- Split AIPlayer and AIPlayerBaka in 2 files. Moved all "AI" specific code into AIPlayerBaka, as much as possible.

-- This is a copy/paste and shouldn't have any impact on the logic. I just moved some functions from AIPlayer to AIPlayerBaka
- Added back the possibility to select a different Resource folder with file Res.txt
- Fix a crash when a token id does not exist
This commit is contained in:
wagic.the.homebrew
2011-09-20 03:06:06 +00:00
parent 839d197835
commit fbfac78b09
22 changed files with 2536 additions and 2350 deletions

View File

@@ -34,6 +34,7 @@ LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.cpp \
$(MTG_PATH)/src/AIHints.cpp \
$(MTG_PATH)/src/AIMomirPlayer.cpp \
$(MTG_PATH)/src/AIPlayer.cpp \
$(MTG_PATH)/src/AIPlayerBaka.cpp \
$(MTG_PATH)/src/AIStats.cpp \
$(MTG_PATH)/src/AllAbilities.cpp \
$(MTG_PATH)/src/CardDescriptor.cpp \

View File

@@ -1,4 +1,4 @@
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIHints.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/AllAbilities.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardPrimitive.o objs/CardSelector.o objs/CardSelectorSingleton.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckEditorMenu.o objs/DeckMenu.o objs/DeckMenuItem.o objs/DeckMetaData.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/DeckManager.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GameStateStory.o objs/GameStateTransitions.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/IconButton.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/ModRules.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGPack.o objs/MTGRules.o objs/Navigator.o objs/ObjectAnalytics.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/PlayRestrictions.o objs/Pos.o objs/PrecompiledHeader.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/SimplePopup.o objs/StoryFlow.o objs/StyleManager.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/ThisDescriptor.o objs/Token.o objs/Translate.o objs/TranslateKeys.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o objs/WDataSrc.o objs/WGui.o objs/WFilter.o objs/Tasks.o objs/WFont.o
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIHints.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIPlayerBaka.o objs/AIStats.o objs/AllAbilities.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardPrimitive.o objs/CardSelector.o objs/CardSelectorSingleton.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckEditorMenu.o objs/DeckMenu.o objs/DeckMenuItem.o objs/DeckMetaData.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/DeckManager.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GameStateStory.o objs/GameStateTransitions.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/IconButton.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/ModRules.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGPack.o objs/MTGRules.o objs/Navigator.o objs/ObjectAnalytics.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/PlayRestrictions.o objs/Pos.o objs/PrecompiledHeader.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/SimplePopup.o objs/StoryFlow.o objs/StyleManager.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/ThisDescriptor.o objs/Token.o objs/Translate.o objs/TranslateKeys.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o objs/WDataSrc.o objs/WGui.o objs/WFilter.o objs/Tasks.o objs/WFont.o
DEPS = $(patsubst objs/%.o, deps/%.d, $(OBJS))
RESULT = $(shell psp-config --psp-prefix 2> Makefile.cache)

View File

@@ -1 +1 @@
../../wagic_res/

View File

@@ -6,7 +6,7 @@
using std::string;
using std::vector;
#include "AIPlayer.h"
#include "AIPlayerBaka.h"
class ManaCost;
class MTGAbility;
@@ -24,7 +24,7 @@ public:
class AIHints
{
protected:
AIPlayer * mPlayer;
AIPlayerBaka * mPlayer;
vector<AIHint *> hints;
AIHint * getByCondition (string condition);
AIAction * findAbilityRecursive(AIHint * hint, ManaCost * potentialMana);
@@ -34,7 +34,7 @@ protected:
bool findSource(int sourceId);
bool abilityMatches(MTGAbility * a, AIHint * hint);
public:
AIHints (AIPlayer * player);
AIHints (AIPlayerBaka * player);
AIAction * suggestAbility(ManaCost * potentialMana);
void add(string line);
~AIHints();

View File

@@ -1,13 +1,13 @@
#ifndef _AIMOMIRPLAYER_H_
#define _AIMOMIRPLAYER_H_
#include "AIPlayer.h"
#include "AIPlayerBaka.h"
class AIMomirPlayer: public AIPlayerBaka
{
public:
AIMomirPlayer(string file, string fileSmall, string avatarFile, MTGDeck * deck = NULL);
int getEfficiency(AIAction * action);
int getEfficiency(OrderedAIAction * action);
int momir();
int computeActions();
static MTGAbility * momirAbility;

