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warlight.ai's Issues

Make the AI capable to play cards

Add a nice data structure for the cards. Some cards like the reinforcement card or the abandon card have to have some properties about how strong they are while for example the Order prio card is generic. What we need is an easy function of the kind:
public List getCards(CardType type); with CardType being an Enum containing all types. Maybe we want to add two boolean variables to the cards named "PlayedByTeammate" and "PlayedByMyself".

Fizzer added the "PlayCardsTask" however this isn't how I think about cards. Instead the already available tasks should get enriched to be capable to play cards. Please integrate the the Order priority and / or the order delay card already into the the MovesScheduler.

Wunderwaffe does not work in fog

It was already implemented in the Java version of Wunderwaffe.

Please look at the class FogRemover.java

https://github.com/Norman1/Wunderwaffe/blob/5a7be39c035954960837a1e9f83dd2b7a2e6d443/src/evaluation/FogRemover.java
There are some differences between WarLight and the AI challenge. The picking stage worked differently.
You can port it so that it first works only good for 1v1 and without superbonuses.
I already added a more or less dummy FogRemover.java.

From Fizzer:
In TheAIGames, it told you where your opponent started, so it was reasonable for a bot to be able to guess and get a pretty good idea of what the map looked like behind the fog. Wunderwaffe took advantage of this, rightfully so, and kept a "fogless" map. When I went to port it to WarLight, I couldn't think of a way to maintain the same feature so I ended up removing it.

Add clone of Wunderwaffe

We want the clone (current version before changes) to play against the version that gets changed. Name the clone "WunderwaffeStable".

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