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Restore AI controlled player for client disconnection

This commit is contained in:
nordsoft 2022-10-04 18:11:12 +04:00
parent 0ea5a8fbe7
commit a9ad583158
2 changed files with 3 additions and 4 deletions

View File

@ -348,7 +348,7 @@ void PlayerEndsGame::applyCl(CClient *cl)
void PlayerReinitInterface::applyCl(CClient * cl)
{
auto & plSettings = CSH->si->getIthPlayersSettings(player);
if(!playerConnectionId)
if(playerConnectionId == PlayerSettings::PLAYER_AI)
{
plSettings.connectedPlayerIDs.clear();
cl->initPlayerEnvironments();

View File

@ -369,11 +369,10 @@ DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
{
if(!gs || !gs->scenarioOps)
return;
//auto & playerState = gs->players[player];
//playerState.daysWithoutCastle = daysWithoutCastle;
//TODO: what does mean if more that one player connected?
//gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
if(playerConnectionId == PlayerSettings::PLAYER_AI)
gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
}
DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)