- 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

@@ -225,7 +225,7 @@ MTGCardInstance * CardDescriptor::match(MTGCardInstance * card)
{
match = NULL;
}
Player * p = controller()->opponent();
Player * p = card->controller()->opponent();//controller()->opponent();
if ((CDopponentDamaged == -1 && card->damageToOpponent && card->controller() == p) || (CDopponentDamaged == 1 && !card->damageToOpponent && card->controller() == p)
|| (CDopponentDamaged == -1 && card->damageToController && card->controller() == p->opponent()) || (CDopponentDamaged == 1 && !card->damageToController && card->controller() == p->opponent()))
{
@@ -354,4 +354,4 @@ void CardDescriptor::SetExclusionColor(int _color, int removeAllOthers)
mColorExclusions = 0;
mColorExclusions |= ConvertColorToBitMask(_color);
}
}