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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@@ -1751,10 +1751,7 @@ int AIPlayerBaka::computeActions()
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int doThis = selectMenuOption();
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if(doThis >= 0)
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{
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if(object->abilitiesMenu->isMultipleChoice)
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observer->mLayers->actionLayer()->doMultipleChoice(doThis);
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else
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observer->mLayers->actionLayer()->doReactTo(doThis);
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observer->mLayers->actionLayer()->ButtonPressed(0, doThis);
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}
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else if(doThis < 0 || object->checkCantCancel())
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observer->mLayers->actionLayer()->doReactTo(object->abilitiesMenu->mObjects.size()-1);
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