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