Re: Network Multiplayer (Multi-human players)
So it's been a few days, and I've done a lot of work on expanding on the original patch.
Most game objects (Game, Player, Card, SpellAbility, SpellAbilityStackInstance) now have a dedicated view object, which are the only objects passed around in any of the view code. For now, I've merged the view code for the Game itself with the HumanPlayerController, making that object the sole link between the game state and the GUI. For a network game this would then be split into two classes: the controller at the server, and the view at the client.
However, the code is a bit of a mess right now, and there's some problems (mostly with the Input classes) that I can't easily solve. There's around 150 errors and it's growing above my head a bit
Would anybody care to setup a branch so I can commit it there? Then multiple people can help thinking about it without me having to post patches here. (I'd set up the branch myself, but I'm not exactly sure how to do it and I don't want to mess up the repository.)
Most game objects (Game, Player, Card, SpellAbility, SpellAbilityStackInstance) now have a dedicated view object, which are the only objects passed around in any of the view code. For now, I've merged the view code for the Game itself with the HumanPlayerController, making that object the sole link between the game state and the GUI. For a network game this would then be split into two classes: the controller at the server, and the view at the client.
However, the code is a bit of a mess right now, and there's some problems (mostly with the Input classes) that I can't easily solve. There's around 150 errors and it's growing above my head a bit