View File

@@ -2,6 +2,14 @@
* Wagic, The Homebrew ?! is licensed under the BSD license
* See LICENSE in the Folder's root
* http://wololo.net/wagic/
AIPlayer is the interface to represent a CPU Player.
At its core, AIPlayer inherits from Player, and its children need to implement the function "Act" which
pretty much handles all the logic.
A sample implementation can be found in AIPlayerBaka.
Ideally, mid-term, AIPlayer will handle all the mechanical tasks (clicking on cards, etc...) while its children are just in charge of the logic
*/
#ifndef _IAPLAYER_H
@@ -12,20 +20,11 @@
#include <queue>
using std::queue;
#define INFO_NBCREATURES 0
#define INFO_CREATURESPOWER 1
#define INFO_CREATURESRANK 2
#define INFO_CREATURESTOUGHNESS 3
#define INFO_CREATURESATTACKINGPOWER 4
class AIStats;
class AIHints;
class AIAction
{
protected:
int efficiency;
static int currentId;
public:
MTGAbility * ability;
@@ -39,7 +38,7 @@ public:
//player targeting through abilities is handled completely seperate from spell targeting.
AIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
: efficiency(-1), ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
: ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
{
id = currentId++;
};
@@ -47,110 +46,57 @@ public:
AIAction(MTGCardInstance * c, MTGCardInstance * t = NULL);
AIAction(Player * p)//player targeting through spells
: efficiency(-1), ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
: ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
{
};
AIAction(MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
: efficiency(-1), ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
: ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
{
id = currentId++;
};
AIAction(MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
: efficiency(-1), ability(a), click(c),target(NULL), playerAbilityTarget(p)
: ability(a), click(c),target(NULL), playerAbilityTarget(p)
{
id = currentId++;
};
int getEfficiency();
int Act();
int clickMultiAct(vector<Targetable*>&actionTargets);
};
// compares Abilities efficiency
class CmpAbilities
{
public:
bool operator()(const AIAction& a1, const AIAction& a2) const
{
AIAction* a1Ptr = const_cast<AIAction*>(&a1);
AIAction* a2Ptr = const_cast<AIAction*>(&a2);
int e1 = a1Ptr->getEfficiency();
int e2 = a2Ptr->getEfficiency();
if (e1 == e2) return a1Ptr->id < a2Ptr->id;
return (e1 > e2);
}
};
typedef std::map<AIAction, int, CmpAbilities> RankingContainer;
class AIPlayer: public Player{
protected:
//Variables used by Test suite
MTGCardInstance * nextCardToPlay;
AIHints * hints;
queue<AIAction *> clickstream;
bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
int orderBlockers();
int combatDamages();
int interruptIfICan();
int chooseAttackers();
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
AIStats * getStats();
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
int CanHandleCost(ManaCost * cost);
//Tries to play an ability recommended by the deck creator
int selectHintAbility();
int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets, MTGCardInstance * Choosencard = NULL);
public:
AIStats * stats;
//These variables are used by TestSuite and Rules.cpp... TODO change that?
int agressivity;
bool forceBestAbilityUse;
void End(){};
virtual int displayStack() {return 0;};
int receiveEvent(WEvent * event);
void Render();
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
virtual int receiveEvent(WEvent * event);
virtual void Render();
AIPlayer(string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
virtual ~AIPlayer();
virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
virtual int selectMenuOption();
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
virtual int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
virtual int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets,int nbtargets = 0,MTGCardInstance * Choosencard = NULL);
virtual int Act(float dt);
virtual int affectCombatDamages(CombatStep);
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL, MTGCardInstance * Chosencard = NULL, bool checkonly = false) = 0;
virtual int affectCombatDamages(CombatStep) = 0;
virtual int Act(float dt) = 0;
int isAI(){return 1;};
int canHandleCost(MTGAbility * ability);
int selectAbility();
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
int useAbility();
virtual int getEfficiency(AIAction * action);
};
class AIPlayerBaka: public AIPlayer{
protected:
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
public:
vector<MTGAbility*>gotPayments;
int deckId;
AIPlayerBaka(string deckFile, string deckfileSmall, string avatarFile, MTGDeck * deck = NULL);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
};
class AIPlayerFactory{
public:
AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);

