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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@@ -254,8 +254,8 @@ Player * Rules::loadPlayerMomir(GameObserver* observer, int isAI)
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Player * Rules::loadPlayerRandom(GameObserver* observer, int isAI, int mode)
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{
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int color1 = 1 + WRand() % 5;
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int color2 = 1 + WRand() % 5;
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int color1 = 1 + WRand(true) % 5;
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int color2 = 1 + WRand(true) % 5;
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int color0 = Constants::MTG_COLOR_ARTIFACT;
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if (mode == GAME_TYPE_RANDOM1) color2 = color1;
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int colors[] = { color1, color2, color0 };
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@@ -367,7 +367,7 @@ void Rules::initGame(GameObserver *g)
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if (g->currentPlayer->playMode!= Player::MODE_TEST_SUITE && g->mRules->gamemode!= GAME_TYPE_STORY)
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{
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if(OptionWhosFirst::WHO_R == options[Options::FIRSTPLAYER].number)
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initState.player = WRand() % 2;
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initState.player = WRand(true) % 2;
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if(OptionWhosFirst::WHO_O == options[Options::FIRSTPLAYER].number)
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initState.player = 1;
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}
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