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