mirror of
https://github.com/correl/mage.git
synced 2024-12-24 03:00:14 +00:00
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:
parent
00c7b3753c
commit
2906f86324
22 changed files with 106 additions and 47 deletions
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@ -109,8 +109,9 @@ public class ComputerPlayer extends PlayerImpl implements Player {
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public boolean chooseMulligan(Game game) {
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log.debug("chooseMulligan");
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if (hand.size() < 6
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|| isTestMode()
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|| game.getClass().getName().contains("Momir")) {
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|| isTestsMode() // ignore mulligan in tests
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|| game.getClass().getName().contains("Momir") // ignore mulligan in Momir games
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) {
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return false;
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}
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Set<Card> lands = hand.getCards(new FilterLandCard(), game);
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@ -2880,9 +2881,10 @@ public class ComputerPlayer extends PlayerImpl implements Player {
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@Override
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public boolean isHuman() {
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if (human) {
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log.error("computer must be not human", new Throwable());
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throw new IllegalStateException("Computer player can't be Human");
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} else {
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return false;
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}
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return human;
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}
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@Override
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@ -73,7 +73,7 @@ class AdNauseamEffect extends OneShotEffect {
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controller.revealCards(sourceCard.getIdName() + " put into hand", new CardsImpl(card), game);
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// AI workaround to stop infinite choose (only one card allows)
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if (!controller.isHuman() && !controller.isTestMode()) {
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if (controller.isComputer()) {
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break;
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}
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}
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@ -66,7 +66,7 @@ class ChoiceOfDamnationsEffect extends OneShotEffect {
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// AI hint
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int amount;
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if (!targetPlayer.isHuman() && !targetPlayer.isTestMode()) {
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if (targetPlayer.isComputer()) {
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// AI as defender
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int safeLifeToLost = Math.max(0, targetPlayer.getLife() / 2);
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amount = Math.min(numberPermanents, safeLifeToLost);
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@ -80,7 +80,7 @@ class ChoiceOfDamnationsEffect extends OneShotEffect {
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// AI hint
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boolean chooseLoseLife;
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if (!targetPlayer.isHuman() && !targetPlayer.isTestMode()) {
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if (targetPlayer.isComputer()) {
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// AI as attacker
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chooseLoseLife = (numberPermanents == 0 || amount <= numberPermanents || targetPlayer.getLife() < amount);
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} else {
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@ -69,7 +69,7 @@ class CrazedFirecatEffect extends OneShotEffect {
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flipsWon++;
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// AI workaround to stop on good condition
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if (!controller.isHuman() && !controller.isTestMode() && flipsWon >= 2) {
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if (controller.isComputer() && flipsWon >= 2) {
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break;
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}
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}
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@ -72,7 +72,7 @@ class FieryGambitEffect extends OneShotEffect {
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}
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// AI workaround to stop flips on good result
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if (!controller.isHuman() && !controller.isTestMode() && flipsWon >= 3) {
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if (controller.isComputer() && flipsWon >= 3) {
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controllerStopped = true;
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break;
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}
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@ -69,7 +69,7 @@ class FluctuatorEffect extends CostModificationEffectImpl {
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}
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if (reduceMax > 0) {
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int reduce;
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if (game.inCheckPlayableState() || !controller.isHuman()) {
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if (game.inCheckPlayableState() || controller.isComputer()) {
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reduce = reduceMax;
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} else {
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ChoiceImpl choice = new ChoiceImpl(true);
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@ -78,7 +78,9 @@ class IllicitAuctionEffect extends GainControlTargetEffect {
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if (currentPlayer.canRespond()
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&& currentPlayer.chooseUse(Outcome.GainControl, text, source, game)) {
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int newBid = 0;
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if (!currentPlayer.isHuman()) {//AI will evaluate the creature and bid
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if (currentPlayer.isComputer()) {
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// AI hint
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// AI will evaluate the creature and bid
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CreatureEvaluator eval = new CreatureEvaluator();
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int computerLife = currentPlayer.getLife();
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int creatureValue = eval.evaluate(targetCreature, game);
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@ -70,7 +70,7 @@ class InvasionPlansEffect extends ContinuousRuleModifyingEffectImpl {
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Player blockController = game.getPlayer(game.getCombat().getAttackingPlayerId());
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if (blockController != null) {
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// temporary workaround for AI bugging out while choosing blockers
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if (blockController.isHuman()) {
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if (!blockController.isComputer()) {
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game.getCombat().selectBlockers(blockController, source, game);
