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
This commit is contained in:
Xawotihs
2011-10-26 22:14:12 +00:00
parent 45f09972ad
commit c3dc51aed1
34 changed files with 410 additions and 297 deletions

View File

@@ -97,7 +97,7 @@ int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
actionTargets.erase(actionTargets.begin() + f);
}
}
std::random_shuffle(actionTargets.begin(), actionTargets.end(), MRand);
std::random_shuffle(actionTargets.begin(), actionTargets.end());
//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
for(int k = 0;k < int(actionTargets.size());k++)
{
@@ -172,7 +172,7 @@ int AIPlayer::clickMultiTarget(TargetChooser * tc, vector<Targetable*>& potentia
potentialTargets.erase(potentialTargets.begin() + f);
}
}
std::random_shuffle(potentialTargets.begin(), potentialTargets.end(), MRand);
std::random_shuffle(potentialTargets.begin(), potentialTargets.end());
if(potentialTargets.size())
clickstream.push(NEW AIAction(this, NULL,tc->source,potentialTargets));
while(clickstream.size())