- Added poison counter check into the testsuite
- Decorelated the testsuite AI timer from the game timer to be able to have reproduceable results with AI tests. - Created a random generator wrapper class - Used two seperate instances of this random generator for AI and for the game - Added methods to load randoms into AI from a testcase - Fixed a probleme with undo and premade decks introduced in r4035 - Added basic test to test AI proliferate code - Cleaned up goblin_artillery test - Added AI tests into the testsuite test list - Fixed looping bug into the multi target AI code
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@@ -22,13 +22,14 @@
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using std::queue;
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class AIStats;
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class AIPlayer;
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class AIAction
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{
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protected:
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static int currentId;
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public:
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Player * owner;
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AIPlayer * owner;
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MTGAbility * ability;
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NestedAbility * nability;
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Player * player;
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@@ -39,26 +40,26 @@ public:
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Targetable * playerAbilityTarget;
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//player targeting through abilities is handled completely seperate from spell targeting.
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AIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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AIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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: owner(owner), ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
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{
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id = currentId++;
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};
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AIAction(Player * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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AIAction(Player * owner, Player * p)//player targeting through spells
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AIAction(AIPlayer * owner, Player * p)//player targeting through spells
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: owner(owner), ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
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{
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};
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AIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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AIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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: owner(owner), ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
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{
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id = currentId++;
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};
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AIAction(Player * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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AIAction(AIPlayer * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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: owner(owner), ability(a), click(c),target(NULL), playerAbilityTarget(p)
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{
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id = currentId++;
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@@ -76,6 +77,7 @@ protected:
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queue<AIAction *> clickstream;
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int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
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int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets, MTGCardInstance * Choosencard = NULL);
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RandomGenerator randomGenerator;
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public:
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@@ -98,8 +100,9 @@ public:
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int isAI(){return 1;};
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void setFastTimerMode(bool mode = true) { mFastTimerMode = mode; };
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RandomGenerator* getRandomGenerator(){return &randomGenerator;};
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bool parseLine(const string& s);
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};
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