understanding the score parameter #6
-
so currently BMAI had a tendency to surrender more games then it probably should and I think that I am not using from the README
I am wondering about the
does the
that is another 7 sides for a total score of 38 thus far? again, as we discussed in #3 you dont have to feel obligated to dig in and figure this out @hamstercrack but if you happen to recall or want to you can reply. if i find the answer i will post it here |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment 1 reply
-
so what i can tell from this code: // parse players
for (i=0; i<BMD_MAX_PLAYERS; i++)
{
Read();
INT p, dice;
F32 score;
if (sscanf(line, "player %d %d %f", &p, &dice, &score)<3 || p!=i)
BMF_Error( "missing player: %s", line );
ParsePlayer(p, dice);
// don't clobber score in INITIATIVE phases
if (g_game.GetPhase()!=BME_PHASE_INITIATIVE && g_game.GetPhase()!=BME_PHASE_INITIATIVE_CHANCE && g_game.GetPhase()!=BME_PHASE_INITIATIVE_FOCUS)
g_game.GetPlayer(p)->m_score = score;
// if this is still preround, then print all dice (i.e. including those not ready)
if (g_game.IsPreround())
g_game.GetPlayer(p)->DebugAllDice();
else
g_game.GetPlayer(p)->Debug();
} the m_score += m_die[i].GetScore(true); so i learned: as a side note void BMC_Player::OnDieCaptured(BMC_Die *_die)
{
m_score += _die->GetScore(false);
} but back to but after all that is done, since our phase is if (g_game.GetPhase()!=BME_PHASE_INITIATIVE && g_game.GetPhase()!=BME_PHASE_INITIATIVE_CHANCE && g_game.GetPhase()!=BME_PHASE_INITIATIVE_FOCUS)
g_game.GetPlayer(p)->m_score = score; where the thats a good thing :-) i have that number from the API. |
Beta Was this translation helpful? Give feedback.
so what i can tell from this code:
the
P…