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* Fixed some problems for handling concede during game init.
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5a9671cbca
commit
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3 changed files with 11 additions and 5 deletions
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@ -161,10 +161,9 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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Game sim = createSimulation(game);
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SimulationNode2.resetCount();
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root = new SimulationNode2(null, sim, maxDepth, playerId);
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addActionsTimed();
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if (root.children != null && !root.children.isEmpty()) {
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logger.trace("After add actions timed: root.children.size = " + root.children.size());
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if (!root.children.isEmpty()) {
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root = root.children.get(0);
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// int bestScore = root.getScore();
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// if (bestScore > currentScore || allowBadMoves) {
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@ -205,9 +205,11 @@ public class HumanPlayer extends PlayerImpl {
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return;
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}
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response.clear();
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if (isInGame()) {
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loop = true;
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}
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}
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}
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if (recordingMacro && !macroTriggeredSelectionFlag) {
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// logger.info("Adding an action " + response);
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actionQueueSaved.add(new PlayerResponse(response));
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@ -563,7 +563,12 @@ public abstract class GameImpl implements Game, Serializable {
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// }
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@Override
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public void setConcedingPlayer(UUID playerId) {
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Player player = getPlayer(state.getPriorityPlayerId());
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Player player = null;
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if (state.getChoosingPlayerId() != null) {
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player = getPlayer(state.getChoosingPlayerId());
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} else if (state.getPriorityPlayerId() != null) {
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player = getPlayer(state.getPriorityPlayerId());
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}
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if (player != null) {
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if (!player.hasLeft() && player.isHuman()) {
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if (!concedingPlayers.contains(playerId)) {
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