d5f3e4cfea
Also fixed the project includes so that we don't need to always use the indirect include path, ie: #include "../include/foo.h" -> #include "foo.h" I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files: http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
613 lines
17 KiB
C++
613 lines
17 KiB
C++
#include "PrecompiledHeader.h"
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#include "TestSuiteAI.h"
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#include "MTGAbility.h"
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#include "MTGRules.h"
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#include "ActionLayer.h"
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#include "GuiCombat.h"
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#include "Rules.h"
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#include "GameObserver.h"
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#include "GameStateShop.h"
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using std::string;
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// NULL is sent in place of a MTGDeck since there is no way to create a MTGDeck without a proper deck file.
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// TestSuiteAI will be responsible for managing its own deck state.
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TestSuiteAI::TestSuiteAI(TestSuite * _suite, int playerId):AIPlayerBaka(NULL, "testsuite", "testsuite", "baka.jpg") {
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this->game = _suite->buildDeck(playerId);
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game->setOwner( this );
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suite = _suite;
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timer = 0;
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playMode = MODE_TEST_SUITE;
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this->deckName = "Test Suite AI";
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}
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MTGCardInstance * TestSuiteAI::getCard(string action){
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int mtgid = Rules::getMTGId(action);
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if (mtgid) return Rules::getCardByMTGId(mtgid);
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//This mostly handles tokens
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GameObserver * g = GameObserver::GetInstance();
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std::transform(action.begin(), action.end(), action.begin(),::tolower );
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for (int i = 0; i < 2; i++){
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Player * p = g->players[i];
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MTGGameZone * zones[] = {p->game->library,p->game->hand, p->game->inPlay, p->game->graveyard};
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for (int j = 0; j < 4; j++){
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MTGGameZone * zone = zones[j];
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for (int k = 0; k < zone->nb_cards; k++){
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MTGCardInstance * card = zone->cards[k];
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if (!card) return NULL;
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string name = card->getLCName();
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if (name.compare(action) == 0) return card;
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}
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}
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}
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DebugTrace("TESTUISTEAI: Can't find card:" << action.c_str());
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return NULL;
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}
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Interruptible * TestSuite::getActionByMTGId(int mtgid){
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ActionStack * as= GameObserver::GetInstance()->mLayers->stackLayer();
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Interruptible * action = NULL;
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while ((action = as->getNext(action,0,0,1))){
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if (action->source && action->source->getMTGId() == mtgid){
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return action;
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}
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}
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return NULL;
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}
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int TestSuiteAI::displayStack(){
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if (playMode == MODE_AI) return 0;
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return 1;
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}
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int TestSuiteAI::Act(float dt){
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GameObserver * g = GameObserver::GetInstance();
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g->gameOver = NULL; // Prevent draw rule from losing the game
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if (playMode == MODE_AI && suite->aiMaxCalls) {
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suite->aiMaxCalls--;
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suite->timerLimit = 40; //TODO Remove this limitation when AI is not using a stupid timer anymore...