View File

@@ -0,0 +1,131 @@
#ifndef _AI_PLAYER_BAKA_H_
#define _AI_PLAYER_BAKA_H_
#include "AIPlayer.h"
class AIStats;
class AIHints;
//Would love to define those classes as private nested classes inside of AIPlayerBaka, but they are used by AIHints (which itself should be known only by AIPlayerBaka anyways)
// Any way to clean this up and make all the AIPlayerBaka universe (AIHints, AIPlayerBaka, OrderedAIAction) "closed" ?
class OrderedAIAction: public AIAction
{
protected:
int efficiency;
public:
OrderedAIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
: AIAction(a, c, t), efficiency(-1)
{
};
OrderedAIAction(MTGCardInstance * c, MTGCardInstance * t = NULL);
OrderedAIAction(Player * p)//player targeting through spells
: AIAction(p), efficiency(-1)
{
};
OrderedAIAction(MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
: AIAction(a, c, targetCards), efficiency(-1)
{
};
OrderedAIAction(MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
: AIAction(a, p, c), efficiency(-1)
{
};
int getEfficiency();
};
// compares Abilities efficiency
class CmpAbilities
{
public:
bool operator()(const OrderedAIAction& a1, const OrderedAIAction& a2) const
{
OrderedAIAction* a1Ptr = const_cast<OrderedAIAction*>(&a1);
OrderedAIAction* a2Ptr = const_cast<OrderedAIAction*>(&a2);
int e1 = a1Ptr->getEfficiency();
int e2 = a2Ptr->getEfficiency();
if (e1 == e2) return a1Ptr->id < a2Ptr->id;
return (e1 > e2);
}
};
typedef std::map<OrderedAIAction, int, CmpAbilities> RankingContainer;
class AIPlayerBaka: public AIPlayer{
private:
MTGCardInstance * nextCardToPlay;
AIHints * hints;
AIStats * stats;
int orderBlockers();
int combatDamages();
int interruptIfICan();
int chooseAttackers();
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
int CanHandleCost(ManaCost * cost);
//Tries to play an ability recommended by the deck creator
int selectHintAbility();
vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
int selectMenuOption();
int useAbility();
AIStats * getStats();
protected:
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
//used by MomirPlayer, hence protected instead of private
virtual int getEfficiency(OrderedAIAction * action);
bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
int selectAbility();
public:
enum {
INFO_NBCREATURES,
INFO_CREATURESPOWER,
INFO_CREATURESRANK,
INFO_CREATURESTOUGHNESS,
INFO_CREATURESATTACKINGPOWER
};
vector<MTGAbility*>gotPayments;
int deckId;
AIPlayerBaka(string deckFile, string deckfileSmall, string avatarFile, MTGDeck * deck = NULL);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
virtual void Render();
virtual int receiveEvent(WEvent * event);
virtual ~AIPlayerBaka();
int affectCombatDamages(CombatStep step);
int canHandleCost(MTGAbility * ability);
int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
//used by AIHInts, therefore public instead of private :/
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
};
#endif

View File

@@ -6,7 +6,7 @@
#define MAX_TESTSUITE_ACTIONS 100
#define MAX_TESTUITE_CARDS 100
#include "AIPlayer.h"
#include "AIPlayerBaka.h"
class TestSuiteActions
{
@@ -95,6 +95,7 @@ public:
};
// TODO This should inherit from AIPlayer instead!
class TestSuiteAI:public AIPlayerBaka
{
private:

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@@ -1,7 +1,7 @@
#include "PrecompiledHeader.h"
#include "AIHints.h"
#include "AIPlayer.h"
#include "AIPlayerBaka.h"
#include "utils.h"
#include "AllAbilities.h"
@@ -33,7 +33,7 @@ AIHint::AIHint(string _line)
}
}
AIHints::AIHints(AIPlayer * player): mPlayer(player)
AIHints::AIHints(AIPlayerBaka * player): mPlayer(player)
{
}

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@@ -15,7 +15,7 @@ AIMomirPlayer::AIMomirPlayer(string file, string fileSmall, string avatarFile, M
agressivity = 100;
}
int AIMomirPlayer::getEfficiency(AIAction * action)
int AIMomirPlayer::getEfficiency(OrderedAIAction * action)
{
MTGAbility * ability = action->ability;
ManaCost * cost = ability->getCost();

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -97,7 +97,33 @@ void GameApp::Create()
WResourceManager::Instance()->ResetCacheLimits();
JFileSystem::init("User/", "Res/");
string systemFolder = "Res/";
string foldersRoot = "";
//Find the Res folder
ifstream mfile("Res.txt");
string resPath;
if (mfile)
{
bool found = false;
while (!found && std::getline(mfile, resPath))
{
if (resPath[resPath.size() - 1] == '\r')
resPath.erase(resPath.size() - 1); //Handle DOS files
string testfile = resPath + systemFolder;
testfile.append("graphics/simon.dat");
ifstream tempfile(testfile.c_str());
if (tempfile)
{
found = true;
tempfile.close();
foldersRoot = resPath;
}
}
mfile.close();
}
JFileSystem::init(foldersRoot + "User/", foldersRoot + systemFolder);
// Create User Folders (for write access) if they don't exist
{