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return event.getPlayerId().equals(game.getCombat().getAttackingPlayerId());
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}
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@ -73,7 +73,11 @@ class LimDulsVaultEffect extends OneShotEffect {
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player.shuffleLibrary(source, game);
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player.putCardsOnTopOfLibrary(cards, game, source, true);
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}
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} while (doAgain && player.isHuman()); // AI must stop using it as infinite
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// AI must stop using it as infinite
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if (player.isComputer()) {
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break;
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}
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} while (doAgain);
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return true;
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}
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@ -70,13 +70,15 @@ class MagesContestEffect extends OneShotEffect {
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do {
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if (currentPlayer.canRespond()) {
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int newBid = 0;
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if (!currentPlayer.isHuman()) {
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if (currentPlayer.isComputer()) {
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// AI hint
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// make AI evaluate value of the spell to decide on bidding, should be reworked
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int maxBid = Math.min(RandomUtil.nextInt(Math.max(currentPlayer.getLife(), 1)) + RandomUtil.nextInt(Math.max(spell.getConvertedManaCost(), 1)), currentPlayer.getLife());
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if (highBid + 1 < maxBid) {
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newBid = highBid + 1;
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}
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} else if (currentPlayer.chooseUse(Outcome.Benefit, winner.getLogName() + " has bet " + highBid + " life. Top the bid?", source, game)) {
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// Human choose
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newBid = currentPlayer.getAmount(highBid + 1, Integer.MAX_VALUE, "Choose bid", game);
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}
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if (newBid > highBid) {
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@ -92,7 +92,7 @@ class PainsRewardEffect extends OneShotEffect {
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private int chooseLifeAmountToBid(Player player, int currentBig, Game game) {
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int newBid;
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if (!player.isHuman() && !player.isTestMode()) {
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if (player.isComputer()) {
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// AI choose
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newBid = currentBig + 1;
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} else {
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@ -92,14 +92,16 @@ class SlaughterTheStrongEffect extends OneShotEffect {
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// human can de-select targets, but AI must choose only one time
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Target target;
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if (player.isHuman()) {
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target = new TargetPermanent(0, 1, currentFilter, true);
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} else {
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if (player.isComputer()) {
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// AI settings
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FilterControlledCreaturePermanent strictFilter = currentFilter.copy();
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selectedCreatures.stream().forEach(id -> {
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strictFilter.add(Predicates.not(new PermanentIdPredicate(id)));
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});
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target = new TargetPermanent(0, 1, strictFilter, true);
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} else {
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// Human settings
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target = new TargetPermanent(0, 1, currentFilter, true);
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}
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player.chooseTarget(Outcome.BoostCreature, target, source, game);
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@ -110,7 +112,11 @@ class SlaughterTheStrongEffect extends OneShotEffect {
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selectedCreatures.add(target.getFirstTarget());
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}
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} else {
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if (player.isHuman()) {
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if (player.isComputer()) {
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// AI stops
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selectionDone = true;
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} else {
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// Human can continue
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String selected = "Selected: ";
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for (UUID creatureId : selectedCreatures) {
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Permanent creature = game.getPermanent(creatureId);
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@ -123,8 +129,6 @@ class SlaughterTheStrongEffect extends OneShotEffect {
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selected,
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"End the selection",
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"Continue the selection", source, game);
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} else {
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selectionDone = true;
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}
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}
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}
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@ -72,7 +72,7 @@ class VolcanoHellionEffect extends OneShotEffect {
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Permanent permanent = game.getPermanent(source.getFirstTarget());
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if (controller != null) {
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int amount;
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if (!controller.isHuman() && !controller.isTestMode()) {
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if (controller.isComputer()) {
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// AI hint: have much life and can destroy target permanent
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int safeLifeToLost = Math.min(6, controller.getLife() / 2);
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if (permanent != null && permanent.getToughness().getValue() <= safeLifeToLost) {
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@ -86,8 +86,14 @@ public class TestPlayer implements Player {
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private int maxCallsWithoutAction = 400;
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private int foundNoAction = 0;
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private boolean AIPlayer; // full playable AI
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private boolean AICanChooseInStrictMode = false; // AI can choose in custom aiXXX commands (e.g. on one priority or step)
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// full playable AI, TODO: can be deleted?
