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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@@ -24,19 +24,10 @@
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#ifdef NETWORK_SUPPORT
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#include "JNetwork.h"
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#endif //NETWORK_SUPPORT
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#include "GameObserver.h"
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class Rules;
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enum
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{
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PLAYER_TYPE_CPU = 0,
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PLAYER_TYPE_HUMAN = 1,
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PLAYER_TYPE_TESTSUITE = 2,
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PLAYER_TYPE_CPU_TEST = 3,
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#ifdef NETWORK_SUPPORT
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PLAYER_TYPE_REMOTE = 4
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#endif //NETWORK_SUPPORT
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};
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class MTGAllCards;
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class TransitionBase;
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@@ -88,7 +79,7 @@ public:
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static string currentMusicFile;
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static void playMusic(string filename = "", bool loop = true);
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static void stopMusic();
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static int players[2];
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static PlayerType players[2];
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};
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