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Test framework: simplified AI logic and tests, added usage comments. Devs recommendations:
* in card's code use player.isComputer instead player.isHuman (it help to split Human/AI logic and test both by unit tests); * usage example: AI hint to skip or auto-calculate choices instead call of real choose dialogs; * unit tests for Human logic: call normal commands; * unit tests for AI logic: call aiXXX commands;
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22 changed files with 106 additions and 47 deletions
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@ -319,7 +319,7 @@ public abstract class AbilityImpl implements Ability {
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// unit tests only: it allows to add targets/choices by two ways:
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// 1. From cast/activate command params (process it here)
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// 2. From single addTarget/setChoice, it's a preffered method for tests (process it in normal choose dialogs like human player)
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if (controller.isTestMode()) {
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if (controller.isTestsMode()) {
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if (!controller.addTargets(this, game)) {
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return false;
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}
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@ -94,8 +94,9 @@ public class AssistAbility extends SimpleStaticAbility implements AlternateManaP
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}
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// AI can't use assist (can't ask another player to help), maybe in teammode it can be enabled, but tests must works all the time
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// Outcome.AIDontUseIt
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Player controller = game.getPlayer(source.getControllerId());
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if (controller != null && !controller.isTestMode() && !controller.isHuman()) {
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if (controller != null && controller.isComputer()) {
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return options;
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}
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@ -170,7 +171,7 @@ class AssistEffect extends OneShotEffect {
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if (controller != null && spell != null && targetPlayer != null) {
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// AI can't assist other players, maybe for teammates only (but tests must work as normal)
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int amountToPay = 0;
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if (targetPlayer.isHuman() || targetPlayer.isTestMode()) {
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if (!targetPlayer.isComputer()) {
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amountToPay = targetPlayer.announceXMana(0, unpaid.getMana().getGeneric(),
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"How much mana to pay as assist for " + controller.getName() + "?", game, source);
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}
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@ -1418,7 +1418,7 @@ public abstract class GameImpl implements Game, Serializable {
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+ ex.getMessage());
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}
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Player activePlayer = this.getPlayer(getActivePlayerId());
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if (activePlayer != null && !activePlayer.isTestMode()) {
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if (activePlayer != null && !activePlayer.isTestsMode()) {
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errorContinueCounter++;
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continue;
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} else {
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@ -48,8 +48,32 @@ import java.util.*;
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*/
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public interface Player extends MageItem, Copyable<Player> {
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/**
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* Current player is real life player (human). Try to use in GUI and network engine only.
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*
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* WARNING, you must use isComputer instead isHuman in card's code (for good Human/AI logic testing in unit tests)
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* TODO: check combat code and other and replace isHuman to isComputer usage if possible (if AI support that actions)
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* @return
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*/
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boolean isHuman();
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boolean isTestsMode();
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/**
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* Current player is AI. Use it in card's code and all other places.
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*
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* It help to split Human/AI logic and test both by unit tests.
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*
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* Usage example: AI hint to skip or auto-calculate choices instead call of real choose dialogs
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* - unit tests for Human logic: call normal commands
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* - unit tests for AI logic: call aiXXX commands
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*
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* @return
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*/
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default boolean isComputer() {
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return !isHuman();
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}
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String getName();
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String getLogName();
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@ -314,8 +338,6 @@ public interface Player extends MageItem, Copyable<Player> {
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void setGameUnderYourControl(boolean value, boolean fullRestore);
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boolean isTestMode();
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void setTestMode(boolean value);
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void addAction(String action);
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@ -2715,7 +2715,7 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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// only humans can use it
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if (!targetPlayer.isHuman() && !targetPlayer.isTestMode()) {
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if (targetPlayer.isComputer()) {
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return false;
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}
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@ -3866,7 +3866,7 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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@Override
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public boolean isTestMode() {
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public boolean isTestsMode() {
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return isTestMode;
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}
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