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synced 2025-11-25 22:42:04 +02:00
Replace "currentPlayer" from gamestate with "activePlayers"
- Allows multiple active players at once, e.g. simturns - Cleared up validation of netpacks by server, e.g. always check for pack sender
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@@ -67,14 +67,18 @@ void TurnTimerWidget::show(Canvas & to)
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showAll(to);
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}
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void TurnTimerWidget::setTime(int time)
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void TurnTimerWidget::setTime(PlayerColor player, int time)
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{
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int newTime = time / 1000;
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if((LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
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if((LOCPLINT->cb->isPlayerMakingTurn(LOCPLINT->playerID))
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&& (newTime != turnTime)
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&& notifications.count(newTime))
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{
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CCS->soundh->playSound(variables["notificationSound"].String());
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}
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turnTime = newTime;
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if(auto w = widget<CLabel>("timer"))
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{
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std::ostringstream oss;
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@@ -83,18 +87,23 @@ void TurnTimerWidget::setTime(int time)
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if(graphics && LOCPLINT && LOCPLINT->cb
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&& variables["textColorFromPlayerColor"].Bool()
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&& LOCPLINT->cb->getCurrentPlayer().isValidPlayer())
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&& player.isValidPlayer())
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{
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w->setColor(graphics->playerColors[LOCPLINT->cb->getCurrentPlayer()]);
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w->setColor(graphics->playerColors[player]);
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}
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}
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}
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void TurnTimerWidget::tick(uint32_t msPassed)
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{
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if(LOCPLINT && LOCPLINT->cb)
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if(!LOCPLINT || !LOCPLINT->cb)
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return;
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for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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{
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auto player = LOCPLINT->cb->getCurrentPlayer();
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if (!LOCPLINT->cb->isPlayerMakingTurn(player))
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continue;
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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cachedTurnTime -= msPassed;
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if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero
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@@ -107,7 +116,8 @@ void TurnTimerWidget::tick(uint32_t msPassed)
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lastTurnTime = time;
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cachedTurnTime = time;
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}
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else setTime(cachedTurnTime);
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else
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setTime(player, cachedTurnTime);
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};
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auto * playerInfo = LOCPLINT->cb->getPlayer(player);
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