- reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
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@@ -38,6 +38,7 @@ private:
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public:
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int value;
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Player * p1, *p2;
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GameObserver* observer;
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GameApp * app;
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int showMsg;
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int unlocked;
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@@ -45,7 +46,7 @@ public:
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vector<CreditBonus *> bonus;
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Credits();
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~Credits();
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void compute(Player * _p1, Player * _p2, GameApp * _app);
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void compute(GameObserver* observer, GameApp * _app);
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void Render();
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static int unlockRandomSet(bool force = false);
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static int unlockSetByName(string name);
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