-Payment, if it is used for triggers.
  In order for that to work, the expected payment for triggered Mana must set the mana.paymentType = ManaPayment.MP_TRIGGER_ACTIVATE_CARD
- If that case is encountered (for now only again SOUL NET), an adHocEAIPlan is generated for the current situation.
- for now NO decision tree is made, if mana is availble the trigger will be payed for.
- next todo: is look again at multitudes of choices. Kickers come into mind -since for each kicker variation a set of choices is made...
-------------------
r634 | Malban | 2011-11-08 13:36:51 +0100 (Di, 08. Nov 2011) | 4 Rows
- Soem fixes...
- Triggers in Enhanced EAI started
- Todo: everything Trigger in VMatch
- See -> compile error, ...
-------------------
r633 | Malban | 2011-11-07 16:50:20 +0100 (Mo, 07. Nov 2011) | 3 Rows
- EAI, Reattacking and Reblocking started.
- also enhanced scroing window, to also show the concrete opponent scores
- health scoring (internal) now linear monoton function
-------------------
r632 | Malban | 2011-11-02 15:20:09 +0100 (Mi, 02. Nov 2011) | 1 Row
-...
-------------------
r631 | Malban | 2011-10-31 15:33:45 +0100 (Mo, 31. Okt 2011) | 2 Rows
- Some Optimizing Attack Block
- First try Block using Sim
-------------------
r630 | Malban | 2011-10-21 17:08:38 +0200 (Fr, 21. Okt 2011) | 2 Rows
EAIERR3 gefixed, handle stack did generate a "normal" phase plan instead of a special one for stack needs. Therefor an endless loop could occur when handle stack was called under certain circumstances in Main1.
Also implemented ONLE_ONE_BLOCK in vmatch
-------------------
r628 | Malban | 2011-10-13 23:30:51 +0200 (Do, 13. Okt 2011) | 5 Rows
Some bugs fixed, but (look at todo) some
a) memory issues came up (12 blocking creatures!!!! in  aTestgame)
b) not in vMatch supported "actions" -> must be implemented
c) issues an EAI ERROR (meaning) recall of EAI (endlessly)
Some minor fixes in vmatch handling of "inherent" targets (e.g. Cunning Advisor is correctly handled by vmatch)
-------------------
r627 | Malban | 2011-10-13 00:09:29 +0200 (Do, 13. Okt 2011) | 1 Row
One Fix and at least one error anew -> see EAIERR1/2
-------------------
r624 | Malban | 2011-10-12 14:31:36 +0200 (Mi, 12. Okt 2011) | 1 Row
No Sound switch added to config
-------------------
r623 | Malban | 2011-10-12 14:27:33 +0200 (Mi, 12. Okt 2011) | 4 Rows
Piracy should work with VMatch now.
forced, fixed, variable -> changed a bit to be "more correct"
added Mana Status to Debug Window
"Controlled" cards added to VMatch
-------------------
r622 | Malban | 2011-10-12 09:44:20 +0200 (Mi, 12. Okt 2011) | 3 Rows
Double Bug fixed:
1) if reavaluation of Attacker step was needed -> already attacking creatures would have been ordered to attack again (endless loop :-()
2) Cards put to Battlefield from anything but "Play Out" were not sick in VMatch -> and thus would have been able to attack.
-------------------
r621 | Malban | 2011-10-12 08:05:01 +0200 (Mi, 12. Okt 2011) | 1 Row
debug
-------------------
r620 | Malban | 2011-10-12 01:06:15 +0200 (Mi, 12. Okt 2011) | 1 Row
small bug with deinit leafs
-------------------
r619 | Malban | 2011-10-12 00:38:12 +0200 (Mi, 12. Okt 2011) | 1 Row
debuggers
-------------------
r618 | Malban | 2011-10-12 00:36:38 +0200 (Mi, 12. Okt 2011) | 5 Rows
Some bugs fixed in vMatch (ownership of cards).
bug in "selectGoodCard" fixed.
buildsteps (fixed forced variable) -> manaUsage fixed, was not calculated by leaf but "parent"
SingleFight Tests looks now also in direct access if Blocker can block at all...
and other small stuff I cant remember now.
-------------------
r617 | Malban | 2011-10-11 16:26:08 +0200 (Di, 11. Okt 2011) | 4 Rows
Some more AI optimizations -> still more to come.
- Decision between good/bad cards (target selection -> also removed a bug here)
- start of attacker analyzes -> here will be further optimization points
- a bunch of helper methods added to EAIHelper / VMatch
-------------------
r616 | Malban | 2011-10-10 16:13:06 +0200 (Mo, 10. Okt 2011) | 4 Rows
Implemented "clear low score leafs". OOM should not occur when switchedon.
corrected some vMatch bug, that prevented Tap of opponent cards and also prevented vMatch to generate lists from  "ALL" and "Inherent".
Also continued filing on the "position" option. Now we again have more "variable" positions.
"err1" runs oom again (without above option) - but gameplay is correct. Must rethink some preventing mechanisms again.
-------------------
r615 | Malban | 2011-10-07 14:42:54 +0200 (Fr, 07. Okt 2011) | 1 Row
Small changes - again
-------------------
r614 | Malban | 2011-10-07 12:31:07 +0200 (Fr, 07. Okt 2011) | 2 Rows
Small changes
-------------------
r613 | Malban | 2011-10-07 09:46:38 +0200 (Fr, 07. Okt 2011) | 2 Rows
Another deadlock situation with triggers fixed- 100games we are coming!
(Hip Hip Hurray for the autosave feature, without it I would never had a chance to discover that bug)
-------------------
r612 | Malban | 2011-10-06 16:23:36 +0200 (Do, 06. Okt 2011) | 1 Row
Debug Info about caches updated
-------------------
r611 | Malban | 2011-10-06 16:14:33 +0200 (Do, 06. Okt 2011) | 1 Row
Debug Info about caches updated
-------------------
r610 | Malban | 2011-10-06 16:08:23 +0200 (Do, 06. Okt 2011) | 1 Row
Diverse optmizations - severe BugFix with Triggers and Card play fixed also - I am afraid to let AI  assume Fight back actions... might be next, if optimizations are working and game plays AI vs AI 100 games in a row without crashing - right now 10 is it -> after that OOM...
-------------------
r609 | Malban | 2011-09-12 20:13:32 +0200 (Mo, 12. Sep 2011) | 1 Row
todos
-------------------
r608 | Malban | 2011-09-11 15:51:04 +0200 (So, 11. Sep 2011) | 20 Rows
Added "some" sensible options to permutation generation:
- forced, fixed, variable, main1, main2 settings added
- Meaning:
- forced - this card must be played - no option to not play!
- fixed - this card may or may not be played, but order of play is not relevant
- variable - this card may or may not be played, and also the order ist not set
- main1 - must be played in main 1 if at all
- main2 - must be played in main 2 if at all
- if both main1 and main2 are set, it can be played in both
- all options are binary, so they can all be set with each other
- a method is added to EAIHehlper, which generated "settings" for cards (cached), that provide information for above settings
- idea is:
 - creature which habe no special abilites and no extra abilities upon playing - should allways be played in 2
- creatures with haste should allways be played in one
- lands shoould be played first in main1 (if armageddon is played - than after)
- etc...
- These rules are not implemented yet - only most basic things, this is still to be done!
- anyway with these basic settings - err1 was reduced from error (probably ~100000 leafs) to "fast" 4400 leafs
- former buildleafs was distributed into 4 methods, which handle the forced, fixed and variable cards
- seems to work allright
-------------------
r607 | Malban | 2011-09-09 14:38:58 +0200 (Fr, 09. Sep 2011) | 2 Rows
Exploring the depth of EAI memory exceptions and combination. Result -> I must do something to reduce complexity!
See games err1 - err4
-------------------
r606 | Malban | 2011-09-09 14:02:19 +0200 (Fr, 09. Sep 2011) | 2 Rows
Exploring the depth of EAI memory exceptions and combination. Result -> I must do something to reduce complexity!
See games err1 - err4
-------------------
r603 | Malban | 2011-09-07 16:32:33 +0200 (Mi, 07. Sep 2011) | 5 Rows
BugFixes
Vmatch understands "more" multiplyer effect cards. Must test if this is enough. Probably damage cards not correct yet. VMatch will probably get well out of hands soon :-(.
(Peaches Garden, 100000 Arrows (or whatever), Brilliant plan.... etc)
Inherent Targetting added (must still be further tested)
Dummy Card Lists now return dummy cards instead of null. Dummy library draws get dummy cards with mana cost of three - but without type and color.
-------------------
r602 | Malban | 2011-09-07 00:42:27 +0200 (Mi, 07. Sep 2011) | 2 Rows
todos
-------------------
r601 | Malban | 2011-09-06 23:49:07 +0200 (Di, 06. Sep 2011) | 1 Row
Many many Layout fixes for Macintosh...
-------------------
r600 | Malban | 2011-09-06 23:47:40 +0200 (Di, 06. Sep 2011) | 1 Row
Many many Layout fixes for Macintosh...
-------------------
r599 | Malban | 2011-09-06 17:28:44 +0200 (Di, 06. Sep 2011) | 8 Rows
BugFixes
- Coastal Wizard (and the like working now in vMatch)
- debug Window vMatch stats...
- abilities hints were not working correctly in vMatch
- self selection as source added (see coastal wizard)
started extending the Enhanced EAI into next rounds (more than one round). Seems to be working, though testing must still be done.
Doesn´t make much sense to go further than next player attack an block - probably will limit to that... But that must still be done.
-------------------
r597 | Malban | 2011-09-05 16:47:37 +0200 (Mo, 05. Sep 2011) | 3 Rows
BugFixes - Ability Playing - there were errors in the paymentcode in match and in templates of cards
legendary rule in vmatch added
- many more small bugfixes
-------------------
r596 | Malban | 2011-09-02 14:07:47 +0200 (Fr, 02. Sep 2011) | 2 Rows
Some optimizations ni vMatch - Library only kept as dummy library! - Must watch out in future if this works out correctly.
VMatch battle results are correctly transported if cached.
-------------------
r595 | Malban | 2011-09-01 14:57:01 +0200 (Do, 01. Sep 2011) | 3 Rows
Some Fixes. extendes Debug Window.
Problem:
 - after Blocking Simulation, damage from combat ist not recognized by vMatch. - no fix as of yet, see compile error
-------------------
r593 | Malban | 2011-08-31 16:49:55 +0200 (Mi, 31. Aug 2011) | 1 Row
Bug in Multi Targetting actions removed...
-------------------
r592 | Malban | 2011-08-31 14:23:59 +0200 (Mi, 31. Aug 2011) | 10 Rows
Errors fixed.
VMatch Generation reduced to 1/8 (example: about 10000 -> 1800) -> Good!
Scoring reduced (configurable) to leafs (about 1/4) (example: about 5000 to 1100) -> Good!
Todo: Watch out for EAITreeLeaf generations, can they be reduced likewise (In example about 10000)? -> is it neccessary? (not much initialization overhead here)
Counting and VMatch UID added to debug Window.
