void CSymbolEnginePrwin::UpdateOnMyTurn() {
  if (StartOfPrWinComputationsNeeded()) {
    assert(p_iterator_thread != NULL);
    p_iterator_thread->RestartPrWinComputations();
    _known_change_in_gamestate_since_last_prwin_calculation = false;
  }
	CalculateNOpponents();
	CalculateNhands();
}
void CSymbolEnginePrwin::ResetOnMyTurn() {
	CalculateNOpponents();
  assert(p_iterator_thread != NULL);
	p_iterator_thread->StartPrWinComputationsIfNeeded();
	CalculateNhands();
}
Beispiel #3
0
void CSymbolEnginePrwin::ResetOnMyTurn()
{
	p_iterator_thread->StartIteratorThreadIfNeeded();
	CalculateNOpponents();
	CalculateNhands();
}