- 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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@@ -268,7 +268,7 @@ bool Player::parseLine(const string& s)
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if ( opponent() )
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{
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bool isOpponentAI = opponent()->isAI() == 1;
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DeckMetaData *meta = DeckManager::GetInstance()->getDeckMetaDataByFilename( opponent()->deckFile, isOpponentAI);
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DeckMetaData *meta = observer->getDeckManager()->getDeckMetaDataByFilename( opponent()->deckFile, isOpponentAI);
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if ( meta && meta->getVictoryPercentage() >= 65)
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deckSetting = HARD;
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}
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