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