- Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it. - Various cleanup/refactor of the game observer. - Added a gameObserver == operator to compare two games - Added player mode to the player serialization - Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1. - Refactored random generator class to use list intead of queue - Defined a specific type for interrupt decision instead of int
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@@ -29,12 +29,14 @@ AIAction::AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t)
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if (owner->getObserver()->getCardSelector()->GetDrawMode() != DrawMode::kText)
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{
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//DebugTrace("Prefetching AI card going into play: " << c->getImageName());
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owner->getObserver()->getResourceManager()->RetrieveCard(c, RETRIEVE_THUMB);
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if(owner->getObserver()->getResourceManager())
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owner->getObserver()->getResourceManager()->RetrieveCard(c, RETRIEVE_THUMB);
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// also cache the large image if we're using kNormal mode
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if (owner->getObserver()->getCardSelector()->GetDrawMode() == DrawMode::kNormal)
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{
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owner->getObserver()->getResourceManager()->RetrieveCard(c);
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if(owner->getObserver()->getResourceManager())
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owner->getObserver()->getResourceManager()->RetrieveCard(c);
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}
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}
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}
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