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;
This commit is contained in:
Oleg Agafonov 2021-03-07 22:51:58 +04:00
parent 00c7b3753c
commit 2906f86324
22 changed files with 106 additions and 47 deletions

View file

@ -319,7 +319,7 @@ public abstract class AbilityImpl implements Ability {
// unit tests only: it allows to add targets/choices by two ways:
// 1. From cast/activate command params (process it here)
// 2. From single addTarget/setChoice, it's a preffered method for tests (process it in normal choose dialogs like human player)
if (controller.isTestMode()) {
if (controller.isTestsMode()) {
if (!controller.addTargets(this, game)) {
return false;
}

View file

@ -94,8 +94,9 @@ public class AssistAbility extends SimpleStaticAbility implements AlternateManaP
}
// 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
// Outcome.AIDontUseIt
Player controller = game.getPlayer(source.getControllerId());
if (controller != null && !controller.isTestMode() && !controller.isHuman()) {
if (controller != null && controller.isComputer()) {
return options;
}
@ -170,7 +171,7 @@ class AssistEffect extends OneShotEffect {
if (controller != null && spell != null && targetPlayer != null) {
// AI can't assist other players, maybe for teammates only (but tests must work as normal)
int amountToPay = 0;
if (targetPlayer.isHuman() || targetPlayer.isTestMode()) {
if (!targetPlayer.isComputer()) {
amountToPay = targetPlayer.announceXMana(0, unpaid.getMana().getGeneric(),
"How much mana to pay as assist for " + controller.getName() + "?", game, source);
}