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Test framework: added AI support in basic card tests:
* added new command to play one best action on priority by AI (aiPlayPriority); * added new command to play all best actions on step by AI (aiPlayStep); * now you can setup battlefield by standard commands and run AI simulations for single priority/step; * CardTestPlayerBase - old default class for card tests, it uses simple AI for choosing, but do not play/simulate it; * CardTestPlayerBaseAI - old default class for AI game tests, auto-playable playerA, you can control only playerB; * CardTestPlayerBaseWithAIHelps - new improved class for card tests, it uses controllable and real AI with game simulations;
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4 changed files with 166 additions and 2 deletions
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package org.mage.test.AI.basic;
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import mage.constants.CardType;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.game.permanent.Permanent;
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import org.junit.Assert;
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import org.junit.Ignore;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseWithAIHelps;
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/**
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* @author JayDi85
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*/
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public class TestFrameworkCanPlayAITest extends CardTestPlayerBaseWithAIHelps {
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@Test
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public void test_AI_PlayOnePriorityAction() {
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addCard(Zone.HAND, playerA, "Lightning Bolt", 3);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 5);
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// AI must play one time
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Lightning Bolt", 1);
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assertPermanentCount(playerB, "Balduvian Bears", 5 - 1);
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}
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@Test
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public void test_AI_PlayManyActionsInOneStep() {
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addCard(Zone.HAND, playerA, "Lightning Bolt", 3);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 5);
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// AI must play all step actions
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aiPlayStep(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Lightning Bolt", 3);
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assertPermanentCount(playerB, "Balduvian Bears", 5 - 3);
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}
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@Test
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@Ignore // AI can't play blade cause score system give priority for boost instead restriction effects like goad
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public void test_AI_GoadedByBloodthirstyBlade_Normal() {
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// Equipped creature gets +2/+0 and is goaded
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// {1}: Attach Bloodthirsty Blade to target creature an opponent controls. Activate this ability only any time you could cast a sorcery.
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addCard(Zone.BATTLEFIELD, playerA, "Bloodthirsty Blade", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 1);
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// AI must play
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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Assert.assertEquals(1, currentGame.getBattlefield().getAllActivePermanents(CardType.CREATURE).size());
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Permanent permanent = currentGame.getBattlefield().getAllActivePermanents(CardType.CREATURE).get(0);
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Assert.assertEquals(1, permanent.getAttachments().size());
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}
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}
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@ -84,6 +84,7 @@ public class TestPlayer implements Player {
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private int foundNoAction = 0;
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private int foundNoAction = 0;
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private boolean AIPlayer;
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private boolean AIPlayer;
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private final List<PlayerAction> actions = new ArrayList<>();
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private final List<PlayerAction> actions = new ArrayList<>();
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private final Map<PlayerAction, PhaseStep> actionsToRemovesLater = new HashMap<>(); // remove actions later, on next step (e.g. for AI commands)
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private final List<String> choices = new ArrayList<>(); // choices stack for choice
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private final List<String> choices = new ArrayList<>(); // choices stack for choice
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private final List<String> targets = new ArrayList<>(); // targets stack for choose (it's uses on empty direct target by cast command)
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private final List<String> targets = new ArrayList<>(); // targets stack for choose (it's uses on empty direct target by cast command)
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private final Map<String, UUID> aliases = new HashMap<>(); // aliases for game objects/players (use it for cards with same name to save and use)
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private final Map<String, UUID> aliases = new HashMap<>(); // aliases for game objects/players (use it for cards with same name to save and use)
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@ -499,6 +500,18 @@ public class TestPlayer implements Player {
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@Override
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@Override
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public boolean priority(Game game) {
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public boolean priority(Game game) {
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// later remove actions (ai commands related)
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if (actionsToRemovesLater.size() > 0) {
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List<PlayerAction> removed = new ArrayList<>();
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actionsToRemovesLater.forEach((action, step) -> {
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if (game.getStep().getType() != step) {
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actions.remove(action);
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removed.add(action);
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}
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});
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removed.forEach(actionsToRemovesLater::remove);
