✨ 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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