mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
Code review fixes
This commit is contained in:
@@ -999,20 +999,13 @@ void CGameHandler::run(bool resume)
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turnOrder->onGameStarted();
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turnOrder->onGameStarted();
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//wait till game is done
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//wait till game is done
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auto clockLast = std::chrono::high_resolution_clock::now();
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auto clockLast = std::chrono::steady_clock::now();
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while(lobby->getState() == EServerState::GAMEPLAY)
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while(lobby->getState() == EServerState::GAMEPLAY)
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{
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{
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const auto clockDuration = std::chrono::high_resolution_clock::now() - clockLast;
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const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
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const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
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const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
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clockLast += clockDuration;
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clockLast += clockDuration;
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turnTimerHandler.update(timePassed);
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for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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if(gs->isPlayerMakingTurn(player))
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turnTimerHandler.onPlayerMakingTurn(player, timePassed);
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if(gs->curB)
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turnTimerHandler.onBattleLoop(timePassed);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
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boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
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}
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}
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}
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}
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@@ -28,9 +28,9 @@ TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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if(const auto * si = gameHandler.getStartInfo())
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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timers[player] = si->turnTimerInfo;
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timers[player].turnTimer = 0;
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timerEnabled[player] = true;
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timerEnabled[player] = true;
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@@ -47,11 +47,11 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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if(const auto * si = gameHandler.getStartInfo())
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{
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{
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if(si->turnTimerInfo.isEnabled())
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if(si->turnTimerInfo.isEnabled())
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(si->turnTimerInfo.baseTimer > 0)
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if(si->turnTimerInfo.baseTimer > 0)
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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@@ -65,15 +65,28 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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}
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}
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}
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}
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void TurnTimerHandler::update(int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * gs = gameHandler.gameState())
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{
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for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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if(gs->isPlayerMakingTurn(player))
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onPlayerMakingTurn(player, waitTime);
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if(gs->curB)
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onBattleLoop(waitTime);
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}
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}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
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if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
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return;
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto & state = gs->players.at(player);
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auto & state = gs->players.at(player);
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if(state.human && timerEnabled[player])
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if(state.human && timerEnabled[player])
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@@ -107,13 +120,12 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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void TurnTimerHandler::onBattleStart()
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void TurnTimerHandler::onBattleStart()
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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@@ -135,13 +147,12 @@ void TurnTimerHandler::onBattleStart()
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void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto player = stack.getOwner();
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
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if(!player.isValidPlayer())
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@@ -160,13 +171,12 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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void TurnTimerHandler::onBattleLoop(int waitTime)
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void TurnTimerHandler::onBattleLoop(int waitTime)
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{
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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ui8 side = 0;
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ui8 side = 0;
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const CStack * stack = nullptr;
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const CStack * stack = nullptr;
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bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
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bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
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@@ -31,14 +31,16 @@ class TurnTimerHandler
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std::map<PlayerColor, int> timerLastUpdate;
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std::map<PlayerColor, int> timerLastUpdate;
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std::recursive_mutex mx;
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std::recursive_mutex mx;
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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void onBattleLoop(int waitTime);
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public:
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public:
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TurnTimerHandler(CGameHandler &);
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TurnTimerHandler(CGameHandler &);
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void onGameplayStart(PlayerColor player);
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void onGameplayStart(PlayerColor player);
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void onPlayerGetTurn(PlayerColor player);
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void onPlayerGetTurn(PlayerColor player);
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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void onBattleStart();
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void onBattleStart();
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void onBattleNextStack(const CStack & stack);
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void onBattleNextStack(const CStack & stack);
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void onBattleLoop(int waitTime);
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void update(int waitTime);
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void setTimerEnabled(PlayerColor player, bool enabled);
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void setTimerEnabled(PlayerColor player, bool enabled);
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};
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};
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