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Use timers for turns only if turn timer is set and for pvp battles -
only if unit timer is set to avoid "bad" edge case where player can completely run out of time
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@ -126,6 +126,10 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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const auto * state = gameHandler.getPlayerState(player);
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if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
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{
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// turn timers are only used if turn timer is non-zero
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if (si->turnTimerInfo.turnTimer == 0)
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return;
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if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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return;
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@ -276,17 +280,21 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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auto & timer = timers[player];
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if(timer.isActive && timer.isBattle)
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{
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if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
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// in pvp battles, timers are only used if unit timer is non-zero
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if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
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return;
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if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
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return;
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if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
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return;
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if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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return;
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if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
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return;
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if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
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return;
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if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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return;
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if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
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return;
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if(isPvpBattle(battleID))
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{
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