- 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

@@ -63,11 +63,31 @@ std::string wordWrap(const std::string& s, float width, int fontId);
//basic hash function
unsigned long hash_djb2(const char *str);
void loadRandValues(string s);
ostream& saveRandValues(ostream& out);
// This class wraps random generation and the pre-loading/saving of randoms
// The idea is to make it instantiable to be able to handle randoms differently per class of group of classes.
// In particular, to be able to control the AI randoms independently of the other game randoms so that we can actually test AI
class RandomGenerator
{
protected:
queue<int> loadedRandomValues;
queue<int> usedRandomValues;
bool log;
public:
RandomGenerator(bool doLog = false) : log(doLog) {};
void loadRandValues(string s);
ostream& saveUsedRandValues(ostream& out);
ostream& saveLoadedRandValues(ostream& out);
int random();
template<typename Iter> void random_shuffle(Iter first, Iter last)
{
ptrdiff_t i, n;
n = (last-first);
for (i=n-1; i>0; --i) swap (first[i],first[random()%(i+1)]);
};
};
int filesize(const char * filename);
int WRand(bool log = false);
ptrdiff_t MRand (ptrdiff_t i);
#ifdef LINUX
void dumpStack();