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Evaluate Decks (game simulator) page 55

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avatar for catepillar catepillar 2020 posts
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Originally posted by Pr3470r14n:

FYI: I have started working on implementing summon, probably going to follow MeatyDoughnut’s idea.

Just out of curiosity, what about “on attack” or is that already implemented?

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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I did not implement “on attacked” yet. I think the feature (although it came at the same time) is completely independent of “summon”.
I will probably look at it next.
In the mean time you can try to find a test situtation for this: Ideally two decks, one with an “on attacked” card, the other without where first deck wins if and only if “on attack” is implemented correctly. (Obviously you should try to find these decks without the simulator.)

 
avatar for CF711 CF711 77 posts
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Originally posted by Pr3470r14n:

I did not implement “on attacked” yet. I think the feature (although it came at the same time) is completely independent of “summon”.
I will probably look at it next.
In the mean time you can try to find a test situtation for this: Ideally two decks, one with an “on attacked” card, the other without where first deck wins if and only if “on attack” is implemented correctly. (Obviously you should try to find these decks without the simulator.)

Run Blood Grunt vs Scrapper and use Lord Alexander as the commander. Without “On attack” Scrapper will always die, but with on attack Scrapper will strike Blood Grunt and kill him.

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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Okay. Summon seems to be done… now I need to discover how to commit this.
Done. Summon is now on svn in “trunk” and branch “cli”.
I will NOT provide a windows binary release, I can however, if someone wants, provide a linux cli binary.

 
avatar for moggy7 moggy7 20 posts
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Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

Thanks for your suggestion; i already did a look at this, you seem to be right. However usually there will be complications so i expect it to take a couple of hours worktime (which unfortunately translates to some days walltime).

 
avatar for Necrophades Necrophades 666 posts
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Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

 
avatar for hunterhogan hunterhogan 1891 posts
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Originally posted by Pr3470r14n:
Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

And, IIRC and I am explaining it properly, Counter only deals damage if the unit takes damage, on Attacked will proc even if the unit does not take damage.

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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Originally posted by hunterhogan:
Originally posted by Pr3470r14n:
Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

And, IIRC and I am explaining it properly, Counter only deals damage if the unit takes damage, on Attacked will proc even if the unit does not take damage.

After having a look at the sourcecode for attacks I am a bit overwhelmed… might take longer than expected.

 
avatar for NETRAT NETRAT 710 posts
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Pr3470r14n I’ve sent you an email

 
avatar for catepillar catepillar 2020 posts
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Originally posted by Pr3470r14n:
Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

I believe Necro is accurate in this. Jam a unit, and it’s “on attack” skills do not proc.

 
avatar for Moraku Moraku 3132 posts
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Originally posted by catepillar:
Originally posted by Pr3470r14n:
Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

I believe Necro is accurate in this. Jam a unit, and it’s “on attack” skills do not proc.

Pr3470r14n is correct. Necro only half-correct.

 
avatar for catepillar catepillar 2020 posts
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Originally posted by Moraku:
Originally posted by catepillar:
Originally posted by Pr3470r14n:
Originally posted by Necrophades:
Originally posted by moggy7:

Suggestion about on attacked: it’s already implemented, it’s triggered exactly like counter, just needs to apply the effect (poison/disease) instead of damage to attacking unit, or fire the activation skill.

On Attacked didn’t proc when the card is jammed.

Semi-correct, as far as I remember ACTIVATION skills (strike) do not proc when jammed, however ATTACK modifiers (poison, disease) do.

I believe Necro is accurate in this. Jam a unit, and it’s “on attack” skills do not proc.

Pr3470r14n is correct. Necro only half-correct.

heh, I would be much better off reading the full post before I make hasty posts. Of course you and Pr3470r14n are correct.

 
avatar for ratchet500 ratchet500 265 posts
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Originally posted by ratchet500:
Originally posted by NETRAT:

ratchet500 this can only happen if true type fonts that are used to display tooltips can’t be loaded, check whether fonts\Enigmatic.TTF and fonts\Optimus.ttf are accessible

Pr3470r14n sss1 seems like that version of compiler doesn’t recognize copy constructor from reference and still requires explicit copy constructor
what I mean is if A is a class then
foo(A) and foo(&A) are two different copy constructors, they are interchangable, but your compiler doesn’t recognize them as they are
I think you should try copying default copy constructors RaidInfo::RaidInfo(RaidInfo&) and rename them into RaidInfo::RaidInfo(RaidInfo)
for all those objects, or define assignment operator =, but that is a bit harder than just copying and renaming function :D

The font files are accessable to all users, as is the folder they are in. I tried running the program in administrator mode, but no cigar.

EDIT: Reinstalling v30 did nothing either, and backtracking to v29 r248 still did not fix the problem. I never had this problem before I updated to v30 from v29 r248.

