Reverted the "more than 50 elements in the stack" fix for Exquisite Blood + Sanguine Bond, as this created more issues than it fixed. I'll open a ticket for the Exquisite blood bug
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@@ -119,7 +119,6 @@ class GameObserver{
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Player * currentlyActing();
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Player * currentlyActing();
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GameObserver(WResourceManager* output = 0, JGE* input = 0);
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GameObserver(WResourceManager* output = 0, JGE* input = 0);
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virtual ~GameObserver();
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virtual ~GameObserver();
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int waitingGameStateCheck;
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void gameStateBasedEffects();
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void gameStateBasedEffects();
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void enchantmentStatus();
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void enchantmentStatus();
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void Affinity();
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void Affinity();
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@@ -103,7 +103,6 @@ GameObserver::GameObserver(WResourceManager *output, JGE* input)
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mLayers = NULL;
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mLayers = NULL;
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mTrash = new Trash();
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mTrash = new Trash();
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mDeckManager = new DeckManager();
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mDeckManager = new DeckManager();
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waitingGameStateCheck = 0;
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}
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}
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GamePhase GameObserver::getCurrentGamePhase()
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GamePhase GameObserver::getCurrentGamePhase()
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@@ -584,15 +583,9 @@ void GameObserver::gameStateBasedEffects()
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{
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{
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if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
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if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
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getCurrentTargetChooser()->done = true;
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getCurrentTargetChooser()->done = true;
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waitingGameStateCheck++;
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if(waitingGameStateCheck < 50)
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if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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{
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return;
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//if there are more than 50 unresolved actions on the stack, lets allow a gameStates update
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//to make sure we are not caught up in a loop, example :Exquisite Blood + Sanguine Bond
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if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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return;
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}
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waitingGameStateCheck = 0;
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if (mLayers->actionLayer()->menuObject)
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if (mLayers->actionLayer()->menuObject)
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return;
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return;
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if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
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if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
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