- Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering
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@@ -14,6 +14,7 @@ class GuiCombat;
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class GuiAvatars;
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class CardSelectorBase;
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struct Pos;
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class MTGGamePhase;
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class DuelLayers
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{
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@@ -27,6 +28,7 @@ protected:
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GuiHandSelf *hand;
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GuiAvatars * avatars;
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GameObserver* observer;
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MTGGamePhase* phaseHandler;
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public:
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DuelLayers();
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@@ -36,6 +38,7 @@ public:
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ActionStack * stackLayer();
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GuiCombat * combatLayer();
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GuiAvatars * GetAvatars();
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MTGGamePhase* getPhaseHandler() {return phaseHandler;};
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void init(GameObserver* go);
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virtual void Update(float dt, Player * player);
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void CheckUserInput(int isAI);
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