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AIPlayerBaka::Act(dt);
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}
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if (playMode == MODE_HUMAN){
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g->mLayers->CheckUserInput(0);
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return 1;
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}
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timer+= 1;
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if (timer < suite->timerLimit) return 1;
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timer = 0;
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string action = suite->getNextAction();
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g->mLayers->stackLayer()->Dump();
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// DamageResolverLayer * drl = g->mLayers->combatLayer();
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DebugTrace("TESTSUITE command: " << action);
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if (g->mLayers->stackLayer()->askIfWishesToInterrupt == this){
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if(action.compare("no") != 0 && action.compare("yes") != 0){
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g->mLayers->stackLayer()->cancelInterruptOffer();
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suite->currentAction--;
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return 1;
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}
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}
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if (action == ""){
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//end of game
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suite->assertGame();
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g->gameOver = g->players[0];
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DebugTrace("================================ END OF TEST =======================\n");
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return 1;
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}
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if (action.compare("eot")== 0){
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if (g->getCurrentGamePhase() != Constants::MTG_PHASE_CLEANUP) suite->currentAction--;
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g->userRequestNextGamePhase();
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}
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else if (action.compare("human")==0){
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DebugTrace("TESTSUITE You have control");
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playMode = MODE_HUMAN;
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return 1;
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}
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else if (action.compare("ai")==0){
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DebugTrace("TESTSUITE Switching to AI");
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playMode = MODE_AI;
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return 1;
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}
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else if (action.compare("next")==0){
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GuiCombat * gc = g->mLayers->combatLayer();
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if (ORDER == g->combatStep || DAMAGE == g->combatStep)
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gc->clickOK();
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else g->userRequestNextGamePhase();
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}
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else if (action.compare("yes")==0)
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g->mLayers->stackLayer()->setIsInterrupting(this);
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else if (action.compare("endinterruption")==0)
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g->mLayers->stackLayer()->endOfInterruption();
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else if(action.compare("no")==0){
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if (g->mLayers->stackLayer()->askIfWishesToInterrupt == this)
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g->mLayers->stackLayer()->cancelInterruptOffer();
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}else if(action.find("choice ")!=string::npos){
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DebugTrace("TESTSUITE choice !!!");
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int choice = atoi(action.substr(action.find("choice ") + 7).c_str());
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g->mLayers->actionLayer()->doReactTo(choice);
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}else if(action.find(" -momir- ")!=string::npos){
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int start = action.find(" -momir- ");
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int cardId = Rules::getMTGId(action.substr(start + 9).c_str());
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int cardIdHand = Rules::getMTGId(action.substr(0,start).c_str());
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MTGMomirRule * a = ((MTGMomirRule *)g->mLayers->actionLayer()->getAbility(MTGAbility::MOMIR));
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a->reactToClick(Rules::getCardByMTGId(cardIdHand), cardId);
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g->mLayers->actionLayer()->stuffHappened = 1;
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}else if(action.find("p1")!=string::npos || action.find("p2")!=string::npos){
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Player * p = g->players[1];
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size_t start = action.find("p1");
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if (start != string::npos) p = g->players[0];
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g->cardClick(NULL, p);
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}else{
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int mtgid = Rules::getMTGId(action);
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Interruptible * toInterrupt = NULL;
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if (mtgid){
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DebugTrace("TESTSUITE CARD ID:" << mtgid);
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toInterrupt = suite->getActionByMTGId(mtgid);
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}
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if (toInterrupt) {
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g->stackObjectClicked(toInterrupt);
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return 1;
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}
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MTGCardInstance * card = getCard(action);
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if (card) {
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DebugTrace("TESTSUITE Clicking ON: " << card->name);
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card->currentZone->needShuffle = true; //mimic library shuffle
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g->cardClick(card,card);
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g->forceShuffleLibraries(); //mimic library shuffle
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return 1;
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}
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}
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return 0;
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}
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TestSuiteActions::TestSuiteActions(){
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nbitems = 0;
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}
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void TestSuiteActions::add(string s){
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actions[nbitems] = s;
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nbitems++;
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}
