- 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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@@ -44,7 +44,7 @@ int AIMomirPlayer::momir()
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int converted = potentialMana->getConvertedCost();
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SAFE_DELETE(potentialMana);
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int efficiency = 100;
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int chance = 1 + (WRand() % 100);
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int chance = 1 + (randomGenerator.random() % 100);
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if (converted == 5 && myCreatures > opponentCreatures && game->hand->nb_cards < 4) efficiency = 5; //Strategy: skip 5 drop
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if (converted == 7 && myCreatures > opponentCreatures && game->hand->nb_cards < 2) efficiency = 50; //Strategy: 7 drops have bad upkeep costs and the AI doesn't handle those right now...
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if (converted > 8) converted = 8;
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