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Commit 3dd4078e authored by mcmlxxix's avatar mcmlxxix
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more bug fixes, adhere to minimum score setting, make hitler more paranoid,...

more bug fixes, adhere to minimum score setting, make hitler more paranoid, change minimum score to -10
parent 7cf2504e
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......@@ -55,7 +55,7 @@ quantity=random
[Hitler]
sort=killLast
check=weakest
check=paranoid
quantity=full
[Stalin]
......
......@@ -236,7 +236,6 @@ function randomAICheck(game, map, base, target) {
return(false);
}
function paranoidAICheck(game, map, base, target) {
var computer=game.players[base.owner];
/* If we have an advantage, add to targets array */
if(base.dice>target.dice || base.dice==settings.max_dice)
return(true);
......@@ -362,7 +361,9 @@ function connectAICheck(game, map, base, target) {
return true;
}
}
return(false);
/* if we cant connect two islands right now, do something else */
return paranoidAICheck(game,map,base,target);
}
/* Callbacks for selecting the number of targets to use */
......@@ -557,11 +558,11 @@ function getAttackOptions() {
for(var t=0;t<territories.length;t++) {
var base=territories[t];
/* If we have enough to attack */
var attack_options=canAttack(map,base);
if(attack_options.length>0) {
var attackOptions=canAttack(map,base);
if(attackOptions.length>0) {
var basetargets=[];
for(var o=0;o<attack_options.length;o++) {
var target=attack_options[o];
for(var o=0;o<attackOptions.length;o++) {
var target=attackOptions[o];
/* Check if this is an acceptable attack */
if(checkFunctions[computer.AI.check](game,map,base,target))
basetargets.push({map:map,target:target,base:base});
......
points_to_win= 100
min_points= -2
min_points= -10
max_games= 100
max_games_per_player=30
num_players= 7
......
......@@ -181,7 +181,6 @@ function shufflePlayers(game) {
game.players=shuffle(game.players);
}
function dispersePlayers(game,map) {
log(game.toSource());
var tiles_per_player=map.tiles.length/game.players.length;
var placeholder=[];
......
......@@ -181,6 +181,8 @@ function Data()
score.losses++;
score.points+=Number(settings.point_set.loss);
if(score.points < settings.min_points)
score.points = settings.min_points;
this.scores[player.name]=score;
client.write(game_id,"scores." + player.name,score);
......
......@@ -140,6 +140,7 @@ function updateStatus(gameNumber) {
updateTurn(game);
}
else if(game.status == status.NEW) {
aiTakingTurns[gameNumber] = false;
var pcount=0;
for(var p in game.players) {
if(game.players[p])
......@@ -150,6 +151,7 @@ function updateStatus(gameNumber) {
}
}
else if(game.status == status.FINISHED) {
aiTakingTurns[gameNumber] = false;
var online = client.who(game_id,"maps." + gameNumber);
if(online.length == 0)
deleteGame(gameNumber);
......@@ -166,7 +168,7 @@ function updateTurn(game) {
if(game.players[game.turn].AI) {
/* if we have already launched the background thread, abort */
if(aiTakingTurns[game.gameNumber]) {
log(LOG_WARNING,"ai already loaded.. ignoring turn update");
//log(LOG_WARNING,"ai already loaded.. ignoring turn update");
return;
}
/* disable this function until it is a human player's turn
......@@ -189,7 +191,6 @@ function deleteGame(gameNumber) {
client.remove(game_id,"maps." + gameNumber,2);
client.remove(game_id,"metadata." + gameNumber,2);
delete data.games[gameNumber];
aiTakingTurns[game.gameNumber] = false;
}
/* load game data from database */
......
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