fill data to Phase and Turn (#236)
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43bdfb8c53
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@ -152,7 +152,7 @@ GameEvent.functions[GameEvent.Round] = function(self)
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repeat
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repeat
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p = room.current
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p = room.current
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GameEvent(GameEvent.Turn):exec()
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GameEvent(GameEvent.Turn, p):exec()
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if room.game_finished then break end
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if room.game_finished then break end
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room.current = room.current:getNextAlive()
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room.current = room.current:getNextAlive()
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until p.seat >= p:getNextAlive().seat
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until p.seat >= p:getNextAlive().seat
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@ -417,7 +417,7 @@ function ServerPlayer:changePhase(from_phase, to_phase)
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table.remove(self.phases, 1)
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table.remove(self.phases, 1)
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end
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end
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GameEvent(GameEvent.Phase, self):exec()
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GameEvent(GameEvent.Phase, self, self.phase):exec()
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return false
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return false
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end
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end
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@ -445,7 +445,7 @@ function ServerPlayer:gainAnExtraPhase(phase, delay)
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}
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}
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GameEvent(GameEvent.Phase, self):exec()
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GameEvent(GameEvent.Phase, self, self.phase):exec()
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self.phase = current
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self.phase = current
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room:broadcastProperty(self, "phase")
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room:broadcastProperty(self, "phase")
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@ -511,7 +511,7 @@ function ServerPlayer:play(phase_table)
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end
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end
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if (not skip) or (cancel_skip) then
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if (not skip) or (cancel_skip) then
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GameEvent(GameEvent.Phase, self):exec()
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GameEvent(GameEvent.Phase, self, self.phase):exec()
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else
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else
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room:sendLog{
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room:sendLog{
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type = "#PhaseSkipped",
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type = "#PhaseSkipped",
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@ -559,7 +559,7 @@ function ServerPlayer:gainAnExtraTurn(delay)
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local current = room.current
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local current = room.current
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room.current = self
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room.current = self
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GameEvent(GameEvent.Turn):exec()
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GameEvent(GameEvent.Turn, self):exec()
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room.current = current
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room.current = current
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end
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end
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