Adding a system to compare two AI implementations (AIPlayerBaka and AIPlayerBakaB). This can be used to make sure a change to the AI is not making the AI weaker, for example.
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@@ -61,11 +61,6 @@ typedef std::map<OrderedAIAction, int, CmpAbilities> RankingContainer;
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class AIPlayerBaka: public AIPlayer{
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private:
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MTGCardInstance * nextCardToPlay;
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AIHints * hints;
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AIStats * stats;
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int orderBlockers();
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int combatDamages();
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int interruptIfICan();
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@@ -91,6 +86,9 @@ private:
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AIStats * getStats();
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protected:
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MTGCardInstance * nextCardToPlay;
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AIHints * hints;
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AIStats * stats;
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int oldGamePhase;
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float timer;
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MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
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@@ -122,7 +120,7 @@ private:
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virtual ~AIPlayerBaka();
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int affectCombatDamages(CombatStep step);
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int canHandleCost(MTGAbility * ability);
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int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
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int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL,MTGCardInstance * Chosencard = NULL,bool checkonly = false);
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//used by AIHInts, therefore public instead of private :/
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int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
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