* Fixed some problems for handling concede during game init.

This commit is contained in:
LevelX2 2017-11-04 18:19:41 +01:00
parent 5a9671cbca
commit 0d46c68924
3 changed files with 11 additions and 5 deletions

View file

@ -161,10 +161,9 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
Game sim = createSimulation(game);
SimulationNode2.resetCount();
root = new SimulationNode2(null, sim, maxDepth, playerId);
addActionsTimed();
if (root.children != null && !root.children.isEmpty()) {
logger.trace("After add actions timed: root.children.size = " + root.children.size());
if (!root.children.isEmpty()) {
root = root.children.get(0);
// int bestScore = root.getScore();
// if (bestScore > currentScore || allowBadMoves) {

View file

@ -205,9 +205,11 @@ public class HumanPlayer extends PlayerImpl {
return;
}
response.clear();
if (isInGame()) {
loop = true;
}
}
}
if (recordingMacro && !macroTriggeredSelectionFlag) {
// logger.info("Adding an action " + response);
actionQueueSaved.add(new PlayerResponse(response));

View file

@ -563,7 +563,12 @@ public abstract class GameImpl implements Game, Serializable {
// }
@Override
public void setConcedingPlayer(UUID playerId) {
Player player = getPlayer(state.getPriorityPlayerId());
Player player = null;
if (state.getChoosingPlayerId() != null) {
player = getPlayer(state.getChoosingPlayerId());
} else if (state.getPriorityPlayerId() != null) {
player = getPlayer(state.getPriorityPlayerId());
}
if (player != null) {
if (!player.hasLeft() && player.isHuman()) {
if (!concedingPlayers.contains(playerId)) {