- 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
+1 -3
View File
@@ -20,8 +20,7 @@ int TargetsList::addTarget(Targetable * target)
{
if (!alreadyHasTarget(target))
{
GameObserver * state = state->GetInstance();
TargetChooser * tc = state->getCurrentTargetChooser();
TargetChooser * tc = target->getObserver()->getCurrentTargetChooser();
if(!tc || (tc && tc->maxtargets == 1))
{
//because this was originally coded with targets as an array
@@ -39,7 +38,6 @@ int TargetsList::addTarget(Targetable * target)
}
}
return 0;
}
int TargetsList::alreadyHasTarget(Targetable * target)