- 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:
Xawotihs
2011-10-01 13:30:30 +00:00
parent d6db0c4f63
commit 9adb9d625d
86 changed files with 1902 additions and 1961 deletions

View File

@@ -104,7 +104,7 @@ bool AIHints::abilityMatches(MTGAbility * ability, AIHint * hint)
vector<MTGAbility *> AIHints::findAbilities(AIHint * hint)
{
std::vector<MTGAbility *> elems;
ActionLayer * al = GameObserver::GetInstance()->mLayers->actionLayer();
ActionLayer * al = mPlayer->getObserver()->mLayers->actionLayer();
for (size_t i = 1; i < al->mObjects.size(); i++) //0 is not a mtgability...hackish
{