- 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
28 lines
613 B
C++
28 lines
613 B
C++
#ifndef _ABILITY_PARSER_H_
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#define _ABILITY_PARSER_H_
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#include <string>
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#include <vector>
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using std::string;
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using std::vector;
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using std::map;
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class AutoLineMacro {
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private:
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string mName;
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string mResult;
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vector<string> mParams;
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void parse(const string& s);
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string process(const string& s);
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static vector<AutoLineMacro *> gAutoLineMacros;
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static map<string, bool> gAutoLineMacrosIndex;
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public:
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AutoLineMacro(const string& s);
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static void Destroy();
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static bool AddMacro(const string& s);
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static string Process(const string& s);
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};
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#endif
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