smarter AI handling of mines
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@@ -734,7 +734,21 @@ void PlayerMinus::Step( int col, RageTimer tm )
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// as "mine was hit" and everything else as "mine was avoided"
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if( tn == TAP_MINE )
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{
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if( score > TNS_GOOD )
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// The CPU hits a lot of mines. Only consider hitting the
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// first mine for a row. We know we're the first mine if
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// there are are no mines to the left of us.
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for( int t=0; t<col; t++ )
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{
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if( TAP_MINE == GetTapNote(t,iIndexOverlappingNote) ) // there's a mine to the left of us
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return; // avoid
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}
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// The CPU hits a lot of mines. Make it less likely to hit
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// mines that don't have a tap note on the same row.
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bool bTapsOnRow = IsThereATapOrHoldHeadAtRow( iIndexOverlappingNote );
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TapNoteScore get_to_avoid = bTapsOnRow ? TNS_GREAT : TNS_GOOD;
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if( score >= get_to_avoid )
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{
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return; // avoided
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}
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