- 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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@@ -1517,7 +1517,7 @@ int MTGMomirRule::genRandomCreatureId(int convertedCost)
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}
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if (!total_cards)
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return 0;
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int start = (WRand(true) % total_cards);
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int start = (game->getRandomGenerator()->random() % total_cards);
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return pool[convertedCost][start];
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}
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@@ -1635,7 +1635,7 @@ int MTGStoneHewerRule::genRandomEquipId(int convertedCost)
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if (convertedCost >= 20)
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convertedCost = 19;
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int total_cards = 0;
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int i = (WRand(true) % int(convertedCost+1));//+1 becuase we want to generate a random "<=" the coverted.
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int i = (game->getRandomGenerator()->random() % int(convertedCost+1));//+1 becuase we want to generate a random "<=" the coverted.
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while (!total_cards && i >= 0)
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{
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total_cards = pool[i].size();
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@@ -1644,7 +1644,7 @@ int MTGStoneHewerRule::genRandomEquipId(int convertedCost)
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}
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if (!total_cards)
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return 0;
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int start = (WRand(true) % total_cards);
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int start = (game->getRandomGenerator()->random() % total_cards);
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return pool[convertedCost][start];
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}
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@@ -1681,7 +1681,7 @@ int MTGHermitRule::receiveEvent(WEvent * event)
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lands.push_back(temp);
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}
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if(lands.size())
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lcard = lands[WRand(true) % lands.size()];
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lcard = lands[game->getRandomGenerator()->random() % lands.size()];
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if(lcard)
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{
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MTGCardInstance * copy = game->currentPlayer->game->putInZone(lcard,game->currentPlayer->game->library, game->currentPlayer->game->temp);
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