Next:
- Look at attacker Generation -> optimizing switches...
- Look at Blocker generation of opponent -> optimizing switches...
and much much more...
-------------------
r591 | Malban | 2011-08-30 16:25:39 +0200 (Di, 30. Aug 2011) | 2 Rows
Error in flatten (see comment at compile error), fixed bug in internal scoring, some optimiziation in vMatch (game caching).
Idea (but not done yet) in schedule, to sort cards to cards which are position dependened and independened.
-------------------
r589 | Malban | 2011-08-29 16:57:36 +0200 (Mo, 29. Aug 2011) | 1 Row
Option for AI optimzation respecting land selection and playing
-------------------
r588 | Malban | 2011-08-26 15:37:41 +0200 (Fr, 26. Aug 2011) | 1 Row
Fixed that -)
-------------------
r587 | Malban | 2011-08-26 15:14:06 +0200 (Fr, 26. Aug 2011) | 3 Rows
Started again and tryed to learn my own AI again.
Right now Enhanced AI does not Attack anymore... strange....
-------------------
r584 | Malban | 2011-07-28 22:52:06 +0200 (Do, 28. Jul 2011) | 1 Row
Bug in StartMatchPanel - and Mulligan fixed
-------------------
r583 | Malban | 2011-07-03 19:05:43 +0200 (So, 03. Jul 2011) | 2 Rows
Changes for Mac OS X compatabilty - Fullscreen, Layouts etc.
(BTW I got my Mac... But Dev has to wait a bit...)
-------------------
r582 | Malban | 2011-05-26 14:37:48 +0200 (Do, 26. Mai 2011) | 1 Row
Bug Found - not fixed - see todo
-------------------
r581 | Malban | 2011-05-25 16:06:35 +0200 (Mi, 25. Mai 2011) | 1 Row
Some small BugFixes...
-------------------
r580 | Malban | 2011-05-17 16:36:13 +0200 (Di, 17. Mai 2011) | 1 Row
Some small BugFixes in EAI
-------------------
r579 | Malban | 2011-05-15 15:41:17 +0200 (So, 15. Mai 2011) | 2 Rows
Started an automatix testing of AI feature - dunno if this is really worth it :-(.
Next week I might try something more intelligent - like doing further work on the AI for a change... Its is still much to dumb. (and uses far to many variations in circumstances - it is thus not playable yet.)
-------------------
r578 | Malban | 2011-05-13 15:17:00 +0200 (Fr, 13. Mai 2011) | 1 Row
Saving of EAI Config done - now must respect the config and its settings in game...
-------------------
r577 | Malban | 2011-05-12 17:09:02 +0200 (Do, 12. Mai 2011) | 1 Row
Configurable Weighting nearly done - have to connect it to an actual AI...
-------------------
r576 | Malban | 2011-05-11 14:55:06 +0200 (Mi, 11. Mai 2011) | 1 Row
Started due to time limitation with Configurable Scoring mechanism (no advance in real AI... though)
-------------------
r575 | Malban | 2011-05-06 14:29:37 +0200 (Fr, 06. Mai 2011) | 1 Row
Started due to time limitation with Configurable Scoring mechanism (no advance in real AI... though)
-------------------
r574 | Malban | 2011-05-05 15:07:11 +0200 (Do, 05. Mai 2011) | 1 Row
I had about 10 Minutes time :-( - one small Bug fixed...
-------------------
r573 | Malban | 2011-05-03 13:28:47 +0200 (Di, 03. Mai 2011) | 1 Row
Small bugfix...
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r572 | Malban | 2011-04-29 17:12:10 +0200 (Fr, 29. Apr 2011) | 1 Row
Going on with - some optimizations and Bugfixes...
-------------------
r571 | Malban | 2011-04-29 00:27:31 +0200 (Fr, 29. Apr 2011) | 1 Row
AI s buggy - trying to bugfix - but not complete at all yet... see todo for a glimpse...
-------------------
r570 | Malban | 2011-04-28 11:11:44 +0200 (Do, 28. Apr 2011) | 1 Row
Bug from yesterday fixed - but I don´t like the fix. Caching of SingleFights are not worth much anymore...
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r569 | Malban | 2011-04-28 00:54:16 +0200 (Do, 28. Apr 2011) | 5 Rows
Done further work on battle sim, especially in SingleFight.
VirtualMatch has as of now wrong attacker info - documented in Syntax Error position. Must look into that...
Also updated debug EAI Window.
-------------------
r567 | Malban | 2011-04-27 17:06:32 +0200 (Mi, 27. Apr 2011) | 1 Row
Small Bugfix
-------------------
r566 | Malban | 2011-04-27 14:50:35 +0200 (Mi, 27. Apr 2011) | 11 Rows
Started with further internal AI configuration - not finished yet -> data will be saved again in XML, corresponding class is "EAISettingsData"
a) not saved yet
b) not recognized yet,
GUI in AI with own TAB
Did some development on AI, Blocking of opponent done. Also done view of the stratehie for blocking in EAI Debug.
Next will and must be SingleFight.simAttack() - otherwise scorings of combat is not possible.
Moved from statics all non "Sim" Methods to new class CmbatStatics (without "Sim").
-------------------
r565 | Malban | 2011-04-26 16:21:36 +0200 (Di, 26. Apr 2011) | 1 Row
- Started with "doCombat" in vMatch - still some to go - have to get all the hints right.
-------------------
r564 | Malban | 2011-04-21 16:36:22 +0200 (Do, 21. Apr 2011) | 1 Row
... a Tree? Not tested....
-------------------
r562 | Malban | 2011-04-20 13:44:33 +0200 (Mi, 20. Apr 2011) | 4 Rows
Didnt do anything for nearly a week now - private matters come and go - even work related matters :-).
Will probably not be ably to do any "productive" work on JPortal till well into easter...
Did two dialogs (unfinished) for change color/land type of cards that will come with 5th edition. Something no thinking was requeired for :-)
-------------------
r561 | Malban | 2011-04-15 15:23:16 +0200 (Fr, 15. Apr 2011) | 1 Row
Edited all cards again, wit information, whether taregetting is inherent or active. Not much coding done though...
-------------------
r560 | Malban | 2011-04-14 21:56:00 +0200 (Do, 14. Apr 2011) | 3 Rows
Targetting more or less done - tests must be done.
Now there is a problem in 222 playing Owl Familar - 3000 choices by using 3 cards? opponent Mystic dinials it, than AI stalls.
Do it tomorrow ...
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r559 | Malban | 2011-04-14 16:29:43 +0200 (Do, 14. Apr 2011) | 2 Rows
Targetting started - looks good so far - but enhanced Ai does not target in real match yet.
Difference in targetting sourcen / target might get "interesting"
-------------------
r558 | Malban | 2011-04-13 23:49:13 +0200 (Mi, 13. Apr 2011) | 1 Row
Attacking working in AI, next should be targetting. Than blocking, stack and instant / stack handling
-------------------
r557 | Malban | 2011-04-13 16:49:08 +0200 (Mi, 13. Apr 2011) | 1 Row
Panel for Weighting started...
-------------------
r556 | Malban | 2011-04-13 16:27:23 +0200 (Mi, 13. Apr 2011) | 9 Rows
UnOptimezed Untap and Main1 done (no targetting yet).
Keying done.
Next is attacking, than targetting, than optimizing, than stack (instants)... than - done :-)!
In between possibly - viewer for current AI tree.
Possibly editor for weighting functions to be used.
-------------------
r553 | Malban | 2011-04-12 23:14:39 +0200 (Di, 12. Apr 2011) | 9 Rows
First Steps done - AI gets the actions in correct order.
Now Payment does not work yet.
- Targetting
- attacking
- blocking
- instants
- optimization
- etc
Next is payment and targetiing!
-------------------
r552 | Malban | 2011-04-12 18:41:05 +0200 (Di, 12. Apr 2011) | 3 Rows
NOT WORKING!
AI Main phase still ongoing scoring and leaf building not working yet... :-( II
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r551 | Malban | 2011-04-12 14:35:08 +0200 (Di, 12. Apr 2011) | 3 Rows
NOT WORKING!
AI Main phase still ongoing scoring and leaf building not working yet... :-(
-------------------
r550 | Malban | 2011-04-11 23:21:37 +0200 (Mo, 11. Apr 2011) | 6 Rows
Main 1 first go - commented in syntaxerrors !NON WORKING!
Still to do for MAIN is targetting -
all other phases not done yet
(- stacking, opponents turn, blocking, attacking)
MUST do much optimization once the thing stands on its own feet!
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r549 | Malban | 2011-04-11 17:02:57 +0200 (Mo, 11. Apr 2011) | 1 Row
Working further on AI - and getting nothing done:-(
-------------------
r548 | Malban | 2011-04-10 19:20:18 +0200 (So, 10. Apr 2011) | 2 Rows
head aches - not realy done anything but write a few comments
...
-------------------
r547 | Malban | 2011-04-08 23:46:10 +0200 (Fr, 08. Apr 2011) | 1 Row
Further with AI, stucking at generating "play" actions...
-------------------
r545 | Malban | 2011-04-08 17:55:56 +0200 (Fr, 08. Apr 2011) | 2 Rows
Text...
-------------------
r544 | Malban | 2011-04-08 16:48:54 +0200 (Fr, 08. Apr 2011) | 1 Row
Legendary rule added - not for AI - but gamewise.
-------------------
r543 | Malban | 2011-04-08 15:46:55 +0200 (Fr, 08. Apr 2011) | 4 Rows
Head is spinning again - but I think the main framework for the new AI is there now. Change plans a bit, built a new class AI cloud, which collects all possible action-collections.
Small fiddlestick - can´t concentrate now. Malban plays badly - but he plays at least again.
Next is a first step to algorithms - brute force AI will be done first, see how far one can go with that...
Than eleiminating will take place... hopefully to a satisfyable degree...
-------------------
r542 | Malban | 2011-04-08 11:32:43 +0200 (Fr, 08. Apr 2011) | 2 Rows
All AIAction types can now be generated, and are tested to work successfully with "real" match. VirtualMatch must still be tested.
After that test - I can start with the generation of actions for one complete round - and have them weighted...
-------------------
r541 | Malban | 2011-04-08 00:34:21 +0200 (Fr, 08. Apr 2011) | 1 Row
Bug Fix
-------------------
r540 | Malban | 2011-04-07 23:18:34 +0200 (Do, 07. Apr 2011) | 3 Rows
A small step for mankind - and also a small step for JPortal. AI plays lands - and a first "card"... nothing intelligent yet. But testing the system for "Actions".
If I can reduce the evalutaion to something meaningfull - this might just work out.
A hell of a lot stuff must be implemnted for this - and most of it twice. :-(
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r539 | Malban | 2011-04-07 17:19:10 +0200 (Do, 07. Apr 2011) | 5 Rows
Further worked on AI - Now I have a glimps of what I am up to - which I am not that happy about, since it smells like damn much work todo.
