- 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

@@ -18,7 +18,7 @@ protected:
JTexture * mAvatarTex;
JQuadPtr mAvatar;
bool loadAvatar(string file, string resName = "playerAvatar");
bool premade;
public:
enum ENUM_PLAY_MODE
@@ -95,20 +95,19 @@ public:
** Returns the path to the stats file of currently selected deck.
*/
std::string GetCurrentDeckStatsFile();
bool parseLine(const string& s);
virtual bool parseLine(const string& s);
friend ostream& operator<<(ostream&, const Player&);
};
class HumanPlayer: public Player
{
protected:
bool premade;
public:
HumanPlayer(GameObserver *observer, string deckFile, string deckFileSmall, bool premade = false, MTGDeck * deck = NULL);
void End(){
if(!premade && opponent())
DeckStats::GetInstance()->saveStats(this, opponent(), observer);
};
friend ostream& operator<<(ostream&, const HumanPlayer&);
};
#endif