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

View File

@@ -68,13 +68,13 @@ void loadRandValues(string s)
ptrdiff_t MRand (ptrdiff_t i)
{
return WRand()%i;
return WRand(true)%i;
}
int WRand()
int WRand(bool log)
{
int result;
if (!loadedRandomValues.size())
if (!loadedRandomValues.size() || !log)
{
result = rand();
}
@@ -83,7 +83,8 @@ int WRand()
result = loadedRandomValues.front();
loadedRandomValues.pop();
}
usedRandomValues.push(result);
if(log)
usedRandomValues.push(result);
return result;
}