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private boolean AIPlayer;
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// AI simulates a real game, e.g. ignores strict mode and play command/priority, see aiXXX commands
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// true - unit tests uses real AI logic (e.g. AI hints and AI workarounds in cards)
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// false - unit tests uses Human logic and dialogs
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private boolean AIRealGameSimulation = false;
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private final List<PlayerAction> actions = new ArrayList<>();
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private final Map<PlayerAction, PhaseStep> actionsToRemoveLater = new HashMap<>(); // remove actions later, on next step (e.g. for AI commands)
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private final Map<Integer, HashMap<UUID, ArrayList<PlayerAction>>> rollbackActions = new HashMap<>(); // actions to add after a executed rollback
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@ -125,7 +131,7 @@ public class TestPlayer implements Player {
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public TestPlayer(final TestPlayer testPlayer) {
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this.AIPlayer = testPlayer.AIPlayer;
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this.AICanChooseInStrictMode = testPlayer.AICanChooseInStrictMode;
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this.AIRealGameSimulation = testPlayer.AIRealGameSimulation;
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this.foundNoAction = testPlayer.foundNoAction;
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this.actions.addAll(testPlayer.actions);
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this.choices.addAll(testPlayer.choices);
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@ -720,7 +726,7 @@ public class TestPlayer implements Player {
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// play priority
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if (command.equals(AI_COMMAND_PLAY_PRIORITY)) {
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AICanChooseInStrictMode = true; // disable on action's remove
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AIRealGameSimulation = true; // disable on action's remove
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computerPlayer.priority(game);
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actions.remove(action);
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return true;
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@ -728,7 +734,7 @@ public class TestPlayer implements Player {
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// play step
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if (command.equals(AI_COMMAND_PLAY_STEP)) {
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AICanChooseInStrictMode = true; // disable on action's remove
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AIRealGameSimulation = true; // disable on action's remove
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actionsToRemoveLater.put(action, game.getStep().getType());
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computerPlayer.priority(game);
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return true;
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@ -1897,7 +1903,7 @@ public class TestPlayer implements Player {
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}
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private void chooseStrictModeFailed(String choiceType, Game game, String reason, boolean printAbilities) {
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if (strictChooseMode && !AICanChooseInStrictMode) {
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if (strictChooseMode && !AIRealGameSimulation) {
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if (printAbilities) {
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printStart("Available mana for " + computerPlayer.getName());
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printMana(game, computerPlayer.getManaAvailable(game));
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@ -3060,7 +3066,18 @@ public class TestPlayer implements Player {
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@Override
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public boolean isHuman() {
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return computerPlayer.isHuman();
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return false;
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}
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@Override
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public boolean isComputer() {
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// all players in unit tests are computers, so you must use AIRealGameSimulation to test different logic (Human vs AI)
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if (isTestsMode()) {
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return AIRealGameSimulation;
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} else {
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throw new IllegalStateException("Can't use test player outside of unit tests");
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//return !isHuman();
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}
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}
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@Override
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@ -3449,8 +3466,8 @@ public class TestPlayer implements Player {
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}
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@Override
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public boolean isTestMode() {
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return computerPlayer.isTestMode();
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public boolean isTestsMode() {
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return computerPlayer.isTestsMode();
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}
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@Override
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@ -4193,8 +4210,8 @@ public class TestPlayer implements Player {
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return computerPlayer;
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}
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public void setAICanChooseInStrictMode(boolean AICanChooseInStrictMode) {
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this.AICanChooseInStrictMode = AICanChooseInStrictMode;
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public void setAIRealGameSimulation(boolean AIRealGameSimulation) {
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this.AIRealGameSimulation = AIRealGameSimulation;
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}
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public Map<Integer, HashMap<UUID, ArrayList<org.mage.test.player.PlayerAction>>> getRollbackActions() {
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@ -13,6 +13,10 @@ import org.mage.test.serverside.base.impl.CardTestPlayerAPIImpl;
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import java.io.FileNotFoundException;
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/**
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* PlayerA is full AI player and process all actions as AI logic. You don't need aiXXX commands in that tests.
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*
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* If you need custom AI tests then use CardTestPlayerBaseWithAIHelps with aiXXX commands
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*
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* @author LevelX2
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*/
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public abstract class CardTestPlayerBaseAI extends CardTestPlayerAPIImpl {
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@ -33,6 +37,7 @@ public abstract class CardTestPlayerBaseAI extends CardTestPlayerAPIImpl {
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if (name.equals("PlayerA")) {
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TestPlayer testPlayer = new TestPlayer(new TestComputerPlayer7("PlayerA", RangeOfInfluence.ONE, skill));
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testPlayer.setAIPlayer(true);
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testPlayer.setAIRealGameSimulation(true); // enable AI logic simulation for all turns by default
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return testPlayer;
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}
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return super.createPlayer(name, rangeOfInfluence);
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@ -1571,9 +1571,9 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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}
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/**
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* AI play one PRIORITY with multi game simulations (calcs and play ONE best
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* action, can be called with stack) All choices must be made by AI
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* (e.g.strict mode possible)
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* AI play one PRIORITY with multi game simulations like real game
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* (calcs and play ONE best action, can be called with stack)
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* All choices must be made by AI (e.g.strict mode possible)
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*
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* @param turnNum
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* @param step
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@ -1595,11 +1595,11 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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}
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public PlayerAction createAIPlayerAction(int turnNum, PhaseStep step, String aiCommand) {
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// AI actions must disable and enable strict mode
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// AI commands must disable and enable real game simulation and strict mode
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return new PlayerAction("", turnNum, step, AI_PREFIX + aiCommand) {
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@Override
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public void onActionRemovedLater(Game game, TestPlayer player) {
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player.setAICanChooseInStrictMode(false);
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player.setAIRealGameSimulation(false);
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}
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};
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}
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@ -477,7 +477,7 @@ public class PlayerStub implements Player {
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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 false;
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}
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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);
|
||||
|
|
|
@ -2715,7 +2715,7 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
}
|
||||
|
||||
// only humans can use it
|
||||
if (!targetPlayer.isHuman() && !targetPlayer.isTestMode()) {
|
||||
if (targetPlayer.isComputer()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -3866,7 +3866,7 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
}
|
||||
|
||||
@Override
|
||||
public boolean isTestMode() {
|
||||
public boolean isTestsMode() {
|
||||
return isTestMode;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue