- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
- 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
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.
please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...
the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.
this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
-- This is a copy/paste and shouldn't have any impact on the logic. I just moved some functions from AIPlayer to AIPlayerBaka
- Added back the possibility to select a different Resource folder with file Res.txt
- Fix a crash when a token id does not exist
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.
-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.
- also has a basic support for unlocks (does not yet allow people to create their own unlock rules, though...)
- Some things are still hardcoded and should progressively move to these rules files (such as Game Type, how random decks are created, etc...)
- Test suite doesn't foolishly ask you to choose a game mode (momir, etc...) anymore
- UPDATE YOUR Res/rules/ folder !!!
- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
- Added method to build a card collection independently of the GUI to ease my unitary test application
- Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges
- Added the beginning of a serialization code of the Player and related classes used for network support
- various other minor cleanup
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.
forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.
added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/
fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- Attempt at solving issue 247 (missing background image for trophy room). I think I attempted that a while ago and it caused some crashes, so let's revert this change if this happens
- bug fix in JGE++ audio (improve HBL compatibility)
- Added new rewards in story mode: random card, card (either by "name" or id), specific set
- Story mode: added possibility to choose music, and bg for duel.
-- See "01. Where it all begins" for examples of new features
- Reward system in Story mode (currently, either credits or random set)
- Rules now accept for player 2 to start (see story mode "block" stage)
- Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily.
- possibility to choose an avatar for both players through the rules (see example in story mode)
- fixed bugs introduced in revision 2034 (Giant Growth)
- Extended Story mode xml: much easier to write basic thing, font selection, possibility to position answers, answers now in correct order
- moved story in the menu because it is not major for now
- fix issue 392 (broken tests)
- Fix a bunch of memory leaks (guys please be careful!)
- Added Logging facility in JGE
- HBL Compatibility (cleaned up some code with MP3 in JGE)
- Added "winGame" ability. Currently used mostly by the story mode, but some cards could probably need it too
- Improved story mode and uncommented it from the source.
-- The current campaign is of course very basic, anybody who wants to improve it or create other ones feel free to do so
-- TODO (short term): save progress, rewards system, improve tutorial campaign
-- I'll talk a bit more about this on the forums/email after a night of sleep
- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...