Commit Graph

121 Commits

Author SHA1 Message Date
Eduardo MG
8ca0eaaf40 Fixed _SCAVENGE_, other bug fixes, macros for _ETERNALIZE_
Typo in successful
Lux Cannon so that the AI can use the destroy ability
Throatseeker
Icingdeath, Frost Tyrant you don't "cast" the token
Insubordination
Infectious Curse
Igneous Elemental
Abu Jafar both?
_ETERNALIZE_
2023-04-29 23:54:41 -06:00
Vittorio Alfieri
e47f3f5471 Improved zones management for commandzone and sideboard (e.g. now the game consider those zone as all the others for every ability such as "lord" and "aslongas"). 2021-11-22 16:17:10 +01:00
Vittorio Alfieri
2ff2d4ac79 Added/fixed primitives, improved "anytypeofmana" ability for both player and AI and implemented "anytypeofmanaability" keyword to allow the user and the AI to spend mana of any color to activate abilities. 2021-01-15 18:25:38 +01:00
Anthony Calosa
ba73da321b minor 2017-03-02 07:56:41 +08:00
Rolzad73
732f795be4 - fixing last commit broke no QT builds 2017-02-03 21:05:14 -05:00
Rolzad73
00536fa3d9 - Qthread include fix for console QT build method and QT TESTSUITE target 2017-02-03 19:42:55 -05:00
Rolzad73
a916c1067f - fixed small compiling error for a function in testsuite
- indentation formatting on DebugRoutines
2017-01-30 14:02:25 -05:00
Anthony Calosa
cd1b629191 Fix Segmentation Fault & Formatting 2015-11-10 11:58:36 +08:00
Anthony Calosa
4853c8d314 Exile Corrections
Todo: Update tests to include exile card count...
2015-10-27 01:03:24 +08:00
Anthony Calosa
cdf94b281f exile zone
enabled exile zones for both players
2015-10-26 19:14:50 +08:00
Tobias Loose
9ee44ca091 Substitute more char arrays with strings 2013-11-29 11:51:22 +01:00
Dmitry Panin
6c41e5c92c Added option (#define CAPTURE_STDERR)
if set then the DebugTrace calls only for failing tests are shown
2013-11-19 02:41:30 +04:00
xawotihs
017f6dd1ed Deactivated part of the traces outputted by the testsuite to make Travis
happy.
2013-10-30 22:58:04 +01:00
xawotihs
db1c552321 Tries to work around crash of the testsuite in Travis. 2013-10-30 00:20:58 +01:00
Unknown
224c94e890 Included some testsuite into qtmain and updated travis file to try to use it. 2013-10-27 23:06:29 +01:00
Xawotihs@gmail.com
1f0485ff8e Support for running the testsuite in command line programs for continuous integration.
Here is a small example inspired from SDLmain.c:

g_launcher = new JGameLauncher();
InitGame();
MTGCollection()->loadFolder("sets/primitives/");
MTGCollection()->loadFolder("sets/", "_cards.dat");
options.reloadProfile();
TestSuite testSuite("test/_tests.txt");
int result = testSuite.run();
DestroyGame();
delete g_launcher;
return result;
2013-10-23 22:08:30 +00:00
pankdm
da7c336dc2 Removed debug code that was added by mistake 2013-10-01 14:49:31 +00:00
pankdm
be76c8a4f1 Fixed issue with cantbeblockerof and cantbeblockedby vs protection 2013-10-01 14:47:39 +00:00
pankdm
54d1126c58 Small fix in TestSuite
"Update" should pass "dt" since the last update, not since the beginning the game.
2013-09-23 19:44:03 +00:00
Xawotihs@gmail.com
26ab65860e Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror. 2013-06-09 21:16:39 +00:00
wagic.the.homebrew@gmail.com
2349908f66 Refactored the "fast test", "slow test" bits of the test suite to make the intent clear, and prevent the first test slowness from being broken again. I've kept the fast_test value to 6 (it was originally 3) as Zethfox mentioned weird race conditions when it is set to 6. 2013-05-05 11:56:35 +00:00
omegablast2002@yahoo.com
90c0b42a07 changed the defaults of the testsuite game constructor to set the default timerlimit to 6
the other threads were running test suite at 0 which was causing race condition fails in test suite, i incremented by 1 until the normally passing test no longer failed, test effected were proliferate and mortician beetle both passing test in normal mode, failing in hyperspeed. test suite takes only 30 secs more to run but we can't sacrifice actual results for speed.