Virtual Match will be the new center of AI, combined with weighting and of course the enhanced hints.
Time will tell if this is all worth it...
-------------------
r538 | Malban | 2011-04-07 00:21:39 +0200 (Do, 07. Apr 2011) | 2 Rows
BugFixes
-------------------
r537 | Malban | 2011-04-06 17:36:01 +0200 (Mi, 06. Apr 2011) | 6 Rows
Started with AI - finally.
Although...
I saw early on, that the new Hints were not all that finished - scanned all done cards twice and corrected hints - head is spinning now.
Enhanced the ManaCollection class - which in future will be the basis of the manapool. Renamed a couple of hints - possibly more renaming is tobe done.
Started of on work for new EAIHelper ...
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r536 | Malban | 2011-04-06 00:36:10 +0200 (Mi, 06. Apr 2011) | 2 Rows
Small BugFixes, implemented rule for 7Card only (optional) - changed scoring to be based on virtual match instead on match...
Everything but wokring on the AI...
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r535 | Malban | 2011-04-05 20:17:36 +0200 (Di, 05. Apr 2011) | 1 Row
Sound for Achievment - Verdi
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r534 | Malban | 2011-04-05 16:35:59 +0200 (Di, 05. Apr 2011) | 1 Row
This & that...
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r533 | Malban | 2011-04-05 00:17:45 +0200 (Di, 05. Apr 2011) | 2 Rows
Added a first "ok"-working weighting mechanism. Did a display of that and an update once every round...
(amongst other small fixings...)
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r532 | Malban | 2011-04-04 16:32:42 +0200 (Mo, 04. Apr 2011) | 2 Rows
Debug Window V 1.0 for EAI finished. Now there is really no reason left anymore - not to start with the EAI...
Even added a interpreter for changing in game stuff on the fly...
-------------------
r531 | Malban | 2011-04-04 01:21:47 +0200 (Mo, 04. Apr 2011) | 1 Row
Started debugging Window for EAI
-------------------
r530 | Malban | 2011-04-03 17:08:04 +0200 (So, 03. Apr 2011) | 1 Row
Further steps in new AI direction made...
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r529 | Malban | 2011-03-31 23:29:36 +0200 (Do, 31. Mrz 2011) | 3 Rows
Changed all single target cards in that way, that the target is questioned befor the card is finalized on the stack. Meaning the target is got while palying out, not while resolving.
I think it makes more sense that way. Had to edit nearly all cards. Hate it. Also implenented arrows that show targets from stack...
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r528 | Malban | 2011-03-31 16:41:46 +0200 (Do, 31. Mrz 2011) | 1 Row
Keep doing stupid things...
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r527 | Malban | 2011-03-31 14:51:07 +0200 (Do, 31. Mrz 2011) | 1 Row
Started AI, Restructured Source a bit...
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r524 | Malban | 2011-03-31 00:22:30 +0200 (Do, 31. Mrz 2011) | 2 Rows
Bugfixes
-------------------
r523 | Malban | 2011-03-30 16:52:56 +0200 (Mi, 30. Mrz 2011) | 1 Row
Small Bugfixes
-------------------
r522 | Malban | 2011-03-30 15:46:56 +0200 (Mi, 30. Mrz 2011) | 1 Row
All old "Tap" Actions are now Activations. Also Untap added as different "Action" but alike... one that can only be "played" in untap phase
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r521 | Malban | 2011-03-30 00:12:37 +0200 (Mi, 30. Mrz 2011) | 1 Row
Abilities scripted. TAP destroyed - untap not done yet....
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r520 | Malban | 2011-03-29 17:29:45 +0200 (Di, 29. Mrz 2011) | 1 Row
Activation cost of Abilities in special script. Template added for that. Must be done for all activations!
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r519 | Malban | 2011-03-29 17:29:22 +0200 (Di, 29. Mrz 2011) | 1 Row
Activation cost of Abilities in special script. Template added for that. Must be done for all activations!
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r518 | Malban | 2011-03-29 16:15:05 +0200 (Di, 29. Mrz 2011) | 1 Row
Small changes...
-------------------
r517 | Malban | 2011-03-29 00:37:17 +0200 (Di, 29. Mrz 2011) | 1 Row
todo changed - small bugfixes
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r516 | Malban | 2011-03-28 16:52:39 +0200 (Mo, 28. Mrz 2011) | 3 Rows
Starter 2000 Set completely implemented "play"-wise. AI is still ignorant of all the new cards and types.
Nonetheless, nice to have them in play. Some were rather tricky to implement in JPortal.
Here and there Match had to be touched again...
-------------------
r515 | Malban | 2011-03-25 14:28:18 +0100 (Fr, 25. Mrz 2011) | 1 Row
drudged skelletons half
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r514 | Malban | 2011-03-25 14:10:35 +0100 (Fr, 25. Mrz 2011) | 1 Row
drudged skelletons noct working - source is commeted not compilable
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r513 | Malban | 2011-03-24 16:55:38 +0100 (Do, 24. Mrz 2011) | 2 Rows
Added another few cards for Starter 2000, didn´t hav much spare time. 4 Cards to go - and of course AI stuff.
To implement the cards little niff naff here and there must be implemented. Artefacts, Enchantments, Abilities and to some extend Instants are different in non Starter cards....
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r512 | Malban | 2011-03-23 17:11:43 +0100 (Mi, 23. Mrz 2011) | 2 Rows
- This and that 2-3 Cards added, started on new Flags for cards - dunno if I will use them yet
- Will probably finish Starter 2000 cards now and than with all power into the new AI - finally
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r511 | Malban | 2011-03-22 22:22:36 +0100 (Di, 22. Mrz 2011) | 9 Rows
Enchantment and instant added - this was more complicated than I thought.
Enchantments are MORE than sorceries - they remain in play - and are not put to grave after executing them.
They are either in the battlefield - where they lie - or attached to a creature.
If creature dies, enchantment must be removed.
Enchantments must be selectable when attached to a creature in order to dienchant it...
All that fiddlestuff is now implemented - which it wasn´t befor.
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r510 | Malban | 2011-03-22 12:28:07 +0100 (Di, 22. Mrz 2011) | 2 Rows
- Set Merging updated
- Within Heap - only cards with OK-Flag = "Y" are used
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r509 | Malban | 2011-03-22 00:19:11 +0100 (Di, 22. Mrz 2011) | 2 Rows
New Import added - ALL Sets, including addding support for all cards that JPortal supports thru "likeness" ...
This REALY takes soe time - 1h or so...
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r508 | Malban | 2011-03-21 16:54:25 +0100 (Mo, 21. Mrz 2011) | 7 Rows
Implemented all Artefacts of Starter 2000 (Whooping 3). Nonetheless a reWork of Triggers were needed and that took nearly all day.
Implementing that - I realiszed I probably have to rework some effects too - but will do that when they NEED to be done - not befor.
Triggers can now also have a general "Recall" ability. No Regressiontests were done yet.
Plan now is to implement all Starter 2000 and than let the new AI learn how to deal with them.
Few Bugs were also fixed - as allways (probably implemented some new bugs also :-))
-------------------
r507 | Malban | 2011-03-20 19:43:31 +0100 (So, 20. Mrz 2011) | 3 Rows
Started with artifacts of Starter 2000, needed to change routines from creaqture to "battlefiled" many files changed.
Last Artifact half way implemented - but no may computer crashes - saving now to svn. possibly not wirking...
But better than losing all changes
-------------------
r506 | Malban | 2011-03-18 23:53:04 +0100 (Fr, 18. Mrz 2011) | 10 Rows
First steps towards new AI made:
- Enhanced AI generates an EAIPlan (for one round)
- which consists of an EAISchedule for each phase
- which consists of an ordered number of EAIActions
- which may be
 * draw card, play card, use abilty... etc
- systems seems to work well with old MatchComputerPlayer - Hurray!
- only implemented action so far is for phase "UNTAP"
- but this is allright as a proof of concept.
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r505 | Malban | 2011-03-18 15:30:49 +0100 (Fr, 18. Mrz 2011) | 2 Rows
Bugfixing and beautifying...
(added two way support for cardlist panel, Achievements, Hint generation from card text, etc)
-------------------
r504 | Malban | 2011-03-18 00:35:45 +0100 (Fr, 18. Mrz 2011) | 1 Row
Achievements made batter :-), some bugfixes
-------------------
r503 | Malban | 2011-03-17 20:31:15 +0100 (Do, 17. Mrz 2011) | 1 Row
Mulligan dialog changed
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r502 | Malban | 2011-03-17 17:01:13 +0100 (Do, 17. Mrz 2011) | 1 Row
Multi Select in AI clean implemented - whatever clean might be...
-------------------
r501 | Malban | 2011-03-17 16:13:34 +0100 (Do, 17. Mrz 2011) | 2 Rows
Bugfixes, Achievments to player added, All enhanced Hints for working cards finished - Yipie!
Next will be startup with Enhanced AI, probably supporting functions in EAIHelper...
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r500 | Malban | 2011-03-16 23:04:39 +0100 (Mi, 16. Mrz 2011) | 1 Row
Did all Enhanced hints for Portal Three Kingdoms, and startet Starter 1999 - 14 cards to go. This is crazy!
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r499 | Malban | 2011-03-16 16:57:35 +0100 (Mi, 16. Mrz 2011) | 1 Row
Portal III new Hints started...., Bugfixes
-------------------
r497 | Malban | 2011-03-15 23:55:04 +0100 (Di, 15. Mrz 2011) | 1 Row
Did all Enhanced hints for Portal second Age - 2 sets to go - but migth continue all 4 befor i start with the new AI - otherwise testing would be quite a nuissence
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r495 | Malban | 2011-03-15 16:34:43 +0100 (Di, 15. Mrz 2011) | 8 Rows
AbstractEnhanced behaves now exactly like Allround AI.
From that class further AI´s may be derived, and can thus be enhanced also only partially.
All code from Allround AI was moved to internal class AbstractEnhancedAI and AIHelper, which now holds most of the stuff formerly found in AIHelperScript.java.
Corrected some bugs from yesterday!
AI games are now listed alphabetically.
Playtesting should be done further...
-------------------
r494 | Malban | 2011-03-15 00:38:08 +0100 (Di, 15. Mrz 2011) | 1 Row
Achievements started
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r493 | Malban | 2011-03-14 16:43:32 +0100 (Mo, 14. Mrz 2011) | 1 Row
Moving stuff from AIHelperScript (script) to AIHelper (Java-Code). I make an "abstract" Enhanced AI, which behaves exactly like the old Allround AI. That way I can enhance it step by step and do a meaningfull testing. HalfWay through,...
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r491 | Malban | 2011-03-11 15:02:52 +0100 (Fr, 11. Mrz 2011) | 1 Row
Documentation of Text->Hint conversion, some tidbits. Also started on new AI-Helpers - far from finished.
