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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@@ -28,7 +28,6 @@ private:
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Credits * credits;
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int mGamePhase;
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Player * mCurrentPlayer;
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vector<Player *> mPlayers;
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GameObserver * game;
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DeckMenu * deckmenu;
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DeckMenu * opponentMenu;
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@@ -42,7 +41,6 @@ private:
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string musictrack;
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bool MusicExist(string FileName);
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void loadPlayer(int playerId, int decknb = 0, bool isAI = false, bool isNetwork = false);
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void ConstructOpponentMenu(); //loads the opponentMenu if it doesn't exist
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void initScroller();
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void setGamePhase(int newGamePhase);
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@@ -79,9 +77,12 @@ public:
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MENUITEM_EVIL_TWIN = kEvilTwinMenuID,
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MENUITEM_MULLIGAN = -15,
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MENUITEM_UNDO = -16,
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#ifdef TESTSUITE
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MENUITEM_LOAD = -17,
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#endif
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#ifdef NETWORK_SUPPORT
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MENUITEM_REMOTE_CLIENT = -17,
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MENUITEM_REMOTE_SERVER = -18,
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MENUITEM_REMOTE_CLIENT = -18,
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MENUITEM_REMOTE_SERVER = -19,
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#endif
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MENUITEM_MORE_INFO = kInfoMenuID
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};
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