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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@@ -34,7 +34,7 @@
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#define DEFAULT_DURATION .25
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int GameApp::players[] = { 0, 0 };
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PlayerType GameApp::players[] = { PLAYER_TYPE_CPU, PLAYER_TYPE_CPU };
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bool GameApp::HasMusic = true;
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JMusic * GameApp::music = NULL;
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string GameApp::currentMusicFile = "";
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@@ -69,8 +69,8 @@ GameApp::GameApp() :
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mGameStates[i] = NULL;
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mShowDebugInfo = false;
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players[0] = 0;
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players[1] = 0;
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players[0] = PLAYER_TYPE_CPU;
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players[1] = PLAYER_TYPE_CPU;
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gameType = GAME_TYPE_CLASSIC;
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mCurrentState = NULL;
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