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r490 | Malban | 2011-03-10 18:09:09 +0100 (Do, 10. Mrz 2011) | 2 Rows
Framework (Rule-Engine) for text -> Hint conversion finished (? - ever finishable?) - now I could implement a swarm of rules to do the hints. -> boring
Possibly I will now look at Hint-> code conversion.
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r489 | Malban | 2011-03-10 16:52:17 +0100 (Do, 10. Mrz 2011) | 3 Rows
Framework (Rule-Engine) for text -> Hint conversion finished (? - ever finishable?) - now I could implement a swarm of rules to do the hints. -> boring
Possibly I will now look at Hint-> code conversion.
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r488 | Malban | 2011-03-09 17:57:24 +0100 (Mi, 09. Mrz 2011) | 1 Row
Started with cardtext -> Hint2 conversion...
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r487 | Malban | 2011-03-08 17:33:41 +0100 (Di, 08. Mrz 2011) | 3 Rows
All Portal Cards fixed with new hints (all other sets not don yet).
Will probably do a few AI things first - befor doing the other sets...
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r486 | Malban | 2011-03-04 16:39:37 +0100 (Fr, 04. Mrz 2011) | 3 Rows
Hint conversion finished. But I nonethelss have to go thru ALL cards manually for a good conversion - this rather sucks ans is boring as hell.
Will keep be occupied for quite some time. After that the new hints must prove themselfs, untill than I don´t know if they make sense at all...
:-(
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r485 | Malban | 2011-03-01 17:13:08 +0100 (Di, 01. Mrz 2011) | 9 Rows
Hopefully will finish HintBuilding tomorrow.
After that I must check ALL cards whether the hints are correct
- after that build a new AI on tp of the hits
- than text -> hint
- than hint -> java script
- implement missing cards
- build new ai combat engine....
Well won´t get boring too soon
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r484 | Malban | 2011-02-28 16:48:45 +0100 (Mo, 28. Feb 2011) | 2 Rows
Done much work - still much more todo...
Tidied up th enew hints... (a bit)
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r483 | Malban | 2011-02-25 15:54:49 +0100 (Fr, 25. Feb 2011) | 1 Row
118 Hints to convert....
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r482 | Malban | 2011-02-24 16:15:41 +0100 (Do, 24. Feb 2011) | 2 Rows
Actual Hint conversion started, seems more "doable" now - although much stupid work, wonder if this is all worth it.
Anyway, about 1/10 is done of Hint comversion. After that AI... Which must be programmed anew with new hints...
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r481 | Malban | 2011-02-23 17:37:26 +0100 (Mi, 23. Feb 2011) | 1 Row
Fiddled further with new hints. This is difficult - conversion scheme explodes right now. Perhaps I will get back to old system...
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r480 | Malban | 2011-02-18 13:07:32 +0100 (Fr, 18. Feb 2011) | 1 Row
BattleSim not finished - but started doing new AI Hints...
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r479 | Malban | 2011-02-17 16:01:07 +0100 (Do, 17. Feb 2011) | 2 Rows
Still changing BattleSim...
Structure change also...
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r478 | Malban | 2011-02-16 16:04:12 +0100 (Mi, 16. Feb 2011) | 1 Row
Still changing BattleSim...
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r477 | Malban | 2011-02-15 16:47:14 +0100 (Di, 15. Feb 2011) | 1 Row
Working on new AI... will take its time... all other development halted...
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r476 | Malban | 2011-02-14 14:53:53 +0100 (Mo, 14. Feb 2011) | 1 Row
Working on new AI... will take its time... all other development halted...
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r475 | Malban | 2011-02-11 17:04:57 +0100 (Fr, 11. Feb 2011) | 2 Rows
- Gambling with Sim,... would like to make it more efficient, and add support for other sims (Abilities)
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r472 | Malban | 2011-02-08 17:14:52 +0100 (Di, 08. Feb 2011) | 2 Rows
- Started with Activated Abilities with mana-Payment, Shift right click to acvtivate ability, strangly at the moment you have to TWICE SHIFT right click. Otherwise it works quite well...
- AI does not handle that as yet...
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r471 | Malban | 2011-02-07 16:49:47 +0100 (Mo, 07. Feb 2011) | 3 Rows
- Start to implement new Mana-System.
- First enchantment "Flight" done!
- corrected diverse ATTACKER_ACCEPT BLOCKER (check for template)
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r470 | Malban | 2011-02-03 17:13:50 +0100 (Do, 03. Feb 2011) | 1 Row
Starter 2000 start
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r469 | Malban | 2011-02-02 17:01:59 +0100 (Mi, 02. Feb 2011) | 1 Row
Changing shop appearance.
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r468 | Malban | 2011-02-01 16:38:20 +0100 (Di, 01. Feb 2011) | 1 Row
Changing shop appearance. SVN check in has a syntax error at the point where dev must continue...
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r466 | Malban | 2011-01-31 15:56:08 +0100 (Mo, 31. Jan 2011) | 1 Row
...
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r462 | Malban | 2011-01-31 12:18:35 +0100 (Mo, 31. Jan 2011) | 1 Row
Quest dependencies broadened
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r461 | Malban | 2011-01-30 16:38:18 +0100 (So, 30. Jan 2011) | 1 Row
Quest continued
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r460 | Malban | 2011-01-30 15:32:52 +0100 (So, 30. Jan 2011) | 1 Row
Beginning - only lands of Starter 2000
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r458 | Malban | 2011-01-30 12:27:47 +0100 (So, 30. Jan 2011) | 1 Row
Some Bugfixes, Forged Lightning in AI...
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r457 | Malban | 2011-01-30 12:26:53 +0100 (So, 30. Jan 2011) | 1 Row
Some Bugfixes, Forged Lightning in AI...
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r456 | Malban | 2011-01-30 12:26:15 +0100 (So, 30. Jan 2011) | 1 Row
Some Bugfixes, Booklet with color select
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r455 | Malban | 2011-01-30 08:54:25 +0100 (So, 30. Jan 2011) | 1 Row
Some Bugfixes
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r452 | Malban | 2011-01-27 14:49:59 +0100 (Do, 27. Jan 2011) | 7 Rows
Removed a "strange bug". If player A played a card that led to a result, that player A had to drop a card of his own hands (like killing a noxious toad of the opponent) - the AI still had the "old" hand chached - and could play a card that was already in the graveyard.
The error was twofold:
a) AI didn´t behave correctly in trying to play a card not on hand anymore
b) match excepted the to be played card at face value and did not check whether the card realy was in the hand of player A and thus playable...
Both "features" are corrected now,...
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r451 | Malban | 2011-01-27 14:25:29 +0100 (Do, 27. Jan 2011) | 1 Row
Bug !
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r450 | Malban | 2011-01-27 14:02:11 +0100 (Do, 27. Jan 2011) | 2 Rows
Configuration for Booklet display is saveable (button),
Booklet can be refreshed (button)
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r449 | Malban | 2011-01-26 17:36:58 +0100 (Mi, 26. Jan 2011) | 1 Row
Timing Configuration for gane nessages.,..
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r447 | Malban | 2010-11-17 10:09:29 +0100 (Mi, 17. Nov 2010) | 1 Row
hint changed, to use situations
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r440 | Malban | 2010-11-14 23:35:53 +0100 (So, 14. Nov 2010) | 1 Row
Booster.... Done 2!
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r435 | Malban | 2010-11-12 00:25:00 +0100 (Fr, 12. Nov 2010) | 1 Row
Booster....
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r430 | Malban | 2010-11-11 00:28:12 +0100 (Do, 11. Nov 2010) | 2 Rows
Doc still updating.....
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r427 | Malban | 2010-11-10 01:39:50 +0100 (Mi, 10. Nov 2010) | 1 Row
Help for card situations begun...
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r426 | Malban | 2010-11-10 01:38:30 +0100 (Mi, 10. Nov 2010) | 1 Row
Booster draft beginning...
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r425 | Malban | 2010-11-09 01:27:58 +0100 (Di, 09. Nov 2010) | 1 Row
-Fnishing toucges 4 new quests done, preparing for 1.2 release
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r422 | Malban | 2010-11-08 00:50:33 +0100 (Mo, 08. Nov 2010) | 1 Row
- Some quest stuff changed, a bug fix or two also...
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r416 | Malban | 2010-11-06 01:28:50 +0100 (Sa, 06. Nov 2010) | 1 Row
Gambling with quest mode - new modes added - next I´ll add some more quests
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r413 | Malban | 2010-11-05 01:25:04 +0100 (Fr, 05. Nov 2010) | 1 Row
All Portal 3 Cards implemented and tested - Regression tests should be done...
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r409 | Malban | 2010-11-04 00:30:50 +0100 (Do, 04. Nov 2010) | 2 Rows
All Portal III Cards implemented, testing of about 30 cards must still be done.
(even corrected a few old bugs today - never encountered them before...)
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r408 | Malban | 2010-11-04 00:30:08 +0100 (Do, 04. Nov 2010) | 2 Rows
All Portal III Cards implemented, testing of about 30 cards must still be done.
(even corrected a few old bugs today - never encountered them before...)
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r407 | Malban | 2010-11-03 00:45:01 +0100 (Mi, 03. Nov 2010) | 1 Row
testing
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r404 | Malban | 2010-11-03 00:42:41 +0100 (Mi, 03. Nov 2010) | 1 Row
Savety measures added...
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r403 | Malban | 2010-11-03 00:41:33 +0100 (Mi, 03. Nov 2010) | 1 Row
Most of Portal 3 done....
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r402 | Malban | 2010-11-02 01:44:31 +0100 (Di, 02. Nov 2010) | 2 Rows
- Starter 1999 completly done and testet
- startet with portal 3, 23 untestet, 17 still missing...
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r400 | Malban | 2010-11-02 01:42:12 +0100 (Di, 02. Nov 2010) | 2 Rows
- Starter 1999 completly done and testet
- startet with portal 3, 23 untestet, 17 still missing...
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r399 | Malban | 2010-11-02 01:41:50 +0100 (Di, 02. Nov 2010) | 2 Rows
- Starter 1999 completly done and testet
- startet with portal 3, 23 untestet, 17 still missing...
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r398 | Malban | 2010-11-01 01:39:24 +0100 (Mo, 01. Nov 2010) | 1 Row
Added complete support for "Starter 1999" - 8 cards untested though.
