- 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:
@@ -59,7 +59,7 @@ public:
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virtual string getShortDesc() = 0;
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int getExpiration();
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int getReward();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app) = 0;
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virtual bool isDone(GameObserver* observer, GameApp * _app) = 0;
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bool isExpired();
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void setExpiration(int _expiresIn);
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void passOneDay();
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@@ -100,7 +100,7 @@ public:
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void addRandomTask(int diff = 100);
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void removeTask(Task *task);
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void passOneDay();
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void getDoneTasks(Player * _p1, Player * _p2, GameApp * _app, vector<Task*>* result);
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void getDoneTasks(GameObserver* observer, GameApp * _app, vector<Task*>* result);
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int getTaskCount();
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void Start();
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@@ -121,7 +121,7 @@ public:
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TaskWinAgainst(int _opponent = 0);
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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};
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class TaskSlaughter: public TaskWinAgainst
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@@ -133,7 +133,7 @@ public:
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TaskSlaughter(int _opponent = 0, int _targetLife = -15);
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -149,7 +149,7 @@ public:
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TaskDelay(int _opponent = 0, int _turn = 20);
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -166,7 +166,7 @@ public:
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -183,7 +183,7 @@ public:
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -200,7 +200,7 @@ public:
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -216,7 +216,7 @@ public:
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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@@ -232,7 +232,7 @@ public:
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virtual string createDesc();
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virtual string getShortDesc();
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virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
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virtual bool isDone(GameObserver* observer, GameApp * _app);
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virtual void storeCustomAttribs();
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virtual void restoreCustomAttribs();
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virtual void randomize();
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