- 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.
This commit is contained in:
@@ -7,9 +7,14 @@
|
||||
|
||||
class Targetable
|
||||
{
|
||||
protected:
|
||||
GameObserver* observer;
|
||||
public:
|
||||
Targetable(GameObserver* observer) : observer(observer) {};
|
||||
virtual int typeAsTarget() = 0;
|
||||
virtual const string getDisplayName() const = 0;
|
||||
inline GameObserver* getObserver() { return observer; };
|
||||
virtual void setObserver(GameObserver*g) { observer = g; };
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user