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r391 | Malban | 2010-10-31 21:33:28 +0100 (So, 31. Okt 2010) | 1 Row
Started with "Portal Three Kingdoms" 130/170 done
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r390 | Malban | 2010-10-31 21:31:39 +0100 (So, 31. Okt 2010) | 1 Row
Started with "Portal Three Kingdoms"
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r389 | Malban | 2010-10-31 21:30:52 +0100 (So, 31. Okt 2010) | 1 Row
Added Legendary Creature stuff to start with "Portal Three Kingdoms"
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r387 | Malban | 2010-10-31 21:20:27 +0100 (So, 31. Okt 2010) | 2 Rows
- Horsemanship test added
- test for more not more than # blockers allowed eg"Stalking Tiger"
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r384 | Malban | 2010-10-31 00:02:43 +0200 (So, 31. Okt 2010) | 1 Row
Added maybe for player hand land select - for summer bloom
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r383 | Malban | 2010-10-30 21:03:19 +0200 (Sa, 30. Okt 2010) | 1 Row
Warriors Charge hint added for "Creature Buf"
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r378 | Malban | 2010-10-30 20:57:10 +0200 (Sa, 30. Okt 2010) | 1 Row
One Debug.out added
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r377 | Malban | 2010-10-30 20:56:36 +0200 (Sa, 30. Okt 2010) | 2 Rows
System.out... removed
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r374 | Malban | 2010-09-26 23:56:49 +0200 (So, 26. Sep 2010) | 1 Row
Savety measure added for AI lock
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r371 | Malban | 2010-07-23 15:43:13 +0200 (Fr, 23. Jul 2010) | 1 Row
Utility diversified.
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r367 | Malban | 2010-07-09 14:13:14 +0200 (Fr, 09. Jul 2010) | 1 Row
Exception handled, when table data files were not size compatible with java table.
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r366 | Malban | 2010-07-09 13:58:53 +0200 (Fr, 09. Jul 2010) | 1 Row
Possible endless loop fixed, in "Cards Tapped instead of attack".
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r337 | Malban | 2010-05-02 12:00:31 +0200 (So, 02. Mai 2010) | 2 Rows
Netbeans SVN client generated message: create a new folder for the copy:
Beginn an 2.0
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r335 | Malban | 2010-05-02 11:28:04 +0200 (So, 02. Mai 2010) | 1 Row
.CSATablePanel - does not reset anymore, when just one row is "moved" was annoying in deckedit
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r334 | Malban | 2010-05-02 11:07:56 +0200 (So, 02. Mai 2010) | 1 Row
.CSATablePanel - does not reset anymore, when just one row is "moved" was annoying in deckedit
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r333 | Malban | 2010-04-30 00:32:09 +0200 (Fr, 30. Apr 2010) | 1 Row
- Last 10beta version including bugfix till b6
-------------------
r326 | Malban | 2010-04-28 23:27:20 +0200 (Mi, 28. Apr 2010) | 2 Rows
- some linux changes
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r322 | Malban | 2010-04-28 01:16:59 +0200 (Mi, 28. Apr 2010) | 2 Rows
Last fixes. Release should happen perhaps as soon as tomorrow...
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r321 | Malban | 2010-04-27 17:30:01 +0200 (Di, 27. Apr 2010) | 1 Row
Bug Fixing of new AI...
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r318 | Malban | 2010-04-27 01:11:07 +0200 (Di, 27. Apr 2010) | 1 Row
- portal 2 tests and AI update to portal two - still ongoing!
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r313 | Malban | 2010-04-26 00:05:13 +0200 (Mo, 26. Apr 2010) | 1 Row
- portal 2 tests and bugfixes, must implement new AI-Hints next
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r312 | Malban | 2010-04-26 00:00:46 +0200 (Mo, 26. Apr 2010) | 1 Row
- portal 2 tests and bugfixes, must implement new AI-Hints next
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r311 | Malban | 2010-04-25 19:26:39 +0200 (So, 25. Apr 2010) | 3 Rows
- All Portal 2 coded - tests must still be done...
- AI code fprPortal 2 rest must also be done...
- After that finished - I will declare a feature freeze and onyl bugfixes will be entered till release...
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r310 | Malban | 2010-04-25 01:16:41 +0200 (So, 25. Apr 2010) | 5 Rows
- Bugfixes,
- Started with Portal 2 - or continued
- Sounds
- etc
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r308 | Malban | 2010-04-23 01:48:29 +0200 (Fr, 23. Apr 2010) | 5 Rows
- bugfixes
- help
- sounds
- quests (ladder)
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r305 | Malban | 2010-04-21 18:01:27 +0200 (Mi, 21. Apr 2010) | 1 Row
- Help for (quest) player continued
-------------------
r304 | Malban | 2010-04-21 16:20:46 +0200 (Mi, 21. Apr 2010) | 1 Row
- Help for player done
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r303 | Malban | 2010-04-21 01:16:31 +0200 (Mi, 21. Apr 2010) | 4 Rows
- all Portal two cards evaluated, all cards can be implemented as is now, minor changes (copy/ paste of some trigger code) needed, everything else is configuration of cards scripts
- for show I implemented cunning giant, piracy, dakmor sorceres Abysmal nightstalker...
- small changes in combat coding for the new situation keys ATTACKER NOT BLOCKED and BLOCKER_BLOCKED...
- a bug found with instants but not fixed as yet... have a few days left :-)
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r302 | Malban | 2010-04-20 16:00:39 +0200 (Di, 20. Apr 2010) | 4 Rows
- This and that bugfixes
- AI Land selection a bit cleverer
- Agressive Blocker now also keeps damage from player - as last criteria
- artifacts of text of AI mumblings go away allways now...
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r300 | Malban | 2010-04-20 01:12:43 +0200 (Di, 20. Apr 2010) | 4 Rows
- BugFixing
- startet on Portal2
- more sounds added
- opened malban an moses as AI for playing.... will keep it this way...
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r296 | Malban | 2010-04-19 00:44:11 +0200 (Mo, 19. Apr 2010) | 4 Rows
- I guess the "programming" of Quest mode is as good as finished, beautefying not counted.
- I made up a quest thread of 4 Quests, using quite a few options which are allowed, nice nice... if ever anyone is interested in this mode :-)
- I guess I will do some cleaning up of everything, and will release an open beta till next weekend.
- even corrected a bug in a portal card, can´t be many left .-)
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r294 | Malban | 2010-04-18 00:38:40 +0200 (So, 18. Apr 2010) | 1 Row
Shop for buying and selling started...
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r288 | Malban | 2010-04-14 16:58:30 +0200 (Mi, 14. Apr 2010) | 1 Row
Quests...
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r287 | Malban | 2010-04-14 00:59:59 +0200 (Mi, 14. Apr 2010) | 3 Rows
- some more in Quest mode done, looking good - still some stuff left - tomorrow is yet another day
- few bugs fixed - mystical denial works now on "itself", was stupidly coded for stackitem 0 not for stackitem size()-1... oh well...
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r285 | Malban | 2010-04-13 01:15:43 +0200 (Di, 13. Apr 2010) | 2 Rows
- going heavy in quest mode
- done some player beautyfying. like an card album...
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r281 | Malban | 2010-04-11 02:42:23 +0200 (So, 11. Apr 2010) | 4 Rows
- started on quest mode again, Netbeans GUI design drives me crazy!
- private beta released yesterday...
- did lots of Linux conformity because of that
- bugfixes
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r268 | Malban | 2010-04-08 17:11:33 +0200 (Do, 08. Apr 2010) | 1 Row
- linux conformity changes
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r262 | Malban | 2010-04-08 01:23:28 +0200 (Do, 08. Apr 2010) | 1 Row
- named AI players updated, help written
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r256 | Malban | 2010-04-06 01:20:11 +0200 (Di, 06. Apr 2010) | 5 Rows
- did a "glitter"-effect panel
- some bugs removed
- named AI editing
- small stuff, preparing a "tatata"!!! release!
(without quest mode)
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r254 | Malban | 2010-04-05 13:54:57 +0200 (Mo, 05. Apr 2010) | 1 Row
- One effect added coding, not visible yet
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r252 | Malban | 2010-04-05 02:23:37 +0200 (Mo, 05. Apr 2010) | 11 Rows
- Mainly configurable sound effects done, one can chose a "soundmap" for the game, and configure it as one likes... (config)
- changed config window - to be a bit more tidy
- small bugfixes
- even changed a hint for kings assisin :-)
- added title music
- bugfixes for int settings ongoing, but seems like a great many bugs are fixed
- methods to convert absolut in realtiv path added
- unix support added, but not finished (or tested) yet
- added chaching for small sound clips
- cleaned up AIPLayer persistent data... but nothing really done with it yet...
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r250 | Malban | 2010-04-04 01:07:45 +0200 (So, 04. Apr 2010) | 3 Rows
-imlpemented different levels of AI, took some time to work , but I think I got it...
- many small bugfixes, took time to install linux on my system - I will improve linux support next (File IO, seperator, Metal LAF... )
- many many small changes since last check in...
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r243 | Malban | 2010-03-30 17:34:35 +0200 (Di, 30. Mrz 2010) | 3 Rows
- tested a little bit with colorsettings, but I still dont like it much
- added persistent variables to naed Ai
- thats aout it....
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r242 | Malban | 2010-03-30 01:44:12 +0200 (Di, 30. Mrz 2010) | 1 Row
- this and that cleaned up a bit, but nothing "great"...
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r241 | Malban | 2010-03-29 19:33:22 +0200 (Mo, 29. Mrz 2010) | 4 Rows
- This and that... Thinking harder and harder about a yet still better battle AI
- right now its a mini max with an alpha beta touch, pure alpha beta is certainly better, since now there are sometime 100000ths of possibilities!
- right now, to keep it playable with large armies - I m cheating...
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r240 | Malban | 2010-03-29 01:28:13 +0200 (Mo, 29. Mrz 2010) | 8 Rows
- Some sounds added
- Named AI updated seems to be working fine...
- finding out that there are not many Combos in Portal... :-(
- Some stuip AI bugs found, not leaned up yet
- I guess I have to overhaul the Battle SIM from ground up - which is REALY annoying
- played just three games in a row against Landsman (named AI) and lost all three times :-(
- Named AI defenitly adds to the atmosphere - overhaul of battle will be in future
- first AI Levels, than quest mode, than !!! finally !!! a release
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r234 | Malban | 2010-03-27 01:55:34 +0100 (Sa, 27. Mrz 2010) | 11 Rows
- Working on Named AI effects in game, nearly done! Than have todo some editing for Named ones... and of course  do ai levelling and combos
- fixed another AI bug
- fixed some icons
- fixed some Card stuff for non copyrighted images :-)
- build a "Model Panel"
- build an overall sound class, where overall volumne can be set (test in config), and which players "cleverly", meaning choses automatically between wave and mp3 and clip and streaming...
- build a timing trigger mechanism, works surprisingly well!
- build fading image label, whoch can fadin in and out... looks quite nice...
- fixed card bug in "omen"
- wow did a lot in the past hours, didn´t i?
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r230 | Malban | 2010-03-26 16:37:11 +0100 (Fr, 26. Mrz 2010) | 5 Rows
-Named Ai integrated in all parts, old AI type cannot be played with only namedones, to do the same as befor, one must build a "default" ai, whoch behaves like the old one
- well, AI code not yet changed - so no difference is seen anyhow - but there is a weekend to come :-)
- NamedAI, Combos and Strategies settings are now all saveable and loadable
- next will be effects from AI, at least that will bring a VISIBLE change, thats something for a change :-)
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r229 | Malban | 2010-03-26 01:31:29 +0100 (Fr, 26. Mrz 2010) | 2 Rows
- Named AI editing done, now goto put it in game
- also todo AI strategie settings...
