- Added cache for the count of AI decks, to reduce file access especially on victory screen. This fixes some massive lags on the PSP when winning a game
- bumped version number to 0.17 - removed some dead code in utils.h
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@@ -20,6 +20,7 @@
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#include "DeckEditorMenu.h"
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#include "SimpleMenu.h"
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#include "utils.h"
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#include "AIPlayer.h"
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@@ -315,24 +316,22 @@ void GameStateDeckViewer::saveDeck()
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void GameStateDeckViewer::saveAsAIDeck(string deckName)
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{
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vector<DeckMetaData *> aiDecks = GameState::BuildDeckList("ai/baka", "ai_baka", NULL);
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int nbAiDecks = aiDecks.size() + 1;
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aiDecks.clear();
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int deckId = AIPlayer::getTotalAIDecks() + 1;
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string defaultAiDeckName = "deck";
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std::ostringstream oss;
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oss << "deck" << nbAiDecks;
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defaultAiDeckName = oss.str();
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oss << "deck" <<deckId;
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string aiDeckName = oss.str();
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oss.str("");
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if (myDeck->parent->meta_desc == "")
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oss << endl << "Can you beat your own creations?" << endl << "User created AI Deck # " << nbAiDecks;
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oss << endl << "Can you beat your own creations?" << endl << "User created AI Deck # " << deckId;
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else
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oss << myDeck->parent->meta_desc;
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string deckDesc = oss.str();
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string filepath = "ai/baka/";
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filepath.append(defaultAiDeckName).append(".txt");
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filepath.append(aiDeckName).append(".txt");
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DebugTrace("saving AI deck " << filepath);
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myDeck->save(filepath, true, deckName, deckDesc);
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AIPlayer::invalidateTotalAIDecks(); //We added one AI deck, so we need to invalidate the count cache
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}
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void GameStateDeckViewer::Update(float dt)
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