- 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
This commit is contained in:
Xawotihs
2011-10-30 14:31:27 +00:00
parent 53b9bc412f
commit 2f4dd4cd2a
19 changed files with 195 additions and 98 deletions

View File

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