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r227 | Malban | 2010-03-25 18:13:17 +0100 (Do, 25. Mrz 2010) | 7 Rows
- well, working on different stuff
- named AI is going on, in order to do things right small other stuff intervened (tables updated, self saving, column chosable, etc), ModelInternalFileChoser done, which ALSO works in fullscreen (not really as trivial as it may sound)...
- Updated deck display, and cleaned it up (3 times the same window -> made in one
- did combo dialog, whoch saves combos and also hints for combos,
- AI doesn´t support combos yet, but will soon... also AI will be "levelable", meaning one AI implementation will suport different levels of cleverness.
- looked hard into LAF, since I would like the game to look different in fullscreen, but one way or the other there is nothing decided yet...
- made a few Icons, buttons etc...
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r223 | Malban | 2010-03-23 23:22:20 +0100 (Di, 23. Mrz 2010) | 2 Rows
Cleanup of deck builder
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r215 | Malban | 2010-03-22 18:01:30 +0100 (Mo, 22. Mrz 2010) | 1 Row
- Started on sound, started on Named AI, started on Combo  - all in the VERY beginning!
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r210 | Malban | 2010-03-21 20:30:23 +0100 (So, 21. Mrz 2010) | 5 Rows
- I declare Allround AI as finished. I guess one is never really finished, but all I wanted to do - I did, the rest stupidity will be eliminated if I do an "adcanced" AI, however that will look like .-)
- more or less can cleverly chose from spells, and use more than one spell to kill a bad enemy :-)
- New game mode - AI-Battle Match implemented, and working good, some debugging still left and finishing touches to do, One can chose a number of battles one wish to do and they will battle after another, result is displayed in lists which can be exported to excel.
- Debugging done, quite a bit, huge memory leaks (stupid gc) encountered and fixed.
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r209 | Malban | 2010-03-20 14:48:33 +0100 (Sa, 20. Mrz 2010) | 1 Row
- AI coding for sorcery calculated killer combos - done. now have to teach alround to use it...!
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r207 | Malban | 2010-03-19 00:48:05 +0100 (Fr, 19. Mrz 2010) | 7 Rows
- AI nearly finished, dreaming of a small sim for a spell chain, meaning, that AI is clever enough to fire more than one spell to finish off a creature
- did default card images, could be better, still - better than nothing
- will do a personalized AI soon, that will have favourite sets and knowledge of cool combos
- thinking about audio...
- thinking about match battling ais card decks and doing an analyse window parallel to the battle, export to excel etc....
- wow, there will allways be some more coding won´t it?
- even removed some bugs today :-)
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r205 | Malban | 2010-03-19 00:41:51 +0100 (Fr, 19. Mrz 2010) | 1 Row
- default images added, should be all free
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r204 | Malban | 2010-03-18 01:11:24 +0100 (Do, 18. Mrz 2010) | 1 Row
- New AI as good as done, minor parts missing, tested quite a bit, certainly here and there stupid, but WAY better than Simple :-)
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r203 | Malban | 2010-03-17 02:19:58 +0100 (Mi, 17. Mrz 2010) | 2 Rows
- work on new AI progresses - first lineup there - now trouble shooting - bugfixing...
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r200 | Malban | 2010-03-16 00:43:41 +0100 (Di, 16. Mrz 2010) | 1 Row
- bugfixes and allround ai...
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r194 | Malban | 2010-03-14 23:21:45 +0100 (So, 14. Mrz 2010) | 2 Rows
- Ai attacking and blocking for "Allround" finished - for now anyway, still it can be better - but its way better than Simple :-)
- Next instants and sorceries...
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r188 | Malban | 2010-03-13 00:07:49 +0100 (Sa, 13. Mrz 2010) | 2 Rows
- stack changed a bit - AGAIN...
- slowing down.. testing ai...
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r185 | Malban | 2010-03-11 23:54:18 +0100 (Do, 11. Mrz 2010) | 3 Rows
- finaly got the method for combat simulation done, for better attacker/blocker Ai, now have to configure ai correctly to even use it :-)
- little time the last days... and the next days to come, sloweing down a bit.
- next is AI at "more than simple" level, than beautyfy everthing, than release...
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r182 | Malban | 2010-03-10 01:28:32 +0100 (Mi, 10. Mrz 2010) | 1 Row
- fixi fixi and ai a little bit, stil cleaned up AI hints a bit...
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r180 | Malban | 2010-03-09 19:34:34 +0100 (Di, 09. Mrz 2010) | 1 Row
- this and that, cleaning up further, startet on hints...
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r179 | Malban | 2010-03-09 00:22:31 +0100 (Di, 09. Mrz 2010) | 2 Rows
- startet game over sequence, some bugfixes... effects still buggy a bit, sometimes an effect card gets sticky :-(
- have to do something about AIhints/method naming and Ai in generel... well thts cleanup buisiness...
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r177 | Malban | 2010-03-08 18:25:26 +0100 (Mo, 08. Mrz 2010) | 1 Row
- this and that, nothing really done...
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r172 | Malban | 2010-03-08 00:33:13 +0100 (Mo, 08. Mrz 2010) | 3 Rows
- All Portal cards coded!
- Now have to test them, debug and make verything beautefull. than I will release a beta version, but that might take again some weeks yet
- approxamatly one month after code start all portal done - nice nice :-)
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r171 | Malban | 2010-03-06 17:32:12 +0100 (Sa, 06. Mrz 2010) | 1 Row
- 4 reds and 4 greens missing - and testing to do the 30 or so I just did are more or less untested...
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r170 | Malban | 2010-03-06 15:35:56 +0100 (Sa, 06. Mrz 2010) | 3 Rows
- all black all whites and all blues of portal done, green and red to go
- won´t find much time the rest of the weekend, I DO have (sometimes) a life away from the computer
- bugfixes, but still some "effect" bug remains, haven´t looked into it yet
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r169 | Malban | 2010-03-06 00:23:52 +0100 (Sa, 06. Mrz 2010) | 3 Rows
- 5 blue missing, 37 over all to go - than all portal is done
- blue cards are well, exciting to make, that is real deep scripting, not much added to "main", but i doubt any "outsider" will ever script like what I did to blue cards
- taunt is really cool: a card with two side effect and on top a trigger.... or wicked packt, exhaustion... and so on, quite time consuming to do but very rewarding to see how cool it is when they work!
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r168 | Malban | 2010-03-05 18:13:57 +0100 (Fr, 05. Mrz 2010) | 4 Rows
- all blacks&whites implemented, started on blue (portal), some bugs fixed again
- nearly all the rest of the cards can be "programmed" wihtou changes to main (apart from 2 small things), nervertheless, doing the cards is tedious - still
- next goal, all portal cards 1) blue, 2) red 3) green, than docu than first beta release (have to check game over still...)
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r167 | Malban | 2010-03-05 01:06:29 +0100 (Fr, 05. Mrz 2010) | 4 Rows
- all white portal cards implemented!
- a bit bug fixing
- finalized the card -> player output messages, no they seem to work as intended :-)
- no kown bugs at this time .-) Im quite happy!
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r161 | Malban | 2010-03-04 19:40:51 +0100 (Do, 04. Mrz 2010) | 1 Row
- a few corrections, nothing wild... Im slowing down a bit...
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r160 | Malban | 2010-03-04 19:38:57 +0100 (Do, 04. Mrz 2010) | 1 Row
- a few corrections, nothing wild... Im slowing down a bit...
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r159 | Malban | 2010-03-04 19:38:08 +0100 (Do, 04. Mrz 2010) | 1 Row
- a few corrections, nothing wild... Im slowing down a bit...
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r158 | Malban | 2010-03-04 19:35:19 +0100 (Do, 04. Mrz 2010) | 1 Row
- a few corrections, nothing wild... Im slowing down a bit...
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r154 | Malban | 2010-03-04 16:25:02 +0100 (Do, 04. Mrz 2010) | 13 Rows
- since its time to do cards, i m not doing any cards... rather im providing mechanism to provide cards more rapidly and better tested.
- so: implemented "clone" button, which clones one card to another, small changes can thus be rapidly be handled
- clone handles, all scripts associated with a card and all aihints
- implemented quite a good test capabilty for new cards, which actually can simulate match situations... nice nice .-)
- added still a little bit more debugging comfort, listener to logable file only loggin etc
- 3 cards added while testing these features
- fixed the mystical denial AI bug, Simple AI didn´t check mana need in stack handles...
- implemented a sub class of Match, TestMatch - go figure....
- what i really would like is a self configuring ai, which checks cards and builds its own ai hints... still - the clever ideas are not finalized... have to do more thinking, but the whole hint system, well - could be better...
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r153 | Malban | 2010-03-04 00:11:31 +0100 (Do, 04. Mrz 2010) | 1 Row
- a few corrections, nothing wild... Im slowing down a bit...
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r152 | Malban | 2010-03-03 18:55:21 +0100 (Mi, 03. Mrz 2010) | 3 Rows
-Bugs, creatue "aura" buffs visible
- about 10  cards 7 but untested
- startet new "testing" environment for cards, far rom finished...
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r150 | Malban | 2010-03-03 00:10:12 +0100 (Mi, 03. Mrz 2010) | 5 Rows
- did quite a lot - even if one doesn´t see it at once.
- the obvious are the implementation of 5 further instants and 2-3 sorceries.
- not so obvious are bugfixes, implementation of a trigger mechanism (currently working for "harsh justice"), debugging in logging a bit finer... etc
- help again more and more, made a help panel directly in the card scripting area - might help.
- whole thing seems to be rather stable right now and I mightily pleased, even if there are about 80 sorceries to go...
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r149 | Malban | 2010-03-02 00:58:15 +0100 (Di, 02. Mrz 2010) | 2 Rows
- Nothing like testing, I think i need help, i keep finding bugs when I play...
- again fix 3 of them... (nothing fancy...)
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r148 | Malban | 2010-03-02 00:28:09 +0100 (Di, 02. Mrz 2010) | 3 Rows
- playtested a bit, another 2 stack issues popped up, solved (phu, they keep coming - but I keep solving hehehe!)
- small card messages handled more consistently - they will almost allways be displayed, which looks quite good I think!
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r147 | Malban | 2010-03-01 22:13:36 +0100 (Mo, 01. Mrz 2010) | 5 Rows
- After documentation, fixed two stacking bugs:
 - Computer casts two instants (assains blade) at one attacker
 - Human, can´t block! Automation steps over blocking!
- No other coding done today...
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r146 | Malban | 2010-03-01 22:09:40 +0100 (Mo, 01. Mrz 2010) | 1 Row
Dokumentation update (Java doc game help)
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r141 | Malban | 2010-03-01 15:13:51 +0100 (Mo, 01. Mrz 2010) | 1 Row
- Fixed bug, where Computer player only did declare one attacker
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r138 | Malban | 2010-03-01 01:40:53 +0100 (Mo, 01. Mrz 2010) | 5 Rows
- three sorcery done, that was easy!
