- 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

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