- 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
This commit is contained in:
Xawotihs
2011-11-23 19:11:48 +00:00
parent dca6d3ad38
commit 29132073de
20 changed files with 153 additions and 73 deletions

View File

@@ -19,7 +19,7 @@ void DuelLayers::init(GameObserver* go)
mCardSelector = NEW CardSelector(go, this);
//1 Action Layer
action = NEW ActionLayer(go);
action->Add(NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
action->Add(phaseHandler = NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
action->Add(NEW OtherAbilitiesEventReceiver(go, -1)); //autohand, etc... handler
//Other display elements
action->Add(NEW HUDDisplay(go, -1));