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}
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int numberOfActions = actions.size();
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int numberOfActions = actions.size();
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List<PlayerAction> tempActions = new ArrayList<>();
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List<PlayerAction> tempActions = new ArrayList<>();
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tempActions.addAll(actions);
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tempActions.addAll(actions);
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@ -622,6 +635,25 @@ public class TestPlayer implements Player {
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actions.remove(action);
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actions.remove(action);
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}
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}
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}
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}
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} else if (action.getAction().startsWith(AI_PREFIX)) {
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String command = action.getAction();
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command = command.substring(command.indexOf(AI_PREFIX) + AI_PREFIX.length());
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// play priority
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if (command.equals(AI_COMMAND_PLAY_PRIORITY)) {
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computerPlayer.priority(game);
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actions.remove(action);
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return true;
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}
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// play step
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if (command.equals(AI_COMMAND_PLAY_STEP)) {
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actionsToRemovesLater.put(action, game.getStep().getType());
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computerPlayer.priority(game);
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return true;
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}
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Assert.fail("Unknow ai command: " + command);
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} else if (action.getAction().startsWith(CHECK_PREFIX)) {
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} else if (action.getAction().startsWith(CHECK_PREFIX)) {
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String command = action.getAction();
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String command = action.getAction();
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command = command.substring(command.indexOf(CHECK_PREFIX) + CHECK_PREFIX.length());
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command = command.substring(command.indexOf(CHECK_PREFIX) + CHECK_PREFIX.length());
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@ -752,9 +784,9 @@ public class TestPlayer implements Player {
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if (!wasProccessed) {
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if (!wasProccessed) {
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Assert.fail("Unknow check command or params: " + command);
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Assert.fail("Unknow check command or params: " + command);
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}
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}
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} else if (action.getAction().startsWith("show:")) {
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} else if (action.getAction().startsWith(SHOW_PREFIX)) {
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String command = action.getAction();
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String command = action.getAction();
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command = command.substring(command.indexOf("show:") + "show:".length());
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command = command.substring(command.indexOf(SHOW_PREFIX) + SHOW_PREFIX.length());
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String[] params = command.split(CHECK_PARAM_DELIMETER);
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String[] params = command.split(CHECK_PARAM_DELIMETER);
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boolean wasProccessed = false;
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boolean wasProccessed = false;
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@ -3640,4 +3672,8 @@ public class TestPlayer implements Player {
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this.chooseStrictModeFailed("choice", game, getInfo(card) + " - can't select ability to cast.\n" + "Card's abilities:\n" + allInfo);
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this.chooseStrictModeFailed("choice", game, getInfo(card) + " - can't select ability to cast.\n" + "Card's abilities:\n" + allInfo);
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return computerPlayer.chooseAbilityForCast(card, game, noMana);
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return computerPlayer.chooseAbilityForCast(card, game, noMana);
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}
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}
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public ComputerPlayer getComputerPlayer() {
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return computerPlayer;
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}
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}
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}
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package org.mage.test.serverside.base;
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import mage.constants.RangeOfInfluence;
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import org.mage.test.player.TestComputerPlayer7;
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import org.mage.test.player.TestPlayer;
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/**
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* Base class but with latest computer player to test single AI commands (it's different from full AI simulation from CardTestPlayerBaseAI):
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* 1. AI don't play normal priorities (you must use ai*** commands to play it);
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* 2. AI will choose in non strict mode (it's simulated ComputerPlayer7, not simple ComputerPlayer from basic tests)
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*
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* @author JayDi85
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*/
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public abstract class CardTestPlayerBaseWithAIHelps extends CardTestPlayerBase {
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@Override
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protected TestPlayer createPlayer(String name, RangeOfInfluence rangeOfInfluence) {
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TestPlayer testPlayer = new TestPlayer(new TestComputerPlayer7(name, RangeOfInfluence.ONE, 6));
