returns the room the ai player should accuse . concode_field_sep boolean hasCard concode_elem_sep Player aiPlayer concode_elem_sep HashMap<Suspect,AINotebookEntry> suspectNotebookEntries concode_elem_sep Suspect suspectToAccuse concode_elem_sep LinkedList<NewInformation> newInformationList concode_elem_sep HashMap<Weapon,AINotebookEntry> weaponNotebookEntries concode_elem_sep List<SuggestedAnswer> suggestedAnswers concode_elem_sep Weapon weaponToAccuse concode_elem_sep HashMap<Room,AINotebookEntry> roomNotebookEntries concode_elem_sep List<Player> playersWithUnknownCards concode_elem_sep Card card concode_elem_sep Room roomToAccuse concode_elem_sep Player player concode_field_sep void evaluateAsCardOwner concode_elem_sep Weapon getWeaponToAccuse concode_elem_sep void evaluateAsNotCardOwner concode_elem_sep void evaluateNewInformation concode_elem_sep void addKnownCard concode_elem_sep void addCannotAnswer concode_elem_sep boolean isReadyToAccuse concode_elem_sep Suspect getSuspectToAccuse concode_elem_sep boolean isAlreadyKnown concode_elem_sep void addSuggestedAnswer concode_elem_sep void countCards
Room function ( ) { return roomToAccuse ; }