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TestSuitePlayerData::TestSuitePlayerData(){
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life = 20;
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manapool = NEW ManaCost();
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}
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TestSuitePlayerData::~TestSuitePlayerData(){
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SAFE_DELETE(manapool);
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}
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TestSuitePlayerZone::TestSuitePlayerZone(){
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nbitems = 0;
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}
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void TestSuitePlayerZone::add(int cardId){
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cards[nbitems] = cardId;
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nbitems++;
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}
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TestSuiteState::TestSuiteState(){
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}
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void TestSuiteState::parsePlayerState(int playerId, string s){
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size_t limiter = s.find(":");
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string areaS;
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int area;
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if (limiter != string::npos){
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areaS = s.substr(0,limiter);
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if (areaS.compare("graveyard") == 0){
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area = 0;
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}else if(areaS.compare("library") == 0){
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area = 1;
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}else if(areaS.compare("hand") == 0){
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area = 2;
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}else if(areaS.compare("inplay") == 0 || areaS.compare("battlefield") == 0 ){
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area = 3;
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}else if(areaS.compare("life") == 0){
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playerData[playerId].life = atoi((s.substr(limiter+1)).c_str());
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return;
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}else if(areaS.compare("manapool") == 0){
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SAFE_DELETE(playerData[playerId].manapool);
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playerData[playerId].manapool = ManaCost::parseManaCost(s.substr(limiter+1));
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return;
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}else{
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return; // ERROR
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}
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s = s.substr(limiter+1);
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while (s.size()){
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unsigned int value;
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limiter = s.find(",");
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if (limiter != string::npos){
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value = Rules::getMTGId(s.substr(0,limiter));
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s = s.substr(limiter+1);
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}else{
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value = Rules::getMTGId(s);
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s = "";
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}
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if (value) playerData[playerId].zones[area].add(value);
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}
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}else{
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//ERROR
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}
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}
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string TestSuite::getNextAction(){
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currentAction++;
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if (actions.nbitems && currentAction <= actions.nbitems){
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return actions.actions[currentAction-1];
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}
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return "";
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}
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MTGPlayerCards * TestSuite::buildDeck( int playerId){
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int list[100];
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int nbcards = 0;
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for (int j = 0; j < 4; j++){
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for (int k = 0; k < initState.playerData[playerId].zones[j].nbitems; k++){
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int cardid = initState.playerData[playerId].zones[j].cards[k];
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list[nbcards] = cardid;
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nbcards++;
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}
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}
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MTGPlayerCards * deck = NEW MTGPlayerCards(list, nbcards);
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return deck;
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}
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void TestSuite::initGame(){
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//The first test runs slowly, the other ones run faster.
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//This way a human can see what happens when testing a specific file,
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// or go faster when it comes to the whole test suite.
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//Warning, putting this value too low (< 3) will give unexpected results
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if (!timerLimit){
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timerLimit = 40;
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}else{
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timerLimit = 3;
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}
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//Put the GameObserver in the initial state
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GameObserver * g = GameObserver::GetInstance();
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DebugTrace("TESTSUITE Init Game");
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g->phaseRing->goToPhase(initState.phase, g->players[0]);
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g->currentGamePhase = initState.phase;
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for (int i = 0; i < 2; i++){
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AIPlayer * p = (AIPlayer *) (g->players[i]);
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p->forceBestAbilityUse = forceAbility;
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p->life = initState.playerData[i].life;
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p->getManaPool()->copy(initState.playerData[i].manapool);
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MTGGameZone * playerZones[] = {p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay};
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for (int j = 0; j < 4; j++){
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MTGGameZone * zone = playerZones[j];
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for (int k = 0; k < initState.playerData[i].zones[j].nbitems; k++){
