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