the commented out section is not even taken into account after first test is run.
2013-02-04 05:09:52 +00:00
Xawotihs@gmail.com
47cfc5bdeb Reverted TestSuiteAI.cpp from previous commit 2013-01-28 22:40:56 +00:00
Xawotihs@gmail.com
73131c8064 Removed unused variables 2013-01-28 22:37:01 +00:00
Xawotihs@gmail.com
9db8478dfe Created a NetworkGameObserver class able to extend the serialization code of GameObserver to synchronize and forward game actions on the network
Fixes in GameObserver serialization/deserialization code
Fixes in JNetwork and JSocket on windows
Various code cleanup (currentGamePhase access in particular)
Updated GUI code to re-enable a basic network GUI
Activated threaded tests on Windows. It uses 4 threads by default.
2013-01-22 22:39:49 +00:00
omegablast2002@yahoo.com
d078872dfc this is the first draft of a simple ai combo system,
format is as follows

HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})

the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand" 

once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...

I also included the whole of the games restrictions system...
so you can get really really creative with this so far.

the next thing I will do is ability targeting and card favoring.
2012-08-19 21:53:57 +00:00
Xawotihs@gmail.com
cb8af6d6c0 - modified gameOver to be protected and defined two new operations to do the same thing (didWin and setLoser)
- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
2012-03-20 23:10:05 +00:00
techdragon.nguyen@gmail.com
85848cfe41 resolution to issue 794. Non-classic games crashed at the completion of the game. 2012-02-06 09:07:37 +00:00
techdragon.nguyen@gmail.com
fe78345ef7 first draft of ad code for iOS. Not adding admob/adwhirl/adSesnse libs to this commit. You will need to download them to get the port to build under XCode 2011-12-08 20:50:36 +00:00
Xawotihs
3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
Xawotihs
8a1606a3c6 Compilation fixes for Android+boost 2011-11-16 20:49:26 +00:00
Xawotihs
1ef9489ea0 Fixed compilation on Windows and avoid crashing when the TestSuite is interrupted. 2011-11-06 19:58:23 +00:00
Xawotihs
e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
Xawotihs
2f4dd4cd2a - 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
2011-10-30 14:31:27 +00:00
wagic.the.homebrew
c32a3b6aa1 Fix a memory leak in test suit player constructor 2011-10-15 02:37:11 +00:00
Xawotihs
483c767492 Fix players vector (had a couple of 4 players game with the new code), added more cleanup 2011-10-01 23:49:37 +00:00
omegablast2002@yahoo.com
76a8f406ec converted the player arrays into vectors, so we can test is a player is actually there at the time we are trying to access its variables.
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.

please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...

the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.

this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
2011-10-01 21:29:22 +00:00
Xawotihs
0dc9c4e274 Fixed a leak introduced in r3976 2011-10-01 17:56:40 +00:00
Xawotihs
daf362f736 Simplified the parsing, now the TestSuite reworks on Windows. 2011-10-01 17:07:11 +00:00
Xawotihs
b36653787e Fixed compilation problems on Window 2011-10-01 14:24:07 +00:00
Xawotihs
9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
wagic.the.homebrew
c633dc805f - Adding "connected cards" color rendering
- Made "booster" check mod-dependent in test suite
2011-09-23 07:24:24 +00:00
wagic.the.homebrew
ee4c7e23bd - fixed memory leaks introduced in previous revision
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
2011-09-22 04:43:05 +00:00
wagic.the.homebrew
fbfac78b09 - 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
2011-09-20 03:06:06 +00:00
Xawotihs
bb65d2dc12 - various compilations fixes for Symbian
- small cleanups of the TestSuite and Player classes
2011-09-19 19:49:45 +00:00
wagic.the.homebrew
87d60cd79e - Improper GetfileInstance calls were preventing from correctly initializing the JGEFileSystem (Todo: init earlier, prevent from calling GetfileInstance if not initialized ?)
- fixed a problem with the test suite
2011-08-21 10:04:38 +00:00
wagic.the.homebrew
e27cf56fa2 - Support for Zip Filesystem. It is now possible to zip the entire Res folder ("store" method preferred, zip so that the root of the zip has ai, player, etc...) in one single file for read only. Write access is done in another folder (hardcoded to be User/ for now, can be updated depending on platforms, etc...
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.

-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.
2011-08-21 09:04:59 +00:00
wagic.the.homebrew
f96635541d - Fix for issue 650 (tidal Warrior effect doesn't end at end of turn)
- Fix PSP compilation
2011-05-07 04:10:47 +00:00
wagic.the.homebrew
0b9ff076e6 Please update your rules folder
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +00:00
Xawotihs
f9be0a6341 - reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
2011-03-13 21:19:02 +00:00