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Secret Deduction #1522
Secret Deduction #1522
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misdirection can't fire unless there's a minion in play
when a secret modifies combat (e.g. minion dissapears), need to determine which fast secrets would have triggered and zero them
Also, misdirection doesn't trigger if all of the targets have stealth (with hero->hero attacks). However, if you choose to attack with one of the stealthed minions, it can activate, because your minion lost stealth with the attack. |
@culinko Can't repo. I attacked with heroic strike into opponent. Only one minion in play, stealthed. Misdirection triggered |
Yeah, they have changed misdirection in 3.1. Now it triggers every time there is 1 or more minions, doesn't matter if they have stealth or not. Blizzard made it easier for you to implement ;) |
That's the status on this? What's working / needs to be fixed? |
I would like to see this in the next release :) My life in HS would be much easier :) |
Only known issue to my knowledge: Minion deaths when the minion has a deathrattle which puts a new minion in play. Redemption and Effigy will not trigger if there are 7 minions in play after the deathrattle. The code as written assumes these secrets always trigger on minion death. Not sure how to fix. Could create a list of minions with "deathrattle: add minion to play", but sounds annoying to maintain. We listen for the Tag change to identify minion death, but I couldn't identify where the "minion deathrattle about to happen" state is stored. Any ideas? |
I think if you play effigy before the deathrattle minion, the secret triggers before the minion's deathrattle. If you play it after the minion, the minion's deathrattle will trigger first and effigy won't trigger. I might be wrong, though. |
Checking the card text for "Deathrattle: Summon" might work. I think the only cards not matching that would be feugen/stalagg. |
Think I'll just list the cards - number of minions summoned matters as well. (e.g. haunted creeper) Will test @culinko's hypothesis about ordering |
For ordering, effigy and redemption behave differently. Redemption is "slower" (it always waits for deathrattles to go first). Effigy happens like culinko said. I think this whole feature is in pretty good shape. I know of some edge cases but think the game situations will be quite rare:
I'm more worried there's a common scenario I've failed to anticipate (with the hunter combat secrets, for example), but don't know of any problems. Perhaps it's time to get it in front of people and see how it works? One visual change I'd like but don't know how to implement: when there are multiple secrets in play, mousing over the individual secret bubbles would change the "possible secrets" overlay to list the possibilities for the individual secret. For example, you might know secret 1 is Counterspell or Ice Block. Your Mage opponent plays a second secret, there's useful information which basically disappears. |
Another scenarios that can screw things up: Pretty sure there's more interactions that we're missing, but can't think of any right now. Also I really like the idea of mousing over individual secrets and storing the information separately for each secret. I think hover things are possible to implement, see gold tracking in main menu. |
I dealt with the Bear Trap + Misdirection case by looking at a "proposed attack" which is interrupted. There are Fast Secrets (which can disrupt combat by removing or redirecting the attacker) and Slow Traps (which only get triggered after the combat goes through). Bear Trap is Slow and can only get gray'ed if the attack goes through. Order of the traps matters for things like Freezing + Explosive, and that's handled as well. Noble Sacrifice /w Bear Trap should be the same as Misdirection /w Bear Trap, but testing all of the cross-class combos is hard. |
I plan on releasing v0.11.6 tomorrow. I would say we make this a beta (pre-)release a few days after. |
Great, let me know if you need anything |
split interactivity features into separate option
Merged into master. |
Pre-release now out: https://github.com/Epix37/Hearthstone-Deck-Tracker/releases/tag/v0.12.3 |
Full log: http://pastebin.com/mv3DiBnE
Mage with 2 secrets => flare. Not sure if this is an issue with the implementation or a special case, the logs contains some messages that should usually not appear: |
still need to find out what causes the id to not exist in the first place.
a secret stolen from the player will now only show as one possible secret.
This patches some of the edge cases surrounding combat.
When a "fast secret" gets triggered, sometimes it can disrupt combat (freezing trap, for example, will prevent the attack from going through). Any secrets older than the triggered secret need to be narrowed down based on the proposed combat.
On hero->hero combat, misdirection was being hidden even if there were no other targets. There needs to be a minion in play for misdirection to trigger.