- 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

@@ -559,6 +559,7 @@ AARemoveAllCounter * AARemoveAllCounter::clone() const
AAProliferate::AAProliferate(GameObserver* observer, int id, MTGCardInstance * source, Targetable * target,ManaCost * cost) :
ActivatedAbility(observer, id, source, cost, 0)
{
this->GetId();
}
int AAProliferate::resolve()
@@ -3669,7 +3670,7 @@ void ABlink::Update(float dt)
MTGGameZone * inplay = spell->source->owner->game->inPlay;
spell->source->target = NULL;
for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
for(int i = game->getRandomGenerator()->random()%inplay->nb_cards;;i = game->getRandomGenerator()->random()%inplay->nb_cards)
{
if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
{
@@ -3768,7 +3769,7 @@ void ABlink::resolveBlink()
MTGGameZone * inplay = spell->source->owner->game->inPlay;
spell->source->target = NULL;
for(int i = WRand(true)%inplay->nb_cards;;i = WRand(true)%inplay->nb_cards)
for(int i = game->getRandomGenerator()->random()%inplay->nb_cards;;i = game->getRandomGenerator()->random()%inplay->nb_cards)
{
if(tc->canTarget(inplay->cards[i]) && spell->source->target == NULL)
{