- 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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@@ -216,8 +216,12 @@ Interruptible(observer, id), tc(tc), cost(_cost), payResult(payResult)
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_source->backupTargets.clear();
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if (tc)
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{
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for(size_t i = 0;i < tc->targets.size();i++)
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_source->backupTargets.push_back(tc->targets[i]);
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Targetable* t = NULL;
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for(size_t i = 0;i < tc->getNbTargets();i++)
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{
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t = tc->getNextTarget(t);
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_source->backupTargets.push_back(t);
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}
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}
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// fill information on how the card came into this zone. Right now the quickest way is to do it here, based on how the mana was paid...
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@@ -356,7 +360,7 @@ int Spell::getNbTargets()
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{
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if (!tc)
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return 0;
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return (int) (tc->targets.size());
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return (int) (tc->getNbTargets());
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}
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void Spell::Render()
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