- Added new code for serialization/deserializaiton of full games including initial game and all the player actions.

- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
This commit is contained in:
Xawotihs
2011-10-13 19:43:51 +00:00
parent 663058cdab
commit 0b6044551a
28 changed files with 595 additions and 156 deletions
+3 -3
View File
@@ -97,7 +97,7 @@ int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
actionTargets.erase(actionTargets.begin() + f);
}
}
std::random_shuffle(actionTargets.begin(), actionTargets.end());
std::random_shuffle(actionTargets.begin(), actionTargets.end(), MRand);
//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
for(int k = 0;k < int(actionTargets.size());k++)
{
@@ -172,7 +172,7 @@ int AIPlayer::clickMultiTarget(TargetChooser * tc, vector<Targetable*>& potentia
potentialTargets.erase(potentialTargets.begin() + f);
}
}
std::random_shuffle(potentialTargets.begin(), potentialTargets.end());
std::random_shuffle(potentialTargets.begin(), potentialTargets.end(), MRand);
if(potentialTargets.size())
clickstream.push(NEW AIAction(this, NULL,tc->source,potentialTargets));
while(clickstream.size())
@@ -257,7 +257,7 @@ AIPlayer * AIPlayerFactory::createAIPlayer(GameObserver *observer, MTGAllCards *
{
bool isOpponentAI = opponent->isAI() == 1;
DeckMetaData *meta = DeckManager::GetInstance()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
if ( meta->getVictoryPercentage() >= 65)
if ( meta && meta->getVictoryPercentage() >= 65)
deckSetting = HARD;
}