- 2 instants done (one in main phase, one attacking phase) these are the to possible locations for instants with portal cards
- stack works with these instants!!! Wonderfull experience! well, it didn´t work QUITE right from the start, but that was expected
- pretty cool effects happen. Fire snake attacking, being killed by assassins blade which in turn (killing of the snake) leads to a destroyed land etc... and it works, thats really most amazing!
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r137 | Malban | 2010-02-28 17:48:12 +0100 (So, 28. Feb 2010) | 7 Rows
- Some bugs fixed in small docu´s (Null Pointers) was yesterday late night...
- Playabilty - feedback docu, again enhanced... still, I´m not yet satisfied more info needed!
- startet with sorceries, - hm, doesn´t seem terribly different than creatures, the cards are just not added to creates after playing them, but rather to graveyard... that might be "easy" going
- well - if cards would be a bit more "easy" in their handling
- did just do "Dread charge", this is more like an "aura" - oh well , interesting implementation after all, I added a special temp ability to creatures BlackOnlyBlockableByBlack, which I put into an effect which lasts till the end of an attack and all went well... Love it! The automation for this kind of effect was already implemented :-)
- lots of small stuff
- I´ll probably do a few sorceries but I´ll soon start on the few portal instances, they will be a challange to the stack implementation, I´m a bit afraid of them...
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r136 | Malban | 2010-02-28 01:54:27 +0100 (So, 28. Feb 2010) | 5 Rows
- well, all creature in Portal set are done and seem to be working well
- looked at help texts again (programming view)
- the game has to give more feedback about whats happening... going ito that soon
- must write more help and document classes
- I´ll do both befor turning to sorceries....
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r135 | Malban | 2010-02-27 18:34:48 +0100 (Sa, 27. Feb 2010) | 1 Row
- in the middle of the last blue portal creature... tonight... can´t concen trate right now...
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r134 | Malban | 2010-02-27 14:03:27 +0100 (Sa, 27. Feb 2010) | 1 Row
- All green creatures done - blue to go!
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r133 | Malban | 2010-02-27 00:29:33 +0100 (Sa, 27. Feb 2010) | 3 Rows
- bug corrected,
- now all red, white and black creatures of portal set work as intended, green and blue to go - than sorcery!
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r132 | Malban | 2010-02-26 19:03:55 +0100 (Fr, 26. Feb 2010) | 2 Rows
- all white portal creatures done
- little bug in display, see comment on error...
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r131 | Malban | 2010-02-26 15:19:56 +0100 (Fr, 26. Feb 2010) | 4 Rows
- COOL!
- implemented that one can chose to play two AI players against each other, lean back an watch them battle!!!
- I LOVE IT!
- (found 2 scripting bugs, while black AI´s battled each other :-))
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r130 | Malban | 2010-02-26 13:44:16 +0100 (Fr, 26. Feb 2010) | 2 Rows
- All black creatures (Portal) done, including Kings Assassin...
- now the other creatures, if all creatures are done, sorcery should be done in no time :-)
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r128 | Malban | 2010-02-26 00:38:16 +0100 (Fr, 26. Feb 2010) | 7 Rows
-hm - the Game is getting a bit confusing.
- black portal creatures (save Kings Assasin) all done, which IS confusing, like playing out a Mercenary Knight, who sends a toad to graveyerd, which in turns asks the opponent to destroy a creature (that the way it works now anyway, should it only be if toads on the table??)
- there are a couple of quite involved chain reactions in communication, which wonderfully work the way I did it, but I really can´t explain why it works... the whole communication I invented is a bit beyond my understanding, now a week after implementing it....
- anyways... as said, black´s nearly done
- all simple AI scripts up to date
- hints added again, have to rethink the whole hint thing so ... its not so very nice to handle... if every cards needs its own hints...
- main thing added in this go was recursive death communication (sounds interesting :-))
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r127 | Malban | 2010-02-25 19:04:37 +0100 (Do, 25. Feb 2010) | 7 Rows
- added effect (removable / addable) to cards
- cards can be displayed as an addition to one card as an effect
- power and toughness can be displayed as tempory boosts
- Noxious Toad done - was not as easy as expected, since effect with communication occurs while puttin creature on grave,
  we hadn´t had that bevor
- default return Value from script "bRet" changed from false to true!
- lots of small stuff
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r125 | Malban | 2010-02-25 01:36:45 +0100 (Do, 25. Feb 2010) | 1 Row
- Gatherer Import fix
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r124 | Malban | 2010-02-25 00:40:52 +0100 (Do, 25. Feb 2010) | 9 Rows
- AI and Human are level communication wise
- added again some ai hints
- 2/3 of creatures of portal a done
- game can actually be played with only creatures
- added a lot of to comfort and playability, like
- auto pass on a whole battalion of occasions, so only a few clicks are neccessary to play a game (must be set in config)
- auto switch from creatur info / phase info
- added comfort to log / debug display
- Im quite pleased with the game :-) - so far
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r123 | Malban | 2010-02-24 13:14:09 +0100 (Mi, 24. Feb 2010) | 2 Rows
- AI decalre blockers done
- ai select target creature (for damage) done
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r121 | Malban | 2010-02-23 23:25:34 +0100 (Di, 23. Feb 2010) | 7 Rows
- ongoing implementation of cards.
- Ebon dragon ready, on both computer ai and player handling, it was a good peace of work and making grond for easier handling of next cards
- first use of AIHints
- changed display to allways display the cardInfo - Card display in full size (200x285), it looked weird strechted as it was
- computer scripting moved to an environment class, no all scripts use environment classes - should work out ok, centralized as it is
- in configuration added debug level
- next step is to bring AI up to date with what the player can do, implement all creatures, than all sorceries and last instants than lets play portal :-)
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r120 | Malban | 2010-02-23 12:49:43 +0100 (Di, 23. Feb 2010) | 2 Rows
- Some Creatures added
- AI can play lands, and possibly creatures (untested)
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r113 | Malban | 2010-02-22 21:44:09 +0100 (Mo, 22. Feb 2010) | 4 Rows
- All changes finally done! We are were we were last thursday!!! and better,  now with weird communication, stack... etc communication between player and match now works full via waitforyou(), and phasedone() everything else is "hidden" in Communication
-even fire dragn and seasoned marshal work again, now with their abilities on the stack!
- also changed calling of script to be centralized in "MatchShellEnvironment" new package "communication" now heart of - well communication everaything that goes between players, stacks and scripts is in their (nearly)
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r112 | Malban | 2010-02-22 14:56:38 +0100 (Mo, 22. Feb 2010) | 6 Rows
- Attack / Combat calsses moved to Communication
- Script calling in Match thru MatchScriptEnvironment centralized,
- must be broadened for future use - but is centralized now!
- next todo: Scritping communication for e.g. fire dragon seasoned marshal
- cleanup combat scripting
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r111 | Malban | 2010-02-22 14:55:53 +0100 (Mo, 22. Feb 2010) | 6 Rows
- Attack / Combat calsses moved to Communication
- Script calling in Match thru MatchScriptEnvironment centralized,
- must be broadened for future use - but is centralized now!
- next todo: Scritping communication for e.g. fire dragon seasoned marshal
- cleanup combat scripting
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r109 | Malban | 2010-02-22 10:33:47 +0100 (Mo, 22. Feb 2010) | 1 Row
- Skip stack done working again - phu!
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r107 | Malban | 2010-02-21 23:54:50 +0100 (So, 21. Feb 2010) | 4 Rows
- after about 12h work, now its finally nearly the same as 3 days ago
- but new match <-> player communication established.
- complicated, but probably more expansible and in the long run more stable
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r106 | Malban | 2010-02-20 00:48:57 +0100 (Sa, 20. Feb 2010) | 9 Rows
- continued overhaul of communication / stacking
- Communication framework seems to work fine - a bit cumbersome but stable
- players and card coders shouldn´t notice that, Player and match source code hides it well
- stack implemented and putting on stack works ok
- not implemented yet is removing from stack
- and of course phases don´t work again...
- 2-3 hours of work and we should be where we were 2 days ago - but with a stable reliable and cumbersome communication
- than adding sorcery and instance
and than doing AI, that will be really!!!! tricky!
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r105 | Malban | 2010-02-19 15:45:46 +0100 (Fr, 19. Feb 2010) | 2 Rows
- Started Overhaul of Communication, Stack handling, not done yet
- Revision not working - many errors compiling... will need another day or so...
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r103 | Malban | 2010-02-18 23:34:58 +0100 (Do, 18. Feb 2010) | 3 Rows
- reordered Listpanel display in Defautl Mathc display
- single card lists can now be expanded via SHiFT right mouse click
- did some documenation
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r102 | Malban | 2010-02-18 23:33:55 +0100 (Do, 18. Feb 2010) | 3 Rows
- reordered Listpanel display in Defautl Mathc display
- single card lists can now be expanded via SHiFT right mouse click
- did some documenation
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r101 | Malban | 2010-02-18 23:33:34 +0100 (Do, 18. Feb 2010) | 3 Rows
- reordered Listpanel display in Defautl Mathc display
- single card lists can now be expanded via SHiFT right mouse click
- did some documenation
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r100 | Malban | 2010-02-18 23:31:56 +0100 (Do, 18. Feb 2010) | 3 Rows
- reordered Listpanel display in Defautl Mathc display
- single card lists can now be expanded via SHiFT right mouse click
- did some documenation
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r97 | Malban | 2010-02-18 17:24:09 +0100 (Do, 18. Feb 2010) | 3 Rows
- AI-Hints added to CardSet Tabs.
- no hints yet, only the ability to create hints (and save them) per card
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r87 | Malban | 2010-02-18 00:15:53 +0100 (Do, 18. Feb 2010) | 8 Rows
- Added more scripting Situation keys (fire drake works, dealing damage for # of mountins in play for a target creature)
- target create selection envoked from script was not "easy" but it seems to work ok
- combat scripts still not tested, moved combat support classes to extra file to make classes public
- fixed bugs
- cleaned up display code (again and again)
- cleaned up graveyard movement
- stack panel now receives "real" card not a clone...
- still todo (probably next) open up graveyard
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r85 | Malban | 2010-02-17 17:31:30 +0100 (Mi, 17. Feb 2010) | 1 Row
- small scripting changes
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r84 | Malban | 2010-02-17 17:30:29 +0100 (Mi, 17. Feb 2010) | 6 Rows
- made all the stack checkings optional, can be configured on/off in configuration, was planned so anyway
- added some new situations
- flying can now not be blocked by non flyers, was a single scripting with two lines :-)
- added more stuff to simple AI, he can do basic untapping now
- next will be blockers than Ill move slowly on to non creature cards...
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r83 | Malban | 2010-02-17 14:34:49 +0100 (Mi, 17. Feb 2010) | 8 Rows
- seems to be all working with stack phases asking each turn
- must be switchably off players only press the button now
- had big problems with computer in different thread
- seems to be solved, but may have to move him into my own thread if problems keep reoccuring
- if that happens all computer things will be done in SwingUtilities.invokeLater(), ...
