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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@@ -2219,7 +2219,7 @@ void MayAbility::Update(float dt)
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}
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game->mLayers->actionLayer()->setMenuObject(source, must);
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previousInterrupter = game->isInterrupting;
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game->mLayers->stackLayer()->setIsInterrupting(source->controller());
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game->mLayers->stackLayer()->setIsInterrupting(source->controller(), false);
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}
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}
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@@ -3669,7 +3669,7 @@ void ABlink::Update(float dt)
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MTGGameZone * inplay = spell->source->owner->game->inPlay;
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spell->source->target = NULL;
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for(int i = WRand()%inplay->nb_cards;;i = WRand()%inplay->nb_cards)
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for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
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{
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if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
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{
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@@ -3768,7 +3768,7 @@ void ABlink::resolveBlink()
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MTGGameZone * inplay = spell->source->owner->game->inPlay;
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spell->source->target = NULL;
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for(int i = WRand()%inplay->nb_cards;;i = WRand()%inplay->nb_cards)
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for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
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{
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if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
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{
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