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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@@ -9,6 +9,12 @@
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// Instances for Factory
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#include "AIPlayerBaka.h"
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#ifdef AI_CHANGE_TESTING
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#include "AIPlayerBakaB.h"
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#endif
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const char * const MTG_LAND_TEXTS[] = { "artifact", "forest", "island", "mountain", "swamp", "plains", "other lands" };
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int AIAction::currentId = 0;
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@@ -123,6 +129,7 @@ AIPlayer::AIPlayer(string file, string fileSmall, MTGDeck * deck) :
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agressivity = 50;
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forceBestAbilityUse = false;
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playMode = Player::MODE_AI;
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mFastTimerMode = false;
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}
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@@ -278,5 +285,60 @@ void AIPlayer::Render()
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#endif
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}
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#ifdef AI_CHANGE_TESTING
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AIPlayer * AIPlayerFactory::createAIPlayerTest(MTGAllCards * collection, Player * opponent, int deckid)
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{
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char deckFile[512];
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string avatarFilename; // default imagename
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char deckFileSmall[512];
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if (deckid == GameStateDuel::MENUITEM_EVIL_TWIN)
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{ //Evil twin
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sprintf(deckFile, "%s", opponent->deckFile.c_str());
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DebugTrace("Evil Twin => " << opponent->deckFile);
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avatarFilename = "avatar.jpg";
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sprintf(deckFileSmall, "%s", "ai_baka_eviltwin");
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}
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else
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{
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if (!deckid)
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{
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//random deck
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int nbdecks = 0;
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int found = 1;
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while (found && nbdecks < options[Options::AIDECKS_UNLOCKED].number)
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{
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found = 0;
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char buffer[512];
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sprintf(buffer, "ai/baka/deck%i.txt", nbdecks + 1);
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if (FileExists(buffer))
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{
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found = 1;
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nbdecks++;
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}
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}
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if (!nbdecks)
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return NULL;
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deckid = 1 + WRand() % (nbdecks);
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}
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sprintf(deckFile, "ai/baka/deck%i.txt", deckid);
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DeckMetaData *aiMeta = DeckManager::GetInstance()->getDeckMetaDataByFilename( deckFile, true);
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avatarFilename = aiMeta->getAvatarFilename();
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sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
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}
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int deckSetting = EASY;
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if ( opponent )
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{
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bool isOpponentAI = opponent->isAI() == 1;
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DeckMetaData *meta = DeckManager::GetInstance()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
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if ( meta->getVictoryPercentage() >= 65)
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deckSetting = HARD;
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}
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// AIPlayerBaka will delete MTGDeck when it's time
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AIPlayerBakaB * baka = NEW AIPlayerBakaB(deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting));
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baka->deckId = deckid;
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return baka;
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}
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#endif
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