- added communication class for communiation with players, must move stack communication there to - is still a todo
- changed update scheming of Default display - the match now only calls updateTHISANDTHAT(), display keeps track of what must be updated in boolean flags and all display only gets updated one time when displayMatch() is called, no multiple redisplays anymore
- this and that....
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r80 | Malban | 2010-02-16 17:35:57 +0100 (Di, 16. Feb 2010) | 2 Rows
Only documentation done...
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r72 | Malban | 2010-02-16 00:18:58 +0100 (Di, 16. Feb 2010) | 12 Rows
- One Combat turn done!
- declaring blockes / attackers, taking damage, calling (probably not all) situation scripts, visualising all DONE!
- did fiddle till I got the arrow pointing for blockers working
- had to implement an own labled arrow class - who expected that one can´t find something like that easily in the internet
- looks ok, I think
- added windowed script windows that can be called from debug match directly with all match data - to test scripts (and changes) directly in match environmen
- added more effect to cards now: sickness / death / attacker / defender / damage
- added possibility to lay cards on other cards and visualize that on display to (rather tricky)
- added lots of new situations for Cards (because of attacking / blocking done, moving to graveyard to)
- clean up after combat added (graveyard, and resetting states from cards)
- added magic font (found in internet) for one or two things (Numbers on damaged cards e.g.)
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r71 | Malban | 2010-02-15 01:49:55 +0100 (Mo, 15. Feb 2010) | 6 Rows
- again, updated help system
- imlpemented attacking and player taking damage
- quite a lot of scripting situations will come soon... (pre mit after attack, pre mit after blocking.... etc)
- dummy AI now attacks with all available creatures
- AI threading quite a lot better solved...
- small stuff
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r70 | Malban | 2010-02-14 19:01:06 +0100 (So, 14. Feb 2010) | 8 Rows
- moved display of cards to an own class CardDisplay, it was getting quite dirty to do it all in the CardListPanel
- added effect support for card display in general
- added one effect "summoning sickness" (visual)
- for that i created classes imageSequencer (which can load images as a sequence, or rotate image as a sequence), and on which filters can be aplied, like scaling and setting transparency (for teh whole sequence)
- likewise i created a "user" for that sequence, an Animatedlabel, which takes a vector of icons. can be added as a label to a container
- when set to visible a thread is created, which playes the images as a sequence until visible ost set to false (thread dies)
- one can submit to a card as a card status listener(this is what the card display does) and upon changing a volatile data, the listener gets informed
- generaly tidies up Display...
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r69 | Malban | 2010-02-14 01:47:34 +0100 (So, 14. Feb 2010) | 10 Rows
- not so much done todo, first steps for a homepage
- begun to be a bit more helpfull by providing help for phases, toggle between card info - and phase info
- in the process bugfixing of players and match (mana again...)
- conf switch for "auto pass on own creature first stack"...
- moved summening sickness from script to match again...
- warning messages from player display
- startet coding animated labels (for mana)
- next step animation ... and set effects on cards (visual: death, attacked, summensickness etc)
- transparancy for pictures addd....
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r68 | Malban | 2010-02-13 13:24:45 +0100 (Sa, 13. Feb 2010) | 4 Rows
- changed match to reflect "stacking" of cards
- added stack panel to Display
- changed "message" passing in match to and from player
- creatures can be played
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r60 | Malban | 2010-02-12 00:48:15 +0100 (Fr, 12. Feb 2010) | 6 Rows
- Support for abilites added to card (meaning, template loading works now for abilities)
- text of spoiler is scanned for abilities, works rather well i think
. all volatole data in card moved to extra class
- all data in volatileCard data is kept in Hashmap of bool and int, key value pairs ... very easy this way to add new abilities
  and in scripting new "vaiables" can be added to a card "on the go"
- card detail panel updated to support above changes
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r59 | Malban | 2010-02-12 00:47:21 +0100 (Fr, 12. Feb 2010) | 6 Rows
- Support for abilites added to card (meaning, template loading works now for abilities)
- text of spoiler is scanned for abilities, works rather well i think
. all volatole data in card moved to extra class
- all data in volatileCard data is kept in Hashmap of bool and int, key value pairs ... very easy this way to add new abilities
  and in scripting new "vaiables" can be added to a card "on the go"
- card detail panel updated to support above changes
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r53 | Malban | 2010-02-11 22:22:38 +0100 (Do, 11. Feb 2010) | 6 Rows
- support for saving steless games - that is only the list in hand, library, graveyard, land, creature and descards
   are saved, no stae information of the game iteslf
- nonetheless this schould make debugging easier  and ai createn, because we have a "stabler" environment
- of cause these stateless games can be loaded!
- and each list (of above kind) can be edited and changed...
- moved some stuff to new package: jportal.gui, gui related stuff (dialogs, listeners...) cluttered in different packes...
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r52 | Malban | 2010-02-11 22:10:40 +0100 (Do, 11. Feb 2010) | 7 Rows
- support for saving steless games - that is only the list in hand, library, graveyard, land, creature and descards
   are saved, no stae information of the game iteslf
- nonetheless this schould make debugging easier  and ai createn, because we have a "stabler" environment
- of cause these stateless games can be loaded!
- and each list (of above kind) can be edited and changed...
- moved some stuff to new package: jportal.gui, gui related stuff (dialogs, listeners...) cluttered in different packes...
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r51 | Malban | 2010-02-11 18:35:11 +0100 (Do, 11. Feb 2010) | 6 Rows
- this and that...
- players and computers can chose which deck to play with
- added quick play support for players, so they can chose from an "computer deck"
- Small "highlighted" message support added in Display
- bugfixing
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r50 | Malban | 2010-02-11 18:32:29 +0100 (Do, 11. Feb 2010) | 2 Rows
- Cleaned directory... delted all other sets, only portal now und that from gatherer
- wagic had mana mixed up... (blue and white)
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r49 | Malban | 2010-02-11 18:29:30 +0100 (Do, 11. Feb 2010) | 1 Row
- added syntax support in own packeges because of exceptions thrown. "bug" found and circumvented.
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r48 | Malban | 2010-02-11 18:28:20 +0100 (Do, 11. Feb 2010) | 1 Row
- added syntax support in own packeges because of exceptions thrown. "bug" found and circumvented.
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r47 | Malban | 2010-02-11 11:08:10 +0100 (Do, 11. Feb 2010) | 6 Rows
- Card detailed panel added
- resizing events of display corrected
- display mechanism of match changed, so that every player provides his own display, not the player gets a display from match
- config independent scaling methods added to card
- added debug windows (internal frame) support via config chosebale
- added untap functionality to lands (both - ingame and in untap phase)
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r40 | Malban | 2010-02-10 12:42:25 +0100 (Mi, 10. Feb 2010) | 1 Row
- generate javahelp from javadoc added
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r39 | Malban | 2010-02-10 12:40:47 +0100 (Mi, 10. Feb 2010) | 1 Row
- generate javahelp from javadoc added
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r38 | Malban | 2010-02-10 12:40:07 +0100 (Mi, 10. Feb 2010) | 2 Rows
- comment to CardSet added
- added Class Help to menus
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r34 | Malban | 2010-02-10 00:43:54 +0100 (Mi, 10. Feb 2010) | 7 Rows
- Template Script framework for AI(not finished - but started) and Cards finished
- templates for cards in relation to type, key and abilites (abilities extracting mus still be done!)
- type of cards and abilities can be extended bye user (xml based)
- card script editing added to Set window as a tabbed panel (single save added for card scripts)
- menu changed to reflect coding changes
- added syntax highlighting for bsh
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r33 | Malban | 2010-02-09 18:23:43 +0100 (Di, 09. Feb 2010) | 3 Rows
- Added internal frame support to AppView class (JPortalView)
- corrected "Jpopup Menubar" with win UI
(UI draw of JMenuItem-UI did internally cast parent to Menubar!!!! - stupid!)
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r32 | Malban | 2010-02-09 14:29:19 +0100 (Di, 09. Feb 2010) | 2 Rows
Scripting moved to ai
scripting moved to seperated entities
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r31 | Malban | 2010-02-09 01:11:54 +0100 (Di, 09. Feb 2010) | 8 Rows
- Started on gameplay
- draw cards from library
- play lands
- tap lands (started)
- Move Interpreter to own class
- cleanup of display code...
- moved constants to Interfaces
- added gui events for humanPlayer interface
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r30 | Malban | 2010-02-08 20:47:11 +0100 (Mo, 08. Feb 2010) | 4 Rows
- Logging support more comfortable (Log Level)
- some more tests fro null pointers
- Error Info Dialog added to Config as central point
- deinit match and computer players implemented
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r26 | Malban | 2010-02-08 17:50:44 +0100 (Mo, 08. Feb 2010) | 2 Rows
- Logging added
- Data saved direcrly after import
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r23 | Malban | 2010-02-08 12:36:11 +0100 (Mo, 08. Feb 2010) | 1 Row
Card and CardList JavaDoced...
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r22 | Malban | 2010-02-08 00:35:18 +0100 (Mo, 08. Feb 2010) | 8 Rows
- Import from Gatherer Proxy supported, and
- Import of Image data (with image cropping)
- About and Help also with internal frame - all works now in fullscreen
- Added menu item to close current window (as Help Window had no closing button)
- review of other source forge project done, didn't get enything usefull best seen yet is Forge an Wagic...
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r21 | Malban | 2010-02-07 16:34:49 +0100 (So, 07. Feb 2010) | 1 Row
Opaque Info text added to CardLIstPanel
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r20 | Malban | 2010-02-07 15:52:35 +0100 (So, 07. Feb 2010) | 3 Rows
Docs added
And loading of Card set from Gatherer
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r19 | Malban | 2010-02-06 20:58:09 +0100 (Sa, 06. Feb 2010) | 1 Row
cleaning up of code
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r18 | Malban | 2010-02-06 01:47:33 +0100 (Sa, 06. Feb 2010) | 2 Rows
cleaning up of code
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r17 | Malban | 2010-02-06 01:39:55 +0100 (Sa, 06. Feb 2010) | 2 Rows
Make a Costum Menubar for fullscreen, based on a PopupMenu.
Behaves like a menu, but hovers above the "Playfield" and is invoked whem mouse reaches the top of the screen.
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r16 | Malban | 2010-02-05 18:04:15 +0100 (Fr, 05. Feb 2010) | 4 Rows
Fullscreen hide Statusbar and Menubar.
Automatic show/hide Menubar.
Automatic scaling of Display/Card when resized (any Size)
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r15 | Malban | 2010-02-05 18:03:20 +0100 (Fr, 05. Feb 2010) | 4 Rows
Fullscreen hide Statusbar and Menubar.
Automatic show/hide Menubar.
Automatic scaling of Display/Card when resized (any Size)
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r14 | Malban | 2010-02-05 10:01:42 +0100 (Fr, 05. Feb 2010) | 1 Row
Test SVN