Added action logging during attack/block of the AI player. To do that, I wrapped some of the direct access from the player to the action layer into the game observer.
First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them.
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@@ -53,7 +53,7 @@ int AIAction::Act()
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}
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if (ability)
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{
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g->mLayers->actionLayer()->reactToClick(ability, click);
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g->cardClick(click, ability);
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if (target && !mAbilityTargets.size())
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{
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g->cardClick(target);
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