- 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
146 lines
4.3 KiB
C++
146 lines
4.3 KiB
C++
#ifndef _GAMEOBSERVER_H_
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#define _GAMEOBSERVER_H_
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#include "Player.h"
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#include "MTGAbility.h"
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#include "DuelLayers.h"
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#include "MTGCardInstance.h"
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#include "PlayGuiObject.h"
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#include "TargetChooser.h"
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#include "PhaseRing.h"
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#include "ReplacementEffects.h"
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#include "GuiStatic.h"
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#include <queue>
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#include <time.h>
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class MTGGamePhase;
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class MTGAbility;
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class MTGCardInstance;
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struct CardGui;
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class Player;
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class TargetChooser;
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class Rules;
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class TestSuiteGame;
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class Trash;
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using namespace std;
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class GameObserver{
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protected:
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MTGCardInstance * cardWaitingForTargets;
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queue<WEvent *> eventsQueue;
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// used when we're running to log actions
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list<string> actionsList;
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// used when we're loading to know what to load
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list<string> loadingList;
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list<string>::iterator loadingite;
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RandomGenerator randomGenerator;
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WResourceManager* mResourceManager;
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JGE* mJGE;
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size_t updateCtr;
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#ifdef ACTION_LOGGING_TESTING
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GameObserver* oldGame;
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#endif //ACTION_LOGGING_TESTING
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int untap(MTGCardInstance * card);
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bool WaitForExtraPayment(MTGCardInstance* card);
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void cleanup();
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string startupGameSerialized;
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bool parseLine(const string& s);
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void logAction(const string& s);
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bool processActions(bool undo);
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friend ostream& operator<<(ostream&, GameObserver&);
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bool mLoading;
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void nextGamePhase();
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void shuffleLibrary(Player* p);
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void createPlayer(const string& playerMode);
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public:
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int currentPlayerId;
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CombatStep combatStep;
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int turn;
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int forceShuffleLibraries();
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int targetListIsSet(MTGCardInstance * card);
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PhaseRing * phaseRing;
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int cancelCurrentAction();
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int currentGamePhase;
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ExtraCosts * mExtraPayment;
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int oldGamePhase;
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TargetChooser * targetChooser;
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DuelLayers * mLayers;
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ReplacementEffects *replacementEffects;
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Player * gameOver;
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vector<Player *> players; //created outside
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time_t startedAt;
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Rules * mRules;
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GameType mGameType;
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MTGCardInstance* ExtraRules;
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Trash* mTrash;
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TargetChooser * getCurrentTargetChooser();
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void stackObjectClicked(Interruptible * action);
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int cardClick(MTGCardInstance * card, MTGAbility *ability);
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int cardClick(MTGCardInstance * card, int abilityType);
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int cardClick(MTGCardInstance * card,Targetable * _object = NULL );
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int getCurrentGamePhase();
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const char * getCurrentGamePhaseName();
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const char * getNextGamePhaseName();
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void nextCombatStep();
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void userRequestNextGamePhase(bool allowInterrupt = true, bool log = true);
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void cleanupPhase();
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void nextPlayer();
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#ifdef TESTSUITE
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void loadTestSuitePlayer(int playerId, TestSuiteGame* testSuite);
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#endif //TESTSUITE
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void loadPlayer(int playerId, PlayerType playerType = PLAYER_TYPE_HUMAN, int decknb=0, bool premadeDeck=false);
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void loadPlayer(int playerId, Player* player);
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Player * currentPlayer;
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Player * currentActionPlayer;
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Player * isInterrupting;
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Player * opponent();
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Player * currentlyActing();
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GameObserver(WResourceManager* output = 0, JGE* input = 0);
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~GameObserver();
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void gameStateBasedEffects();
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void enchantmentStatus();
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void Affinity();
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void addObserver(MTGAbility * observer);
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bool removeObserver(ActionElement * observer);
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void startGame(GameType, Rules * rules);
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void untapPhase();
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MTGCardInstance * isCardWaiting(){ return cardWaitingForTargets; }
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int isInPlay(MTGCardInstance * card);
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int isInGrave(MTGCardInstance * card);
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int isInExile(MTGCardInstance * card);
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void Update(float dt);
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void Render();
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void ButtonPressed(PlayGuiObject*);
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int getPlayersNumber() {return players.size();};
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int receiveEvent(WEvent * event);
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bool connectRule;
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void logAction(Player* player, const string& s="");
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void logAction(int playerId, const string& s="") {
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logAction(players[playerId], s);
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};
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void logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result);
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bool load(const string& s, bool undo = false);
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bool undo();
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bool isLoading(){ return mLoading; };
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void Mulligan(Player* player = NULL);
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Player* getPlayer(size_t index) { return players[index];};
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bool isStarted() { return (mLayers!=NULL);};
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RandomGenerator* getRandomGenerator() { return &randomGenerator; };
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WResourceManager* getResourceManager() { if(this) return mResourceManager;else return 0;};
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CardSelectorBase* getCardSelector() { return mLayers->mCardSelector;};
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bool operator==(const GameObserver& aGame);
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JGE* getInput(){return mJGE;};
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};
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#endif
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