Actually never mind, restarting my computer for the first time in a month for updates fixed the problem, which probably stemmed from me just putting it to sleep instead of shutting it down properly.

 
avatar for Noth Noth 225 posts
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Originally posted by Pr3470r14n:

Okay. Summon seems to be done… now I need to discover how to commit this.
Done. Summon is now on svn in “trunk” and branch “cli”.
I will NOT provide a windows binary release, I can however, if someone wants, provide a linux cli binary.

I’d appreciate a Linux binary or, even better, instructions on how to compile the source on Linux.

 
avatar for catepillar catepillar 2020 posts
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Originally posted by Noth:
Originally posted by Pr3470r14n:

Okay. Summon seems to be done… now I need to discover how to commit this.
Done. Summon is now on svn in “trunk” and branch “cli”.
I will NOT provide a windows binary release, I can however, if someone wants, provide a linux cli binary.

I’d appreciate a Linux binary or, even better, instructions on how to compile the source on Linux.

Once you have the source downloaded, it should just be g++ iteratedecks-cli -lpthread in the src/EXE folder

 
avatar for Noth Noth 225 posts
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Originally posted by catepillar:
Originally posted by Noth:
Originally posted by Pr3470r14n:

Okay. Summon seems to be done… now I need to discover how to commit this.
Done. Summon is now on svn in “trunk” and branch “cli”.
I will NOT provide a windows binary release, I can however, if someone wants, provide a linux cli binary.

I’d appreciate a Linux binary or, even better, instructions on how to compile the source on Linux.

Once you have the source downloaded, it should just be g++ iteratedecks-cli -lpthread in the src/EXE folder

Thanks! I saw the previous pages and it’s actually g++ iteratedecks-cli.cpp -lpthread in the src/CLI2 folder. Anyway, it works fine, thank you :D

I’m now trying to modify the iteratedecks-cli.cpp file to be able to compile on Mac OS X as well, but I’m currently running on some problems.

 
avatar for catepillar catepillar 2020 posts
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Originally posted by Noth:
Originally posted by catepillar:
Originally posted by Noth:
Originally posted by Pr3470r14n:

Okay. Summon seems to be done… now I need to discover how to commit this.
Done. Summon is now on svn in “trunk” and branch “cli”.
I will NOT provide a windows binary release, I can however, if someone wants, provide a linux cli binary.

I’d appreciate a Linux binary or, even better, instructions on how to compile the source on Linux.

Once you have the source downloaded, it should just be g++ iteratedecks-cli -lpthread in the src/EXE folder

Thanks! I saw the previous pages and it’s actually g++ iteratedecks-cli.cpp -lpthread in the src/CLI2 folder. Anyway, it works fine, thank you :D

I’m now trying to modify the iteratedecks-cli.cpp file to be able to compile on Mac OS X as well, but I’m currently running on some problems.

Start posting errors :D

 
avatar for Moraku Moraku 3132 posts
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Seeing that people are already posting decks on the fansite despite the fact that the simulator has not been updated yet… Is there a way we can easily invalidate all those inaccurately evaluated decks? Or perhaps simply prevent these decks from being posted in the first place? Not sure if we would do this from the simulator or from the fansite.

 
avatar for sss1 sss1 435 posts
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Originally posted by Moraku:

Seeing that people are already posting decks on the fansite despite the fact that the simulator has not been updated yet… Is there a way we can easily invalidate all those inaccurately evaluated decks? Or perhaps simply prevent these decks from being posted in the first place? Not sure if we would do this from the simulator or from the fansite.

yes there is a way. it’s fansite, not tyrant after all :D

the thing that interests me more – is there any way to create project on some site like kickstarter.com to encourage Netrat updating sim more often and get some money out of it? :)

 
avatar for catepillar catepillar 2020 posts
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Originally posted by Moraku:

Seeing that people are already posting decks on the fansite despite the fact that the simulator has not been updated yet… Is there a way we can easily invalidate all those inaccurately evaluated decks? Or perhaps simply prevent these decks from being posted in the first place? Not sure if we would do this from the simulator or from the fansite.

The sim uploads the version with it to the fansite as part of that super handy hash. I imagine sss1 has a very easy way to pull all decks within a certain version and will have those re-evaluated when the sim is updated. (SQL would make this very easy… lol).

That being said, I have no idea how the fansite’s backend is set up to know if it’s done that way or not.

 
avatar for emerald000 emerald000 9 posts
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I’m pretty sure that if you post a hash with a version more recent or with a higher simulations count, il will replace the old one.

 
avatar for sss1 sss1 435 posts
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the least you should worry about is fansite :) i can filter decks with innapropriate simulation results and expire them very easy. the thing you need to focus on is to encourage Netrat/someone else to constant update/fix sim itself.

 
avatar for Pr3470r14n Pr3470r14n 157 posts
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NETRAT is very busy right now, and I am also quite occupied.
I think summon is more or less working in trunk/cli however on attacked has no progress yet.

Regarding MAC support: You can send me an email with a compile log attached if you want. You will find my address on the google code page.

Regarding compiling: I personally use makepp for building. Right now g++ is sufficient, however expect in the future this to become more complicated. There is a COMPILE file in src/CLI2/COMPILE, it will probably contain compilation instructions.