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Better handling other players for turn timer
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parent
314a17cdd9
commit
a09cb23a85
@ -70,7 +70,9 @@ void TurnTimerWidget::show(Canvas & to)
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void TurnTimerWidget::setTime(int time)
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{
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int newTime = time / 1000;
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if((newTime != turnTime) && notifications.count(newTime))
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if((LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
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&& (newTime != turnTime)
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&& notifications.count(newTime))
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CCS->soundh->playSound(variables["notificationSound"].String());
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turnTime = newTime;
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if(auto w = widget<CLabel>("timer"))
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@ -108,14 +110,20 @@ void TurnTimerWidget::tick(uint32_t msPassed)
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else setTime(cachedTurnTime);
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};
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if(LOCPLINT->battleInt)
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auto * playerInfo = LOCPLINT->cb->getPlayer(player);
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if(playerInfo && playerInfo->isHuman())
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{
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if(time.isBattleEnabled())
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timeCheckAndUpdate(time.creatureTimer);
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if(LOCPLINT->battleInt)
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{
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if(time.isBattleEnabled())
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timeCheckAndUpdate(time.creatureTimer);
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}
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else
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{
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timeCheckAndUpdate(time.turnTimer);
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}
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}
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else
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{
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timeCheckAndUpdate(time.turnTimer);
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}
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timeCheckAndUpdate(0);
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}
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}
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@ -28,11 +28,8 @@ void TurnTimerHandler::onGameplayStart(PlayerState & state)
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{
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if(si->turnTimerInfo.isEnabled())
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = si->turnTimerInfo;
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ttu.turnTimer.turnTimer = 0;
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gameHandler.sendAndApply(&ttu);
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state.turnTimer = si->turnTimerInfo;
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state.turnTimer.turnTimer = 0;
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}
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}
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}
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