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MTGCardInstance * card = Rules::getCardByMTGId(initState.playerData[i].zones[j].cards[k]);
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if (card && zone != p->game->library){
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if (zone == p->game->inPlay){
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MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
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Spell * spell = NEW Spell(copy);
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spell->resolve();
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if (!summoningSickness && p->game->inPlay->nb_cards>k) p->game->inPlay->cards[k]->summoningSickness = 0;
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delete spell;
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}else{
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if (!p->game->library->hasCard(card)){
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LOG ("TESTUITE ERROR, CARD NOT FOUND IN LIBRARY\n");
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}
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p->game->putInZone(card,p->game->library,zone);
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}
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}else{
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if (!card) { LOG ("TESTUITE ERROR, card is NULL\n"); }
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}
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}
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}
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}
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DebugTrace("TESTUITE Init Game Done !");
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}
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int TestSuite::Log(const char * text){
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ofstream file (RESPATH"/test/results.html",ios_base::app);
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if (file){
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file << text;
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file << "\n";
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file.close();
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}
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DebugTrace(text);
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return 1;
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}
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int TestSuite::assertGame(){
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//compare the game state with the results
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char result[4096];
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sprintf(result,"<h3>%s</h3>",files[currentfile-1].c_str());
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Log(result);
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int error = 0;
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bool wasAI = false;
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GameObserver * g = GameObserver::GetInstance();
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if (g->currentGamePhase != endState.phase){
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sprintf(result, "<span class=\"error\">==phase problem. Expected %i, got %i==</span><br />",endState.phase, g->currentGamePhase);
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Log(result);
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error++;
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}
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for (int i = 0; i < 2; i++){
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TestSuiteAI * p = (TestSuiteAI *)(g->players[i]);
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if (p->playMode == Player::MODE_AI) wasAI = true;
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if (p->life != endState.playerData[i].life){
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sprintf(result, "<span class=\"error\">==life problem for player %i. Expected %i, got %i==</span><br />",i,endState.playerData[i].life, p->life);
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Log(result);
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error++;
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}
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if (! p->getManaPool()->canAfford(endState.playerData[i].manapool)){
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sprintf(result, "<span class=\"error\">==Mana problem. Was expecting %i but got %i for player %i==</span><br />",endState.playerData[i].manapool->getConvertedCost(),p->getManaPool()->getConvertedCost(),i);
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Log(result);
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error++;
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}
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if(! endState.playerData[i].manapool->canAfford(p->getManaPool())){
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sprintf(result, "<span class=\"error\">==Mana problem. Was expecting %i but got %i for player %i==</span><br />",endState.playerData[i].manapool->getConvertedCost(),p->getManaPool()->getConvertedCost(),i);
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Log(result);
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error++;
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}
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MTGGameZone * playerZones[] = {p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay};
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for (int j = 0; j < 4; j++){
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MTGGameZone * zone = playerZones[j];
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if (zone->nb_cards != endState.playerData[i].zones[j].nbitems){
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sprintf(result, "<span class=\"error\">==Card number not the same in player %i's %s==, expected %i, got %i</span><br />",i, zone->getName(), endState.playerData[i].zones[j].nbitems, zone->nb_cards);
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Log(result);
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error++;
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}
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for (int k = 0; k < endState.playerData[i].zones[j].nbitems; k++){
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int cardid = endState.playerData[i].zones[j].cards[k];
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if (cardid != -1){
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MTGCardInstance * card = Rules::getCardByMTGId(cardid);
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if (!card || !zone->hasCard(card)){
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sprintf(result, "<span class=\"error\">==Card ID not the same. Didn't find %i</span><br />", cardid);
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Log(result);
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error++;
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}
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}
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}
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}
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}
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if (wasAI) {
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nbAITests++;
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if (error) {
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nbAIFailed++;
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return 0;
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}
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} else {
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nbTests++;
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if (error) {
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nbFailed++;
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return 0;
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}
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}
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Log("<span class=\"success\">==Test Succesful !==</span>");
