Closed GoogleCodeExporter closed 8 years ago
exclamation points are unnecessary. :)
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 10:24
i allowed ai to cast rancor on its creature, i then killed the creature using
lightining bolt, no crash.
please post more information on how to reproduce this.
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 10:58
actually scratch that sorry trying to work on both bug (which are actually
related to the same thing, at the same time.
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 11:06
I renamed the issue. Rancor does not cause a crash, but does not return to ai
hand.
Just read what i wrote in the issue description.
Why did you change it to low priority? If a game based on matches does crash or
fail because of main errors in the ai code section, the priority should not be
set as low.
What is your argument then?
Original comment by dan.solo...@googlemail.com
on 25 Oct 2011 at 11:24
I changed it to low becuase im currently working on it right now doc. having it
set to high will flag all the other devs to start working on it which is wasted
man power. i even took ownership of it.
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 11:26
Ok, got that.
Original comment by dan.solo...@googlemail.com
on 25 Oct 2011 at 11:40
this can be reproduced, and is extremely tricky...it seems that for ai
gameobserver events are not being sent at for @movedto triggers from sources
that are auras.
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 11:57
we will need to back track through revs to find the cause of this, there is no
sign of why the events are not being recieved for ai on movedto....
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 12:08
bumping to critical it effects all movedto effects for ai either by not
triggering at all or having a side-effect,
Original comment by omegabla...@gmail.com
on 25 Oct 2011 at 12:52
The "good" new is that this is not an AI specific bug, it's a "player2"
specific bug, so we can reproduce it in the test suite:
[INIT]
SECONDMAIN
[PLAYER1]
[PLAYER2]
inplay:Llanowar Elves,forest,mountain
hand:Rancor,Shock
[DO]
eot
goto firstmain
Forest
Rancor
Llanowar Elves
Mountain
Shock
Llanowar Elves
[ASSERT]
FIRSTMAIN
[PLAYER2]
graveyard:Llanowar Elves,Shock
hand:Rancor
inplay:forest,mountain
manapool:{0}
[END]
Original comment by wagic.the.homebrew@gmail.com
on 30 Oct 2011 at 2:01
Apologies, that test should be:
[INIT]
SECONDMAIN
[PLAYER1]
[PLAYER2]
inplay:Llanowar Elves,forest,mountain
hand:Rancor,Shock
[DO]
eot
goto firstmain
Forest
Rancor
Llanowar Elves
Mountain
Shock
Llanowar Elves
[ASSERT]
FIRSTMAIN
[PLAYER1]
[PLAYER2]
graveyard:Llanowar Elves,Shock
hand:Rancor
inplay:forest,mountain
manapool:{0}
[END]
I went back to r3800 and could confirm the issue was already there back in
August, so this is a fairly old issue, maybe it's been here for a long time
Original comment by wagic.the.homebrew@gmail.com
on 30 Oct 2011 at 2:58
I found the problem, the fix is extremely simple. running the test suite now to
make sure I didn't break anything else.
If that's any consolation, (I don't think it is), all
autohand/autograveyard/autoexile/etc... abilities have been broken since day 1
( r1462 , 2 years ago) for player 2.
At a quick glance, this potentially fixes around 300 cards that weren't working
correctly with player2. Cycling, etc...
Original comment by wagic.the.homebrew@gmail.com
on 30 Oct 2011 at 9:25
Fixed in r4040
Original comment by wagic.the.homebrew@gmail.com
on 30 Oct 2011 at 9:35
Original issue reported on code.google.com by
dan.solo...@googlemail.com
on 24 Oct 2011 at 8:17