✨ Speed up round when no body alive
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@ -4,152 +4,172 @@ namespace AceField.Scripts.Logic;
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public partial class World : Node2D
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{
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[Export] public Scoreboard Scoreboard;
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[Export] public PackedScene PlayerScene;
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[Export] public Scoreboard Scoreboard;
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[Export] public PackedScene PlayerScene;
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[Export] public int RoundCount = 1;
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[Export] public int RoundTotalCount = 20;
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[Export] public double RoundDuration = 60;
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[Export] public double RoundProgress;
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[Export] public double RoundTimeLeft;
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[Export] public int RoundCount = 1;
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[Export] public int RoundTotalCount = 20;
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[Export] public double RoundDuration = 60;
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[Export] public double RoundProgress;
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[Export] public double RoundTimeLeft;
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private Timer _roundTimer;
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private Timer _roundTimer;
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public void StartGame(string currentPlayerName = null)
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{
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if (!Multiplayer.IsServer())
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return;
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public void StartGame(string currentPlayerName = null)
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{
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if (!Multiplayer.IsServer())
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return;
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_roundTimer = new Timer();
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_roundTimer.WaitTime = RoundDuration;
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_roundTimer.Autostart = true;
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_roundTimer.Timeout += NewRound;
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_roundTimer.OneShot = true;
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AddChild(_roundTimer);
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_roundTimer.Start();
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_roundTimer = new Timer();
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_roundTimer.WaitTime = RoundDuration;
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_roundTimer.Autostart = true;
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_roundTimer.Timeout += NewRound;
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_roundTimer.OneShot = true;
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GetParent().AddChild(_roundTimer);
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_roundTimer.Start(RoundDuration);
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// Add players into the game
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PutPlayers(currentPlayerName);
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}
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// Add players into the game
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PutPlayers(currentPlayerName);
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}
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public override void _Ready()
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{
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if (!Multiplayer.IsServer())
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return;
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public override void _Ready()
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{
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if (!Multiplayer.IsServer())
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return;
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// Handling player connect / disconnect after this client connected
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Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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Multiplayer.PeerConnected += AddPlayer_Adaptor;
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// Handling player connect / disconnect after this client connected
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Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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Multiplayer.PeerConnected += AddPlayer_Adaptor;
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// Handling player connected before this client
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foreach (var id in Multiplayer.GetPeers())
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Scoreboard.AddPlayer(id);
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// Handling player connected before this client
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foreach (var id in Multiplayer.GetPeers())
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Scoreboard.AddPlayer(id);
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// Add this client as a player if client isn't a dedicated server
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if (!OS.HasFeature("dedicated_server"))
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Scoreboard.AddPlayer(1);
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}
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// Add this client as a player if client isn't a dedicated server
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if (!OS.HasFeature("dedicated_server"))
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Scoreboard.AddPlayer(1);
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}
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public override void _ExitTree()
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{
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if (!Multiplayer.IsServer())
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return;
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public override void _ExitTree()
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{
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if (!Multiplayer.IsServer())
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return;
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Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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}
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Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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}
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public override void _Process(double delta)
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{
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if (Multiplayer.IsServer())
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{
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RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
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RoundTimeLeft = _roundTimer.TimeLeft;
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}
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}
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public override void _Process(double delta)
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{
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if (Multiplayer.IsServer())
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{
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RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
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RoundTimeLeft = _roundTimer.TimeLeft;
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}
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}
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private static string BuildPlayerName(int id)
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=> $"Player@{id}";
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private static string BuildPlayerName(int id)
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=> $"Player@{id}";
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private void AddPlayer_Adaptor(long id)
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=> Scoreboard.AddPlayer((int)id);
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private void AddPlayer_Adaptor(long id)
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=> Scoreboard.AddPlayer((int)id);
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private void RemovePlayer_Adaptor(long id)
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=> Scoreboard.RemovePlayer((int)id);
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private void RemovePlayer_Adaptor(long id)
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=> Scoreboard.RemovePlayer((int)id);
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private void SpawnPlayer(int id, string name = null)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.PlayerId = id;
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player.Position = new Vector2(GD.RandRange(-100, 100), GD.RandRange(-100, 100));
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player.Name = BuildPlayerName(id);
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player.PlayerDied += (killerId) =>
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{
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if (killerId == 0) return;
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Scoreboard.AddScore(killerId);
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};
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private void SpawnPlayer(int id, string name = null)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.PlayerId = id;
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player.Position = new Vector2(GD.RandRange(-100, 100), GD.RandRange(-100, 100));
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player.Name = BuildPlayerName(id);
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player.PlayerDied += (killerId) =>
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{
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if (killerId == 0) return;
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Scoreboard.AddScore(killerId);
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if (CountPlayer() <= 2)
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_roundTimer.Start(3);
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};
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AddChild(player, true);
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player.PlayerName = name;
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}
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AddChild(player, true);
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player.PlayerName = name;
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}
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private void PutPlayers(string currentPlayerName = null)
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{
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// Spawn clients
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foreach (var id in Multiplayer.GetPeers())
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SpawnPlayer(id, Scoreboard.Players[id]?.Name);
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private void PutPlayers(string currentPlayerName = null)
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{
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// Spawn clients
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foreach (var id in Multiplayer.GetPeers())
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SpawnPlayer(id, Scoreboard.Players[id]?.Name);
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// Spawn host
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if (!OS.HasFeature("dedicated_server"))
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SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
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}
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// Spawn host
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if (!OS.HasFeature("dedicated_server"))
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SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
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}
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private void NewRound()
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{
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if (RoundCount >= RoundTotalCount)
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{
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Rpc(nameof(EndGame));
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return;
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}
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RoundCount++;
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foreach (var child in GetChildren())
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{
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if (child is not Timer)
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child.QueueFree();
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}
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private void NewRound()
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{
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if (RoundCount >= RoundTotalCount)
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{
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Rpc(nameof(EndGame));
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return;
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}
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PutPlayers();
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_roundTimer.Start();
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}
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RoundCount++;
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Rpc(nameof(CleanWorld));
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public Player GetCurrentPlayer()
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{
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foreach (var child in GetChildren())
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{
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if (child is Player { IsCurrentPlayer: true } player)
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return player;
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}
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PutPlayers();
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_roundTimer.Start(RoundDuration);
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}
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return null;
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}
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public Player GetCurrentPlayer()
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{
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foreach (var child in GetChildren())
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{
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if (child is Player { IsCurrentPlayer: true } player)
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return player;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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return tile;
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}
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return null;
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}
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return null;
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}
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public int CountPlayer()
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{
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var count = 0;
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foreach (var child in GetChildren())
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{
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if (child is Player)
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count++;
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void EndGame()
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{
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GetParent().GetNode<Control>("OverlayLayer/Hud").Hide();
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GetParent().GetNode<Control>("OverlayLayer/GameOverScreen").Show();
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GetTree().Paused = true;
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}
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}
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return count;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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return tile;
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}
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return null;
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void CleanWorld()
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{
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foreach (var child in GetChildren())
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{
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child.QueueFree();
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}
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void EndGame()
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{
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GetParent().GetNode<Control>("OverlayLayer/Hud").Hide();
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GetParent().GetNode<Control>("OverlayLayer/GameOverScreen").Show();
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GetTree().Paused = true;
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}
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}
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