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return 1;
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}
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TestSuite::TestSuite(const char * filename,MTGAllCards* _collection){
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collection=_collection;
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timerLimit = 0;
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std::ifstream file(filename);
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std::string s;
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nbfiles = 0;
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currentfile = 0;
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nbFailed = 0;
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nbTests = 0;
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nbAIFailed = 0;
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nbAITests = 0;
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int comment = 0;
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seed = 0;
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forceAbility = false;
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aiMaxCalls = -1;
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if(file){
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while(std::getline(file,s)){
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if (!s.size()) continue;
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if (s[s.size()-1] == '\r') s.erase(s.size()-1); //Handle DOS files
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if (s[0] == '/' && s[1] == '*') comment = 1;
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if (s[0] && s[0] != '#' && !comment){
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files[nbfiles] = s;
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nbfiles++;
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}
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if (s[0] == '*' && s[1] == '/') comment = 0;
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}
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file.close();
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}
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ofstream file2 (RESPATH"/test/results.html");
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if (file2){
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file2 << "<html><head>";
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#ifdef WIN32
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file2 << "<meta http-equiv=\"refresh\" content=\"10\" >";
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#endif
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file2 << "<STYLE type='text/css'>";
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file2 << ".success {color:green}\n";
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file2 << ".error {color:red}\n";
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file2 << "</STYLE></head><body>\n";
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file2.close();
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}
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}
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int TestSuite::loadNext(){
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summoningSickness = 0;
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seed = 0;
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aiMaxCalls = -1;
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if (!nbfiles) return 0;
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if (currentfile >= nbfiles) return 0;
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currentfile++;
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if (!load(files[currentfile-1].c_str())) return loadNext();
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else cout << "Starting test : " << files[currentfile-1] << endl;
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//load(files[currentfile].c_str());
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//currentfile++;
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return currentfile;
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}
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void TestSuiteActions::cleanup(){
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nbitems = 0;
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}
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void TestSuitePlayerZone::cleanup(){
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nbitems = 0;
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}
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void TestSuitePlayerData::cleanup(){
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if (manapool) delete manapool;
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manapool = NULL;
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manapool = NEW ManaCost();
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for (int i = 0; i < 5; i++){
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zones[i].cleanup();
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}
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life=20;
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}
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|
void TestSuiteState::cleanup(){
|
|
for (int i = 0; i < 2; i++){
|
|
playerData[i].cleanup();
|
|
}
|
|
}
|
|
|
|
void TestSuite::cleanup(){
|
|
currentAction = 0;
|
|
initState.cleanup();
|
|
endState.cleanup();
|
|
actions.cleanup();
|
|
loadRandValues("");
|
|
}
|
|
|
|
int TestSuite::load(const char * _filename){
|
|
summoningSickness = 0;
|
|
forceAbility = false;
|
|
gameType = GAME_TYPE_CLASSIC;
|
|
char filename[4096];
|
|
sprintf(filename, RESPATH"/test/%s", _filename);
|
|
std::ifstream file(filename);
|
|
std::string s;
|
|
loadRandValues("");
|
|
|
|
int state = -1;
|
|
|
|
// std::cout << std::endl << std::endl << "!!!" << file << std::endl << std::endl;
|
|
if(file){
|
|
cleanup();
|
|
while(std::getline(file,s)){
|
|
if (!s.size()) continue;
|
|
if (s[s.size()-1] == '\r') s.erase(s.size()-1); //Handle DOS files
|
|
if (s[0] == '#') continue;
|
|
std::transform( s.begin(), s.end(), s.begin(),::tolower );
|
|
if (s.compare("summoningsickness") == 0) {
|
|
summoningSickness = 1;
|
|
continue;
|
|
}
|
|
if (s.compare("forceability") == 0) {
|
|
forceAbility = true;
|
|
continue;
|
|
}
|
|
if (s.find("seed ") == 0) {
|
|
seed = atoi(s.substr(5).c_str());
|
|
continue;
|
|
}
|
|
if (s.find("rvalues:") == 0) {
|
|
loadRandValues(s.substr(8).c_str());
|
|
continue;
|
|
}
|
|
if (s.find("aicalls ") == 0) {
|
|
aiMaxCalls = atoi(s.substr(8).c_str());
|
|
continue;
|
|
}
|
|
if (s.compare("momir") == 0) {
|
|
gameType = GAME_TYPE_MOMIR;
|
|
continue;
|
|
}
|
|
switch(state){
|
|
case -1:
|
|
if (s.compare("[init]") == 0) state++;
|
|
break;
|
|
case 0:
|
|
if (s.compare("[player1]") == 0){
|
|
state++;
|
|
}else{
|
|
initState.phase = PhaseRing::phaseStrToInt(s);
|
|
}
|
|
break;
|
|
case 1:
|
|
if (s.compare("[player2]") == 0){
|
|
state++;
|
|
}else{
|
|
initState.parsePlayerState(0, s);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (s.compare("[do]") == 0){
|
|
state++;
|
|
}else{
|
|
initState.parsePlayerState(1, s);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (s.compare("[assert]") == 0){
|
|
state++;
|
|
}else{
|
|
actions.add(s);
|
|
}
|
|
break;
|
|
case 4:
|
|
if (s.compare("[player1]") == 0){
|
|
state++;
|
|
}else{
|
|
endState.phase = PhaseRing::phaseStrToInt(s);
|
|
}
|
|
break;
|
|
case 5:
|
|
if (s.compare("[player2]") == 0){
|
|
state++;
|
|
}else{
|
|
endState.parsePlayerState(0, s);
|
|
}
|
|
break;
|
|
case 6:
|
|
if (s.compare("[end]") == 0){
|
|
state++;
|
|
}else{
|
|
endState.parsePlayerState(1, s);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
file.close();
|
|
}else{
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
void TestSuite::pregameTests(){
|
|
//Test Booster Generation
|
|
srand(1024);
|
|
char result[1024];
|
|
ShopBooster sb;
|
|
for(int i=0;i<5;i++){
|
|
nbTests++;
|
|
sprintf(result, "<h3>pregame/BoosterTest#%i</h3>", i);
|
|
Log(result);
|
|
if(!sb.unitTest())
|
|
nbFailed++;
|
|
}
|
|
} |