- 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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@@ -18,24 +18,24 @@ protected:
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public:
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int efficiency;
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OrderedAIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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OrderedAIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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: AIAction(owner, a, c, t), efficiency(-1)
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{
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};
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OrderedAIAction(Player * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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OrderedAIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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OrderedAIAction(Player * owner, Player * p)//player targeting through spells
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OrderedAIAction(AIPlayer * owner, Player * p)//player targeting through spells
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: AIAction(owner,p), efficiency(-1)
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{
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};
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OrderedAIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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OrderedAIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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: AIAction(owner,a, c, targetCards), efficiency(-1)
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{
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};
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OrderedAIAction(Player * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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OrderedAIAction(AIPlayer * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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: AIAction(owner, a, p, c), efficiency(-1)
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{
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};
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