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