- 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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@@ -14,15 +14,16 @@ using std::vector;
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class TargetsList
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{
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private:
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protected:
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size_t iterateTarget(Targetable * previous);
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vector<Targetable*> targets;
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public:
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TargetsList();
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TargetsList(Targetable * _targets[], int nbtargets);
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vector<Targetable*> targets;
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int alreadyHasTarget(Targetable * target);
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int removeTarget(Targetable * _card);
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int toggleTarget(Targetable * _card);
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size_t getNbTargets() {return targets.size();};
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virtual int addTarget(Targetable * _target);
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MTGCardInstance * getNextCardTarget(MTGCardInstance * previous = 0);
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Player * getNextPlayerTarget(Player * previous = 0);
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