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@@ -1470,7 +1470,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
{
MTGCard * safetycard = MTGCollection()->getCardById(tokenId);
if (!safetycard) //Error, card not foudn in DB
return NEW ATokenCreator(id, card, target, NULL, "ID NOT FOUND", "ERROR ID",0, 0, "",0, NULL,0);
return NEW ATokenCreator(id, card, target, NULL, "ID NOT FOUND", "ERROR ID",0, 0, "","", NULL,0);
ATokenCreator * tok = NEW ATokenCreator(id, card,target, NULL, tokenId, starfound, multiplier, who);
tok->oneShot = 1;

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@@ -4,6 +4,10 @@
#include "MTGDefinitions.h"
#include "WResourceManager.h"
#include "AIPlayer.h"
//TODO remove this dependency
#include "AIPlayerBaka.h"
#include "Rules.h"
#include "Credits.h"
#include "PlayerData.h"

View File

@@ -263,7 +263,6 @@ TargetChooser * TargetChooserFactory::createTargetChooser(string s, MTGCardInsta
string numberCD = attribute.substr(operatorPosition + 1, attribute.size() - operatorPosition - 1);
WParsedInt * val = NEW WParsedInt(numberCD,NULL, card);
comparisonCriterion = val->getValue();
/*atoi(attribute.substr(operatorPosition + 1, attribute.size() - operatorPosition - 1).c_str());*/
delete val;
switch (attribute[operatorPosition - 1])
{

View File

@@ -4,6 +4,10 @@
#include "Player.h"
#include "Tasks.h"
#include "AIPlayer.h"
// Todo remove this dependency!
#include "AIPlayerBaka.h"
#include "Translate.h"
#include "MTGDefinitions.h"
#include <JRenderer.h>

View File

@@ -391,7 +391,7 @@ void TestSuite::initGame()
g->currentGamePhase = initState.phase;
for (int i = 0; i < 2; i++)
{
AIPlayer * p = (AIPlayer *) (g->players[i]);
AIPlayerBaka * p = (AIPlayerBaka *) (g->players[i]);
p->forceBestAbilityUse = forceAbility;
p->life = initState.playerData[i].life;
MTGGameZone * playerZones[] = { p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay };

View File

@@ -308,6 +308,8 @@
<ClCompile Include="src\AIHints.cpp" />
<ClCompile Include="src\AIMomirPlayer.cpp" />
<ClCompile Include="src\AIPlayer.cpp" />
<ClCompile Include="src\AIPlayerBaka.cpp" />
<ClCompile Include="src\AIPlayerBakaB.cpp" />
<ClCompile Include="src\AIStats.cpp" />
<ClCompile Include="src\AllAbilities.cpp" />
<ClCompile Include="src\CardDescriptor.cpp" />
@@ -442,6 +444,8 @@
<ClInclude Include="include\AIHints.h" />
<ClInclude Include="include\AIMomirPlayer.h" />
<ClInclude Include="include\AIPlayer.h" />
<ClInclude Include="include\AIPlayerBaka.h" />
<ClInclude Include="include\AIPlayerBakaB.h" />
<ClInclude Include="include\AIStats.h" />
<ClInclude Include="include\AllAbilities.h" />
<ClInclude Include="include\CacheEngine.h" />

View File

@@ -313,6 +313,12 @@
<ClCompile Include="src\PriceList.cpp">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="src\AIPlayerBaka.cpp">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="src\AIPlayerBakaB.cpp">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\ActionElement.h">
@@ -651,6 +657,12 @@
<ClInclude Include="include\IconButton.h">
<Filter>inc</Filter>
</ClInclude>
<ClInclude Include="include\AIPlayerBaka.h">
<Filter>inc</Filter>
</ClInclude>
<ClInclude Include="include\AIPlayerBakaB.h">
<Filter>inc</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="Makefile" />

View File

@@ -51,6 +51,7 @@ SOURCES += \
src/AIHints.cpp\
src/AIMomirPlayer.cpp\
src/AIPlayer.cpp\
src/AIPlayerBaka.cpp\
src/AIStats.cpp\
src/AllAbilities.cpp\
src/CardDescriptor.cpp\

View File

@@ -47,6 +47,7 @@ SOURCES += \
src/AIHints.cpp\
src/AIMomirPlayer.cpp\
src/AIPlayer.cpp\
src/AIPlayerBaka.cpp\
src/AIStats.cpp\
src/AllAbilities.cpp\
src/CardDescriptor.cpp\