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:
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user