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testPlayer.setAIPlayer(false); // AI can't play it by itself, use AI commands
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return testPlayer;
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}
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}
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import mage.game.command.CommandObject;
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import mage.game.command.CommandObject;
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import mage.game.permanent.Permanent;
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import mage.game.permanent.Permanent;
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import mage.game.permanent.PermanentCard;
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import mage.game.permanent.PermanentCard;
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import mage.player.ai.ComputerPlayer7;
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import mage.players.ManaPool;
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import mage.players.ManaPool;
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import mage.players.Player;
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import mage.players.Player;
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import mage.util.CardUtil;
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import mage.util.CardUtil;
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@ -53,6 +54,8 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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public static final String ALIAS_PREFIX = "@"; // don't change -- it uses in user's tests
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public static final String ALIAS_PREFIX = "@"; // don't change -- it uses in user's tests
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public static final String CHECK_PARAM_DELIMETER = "#";
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public static final String CHECK_PARAM_DELIMETER = "#";
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public static final String CHECK_PREFIX = "check:"; // prefix for all check commands
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public static final String CHECK_PREFIX = "check:"; // prefix for all check commands
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public static final String SHOW_PREFIX = "show:"; // prefix for all show commands
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public static final String AI_PREFIX = "ai:"; // prefix for all ai commands
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static {
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static {
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// aliases can be used in check commands, so all prefixes and delimeters must be unique
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// aliases can be used in check commands, so all prefixes and delimeters must be unique
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@ -67,6 +70,10 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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public static final String ACTIVATE_PLAY = "activate:Play ";
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public static final String ACTIVATE_PLAY = "activate:Play ";
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public static final String ACTIVATE_CAST = "activate:Cast ";
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public static final String ACTIVATE_CAST = "activate:Cast ";
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// commands for AI
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public static final String AI_COMMAND_PLAY_PRIORITY = "play priority";
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public static final String AI_COMMAND_PLAY_STEP = "play step";
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static {
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static {
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// cards can be played/casted by activate ability command too
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// cards can be played/casted by activate ability command too
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Assert.assertTrue("musts contains activate ability part", ACTIVATE_PLAY.startsWith(ACTIVATE_ABILITY));
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Assert.assertTrue("musts contains activate ability part", ACTIVATE_PLAY.startsWith(ACTIVATE_ABILITY));
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@ -1391,6 +1398,28 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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player.addAction(turnNum, step, ACTIVATE_CAST + cardName + "$targetPlayer=" + target.getName() + "$manaInPool=" + manaInPool);
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player.addAction(turnNum, step, ACTIVATE_CAST + cardName + "$targetPlayer=" + target.getName() + "$manaInPool=" + manaInPool);
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}
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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 action, can be called with stack)
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*/
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public void aiPlayPriority(int turnNum, PhaseStep step, TestPlayer player) {
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assertAiPlayAndGameCompatible(player);
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player.addAction(turnNum, step, AI_PREFIX + AI_COMMAND_PLAY_PRIORITY);
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}
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/**
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* AI play STEP to the end with multi game simulations (calcs and play best actions until step ends, can be called in the middle of the step)
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*/
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public void aiPlayStep(int turnNum, PhaseStep step, TestPlayer player) {
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assertAiPlayAndGameCompatible(player);
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player.addAction(turnNum, step, AI_PREFIX + AI_COMMAND_PLAY_STEP);
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}
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private void assertAiPlayAndGameCompatible(TestPlayer player) {
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if (player.isAIPlayer() || !(player.getComputerPlayer() instanceof ComputerPlayer7)) {
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Assert.fail("AI commands supported by CardTestPlayerBaseWithAIHelps only");
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}
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}
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public void waitStackResolved(int turnNum, PhaseStep step, TestPlayer player) {
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public void waitStackResolved(int turnNum, PhaseStep step, TestPlayer player) {
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player.addAction(turnNum, step, "waitStackResolved");
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player.addAction(turnNum, step, "waitStackResolved");
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}
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}
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