I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:
- Modified undo to stop at "next phase" action - Added "muligan" and "force library shuffling" to the list of logged action - Fixed random logging - Fixed double logging of actions - Merged all the "next game" functions into a single one - Created a PlayerType type instead of using int - Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that. - Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]" - Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers - Broke the network game ... hoh well, I'll repair it when everything else works !! - various code cleanup and compilation fixes on Linux
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@@ -207,7 +207,7 @@ public:
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DONT_INTERRUPT_ALL = 2,
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};
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Player * lastActionController;
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int setIsInterrupting(Player * player);
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int setIsInterrupting(Player * player, bool log = true);
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int count( int type = 0 , int state = 0 , int display = -1);
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Interruptible * getActionElementFromCard(MTGCardInstance * card);
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Interruptible * getPrevious(Interruptible * next, int type = 0, int state = 0 , int display = -1);
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@@ -217,7 +217,7 @@ public:
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void Fizzle(Interruptible * action);
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Interruptible * getAt(int id);
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void cancelInterruptOffer(int cancelMode = 1);
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void endOfInterruption();
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void endOfInterruption(bool log = true);
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Interruptible * getLatest(int state);
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Player * askIfWishesToInterrupt;
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int garbageCollect();
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