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
+3 -3
View File
@@ -2219,7 +2219,7 @@ void MayAbility::Update(float dt)
}
game->mLayers->actionLayer()->setMenuObject(source, must);
previousInterrupter = game->isInterrupting;
game->mLayers->stackLayer()->setIsInterrupting(source->controller());
game->mLayers->stackLayer()->setIsInterrupting(source->controller(), false);
}
}
@@ -3669,7 +3669,7 @@ void ABlink::Update(float dt)
MTGGameZone * inplay = spell->source->owner->game->inPlay;
spell->source->target = NULL;
for(int i = WRand()%inplay->nb_cards;;i = WRand()%inplay->nb_cards)
for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
{
if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
{
@@ -3768,7 +3768,7 @@ void ABlink::resolveBlink()
MTGGameZone * inplay = spell->source->owner->game->inPlay;
spell->source->target = NULL;
for(int i = WRand()%inplay->nb_cards;;i = WRand()%inplay->nb_cards)
for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
{
if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
{