- Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering
70 lines
1.4 KiB
C++
70 lines
1.4 KiB
C++
#include "PrecompiledHeader.h"
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#include "MTGGamePhase.h"
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#include "GuiPhaseBar.h"
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MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
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ActionElement(id), observer(g)
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{
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animation = 0;
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currentState = -1;
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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}
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void MTGGamePhase::Update(float dt)
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{
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int newState = observer->getCurrentGamePhase();
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if (newState != currentState)
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{
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activeState = ACTIVE;
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animation = 4;
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currentState = newState;
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}
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if (animation > 0)
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{
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animation--;
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}
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else
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{
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activeState = INACTIVE;
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animation = 0;
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}
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}
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bool MTGGamePhase::NextGamePhase()
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{
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if (activeState == INACTIVE)
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{
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if (observer->currentActionPlayer == observer->currentlyActing())
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{
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activeState = ACTIVE;
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observer->userRequestNextGamePhase();
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return true;
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}
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}
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return false;
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}
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bool MTGGamePhase::CheckUserInput(JButton key)
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{
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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if (trigger == key)
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{
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return NextGamePhase();
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}
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return false;
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}
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MTGGamePhase * MTGGamePhase::clone() const
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{
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return NEW MTGGamePhase(*this);
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}
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ostream& MTGGamePhase::toString(ostream& out) const
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{
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return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
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}
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