Fix bug #21759
Removed duplicate code that caused timer to be refreshed an additional time if time runs out. The usual refreshing in playmp_controller::after_human_turn is already called in this case as well (after turn ends). The duplicate code gave the bonuses before the turn ended, and after that the turn was ended (giving turn bonus again) only if there was no random seed incoming from the server.
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3 changed files with 6 additions and 8 deletions
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@ -1,6 +1,8 @@
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Version 1.11.12:
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Version 1.11.12+dev:
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* Language and i18n:
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* Updated translations:
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* Miscellaneous and bug fixes:
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* Fix bug #21759: "timer refreshed too often when time runs out"
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Version 1.11.12:
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* AI:
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@ -972,6 +972,9 @@
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name = "Doug Rosvick (dlr365)"
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wikiuser = "dlr365"
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[/entry]
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[entry]
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name = "Duthlet"
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[/entry]
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[entry]
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name = "Elvish_Hunter"
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[/entry]
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@ -241,13 +241,6 @@ void playmp_controller::play_human_turn(){
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// because remote players only notice network disconnection
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// Current solution end remaining turns automatically
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current_team().set_countdown_time(10);
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} else {
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const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
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int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
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secs += action_increment * current_team().action_bonus_count();
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current_team().set_action_bonus_count(0);
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secs = (secs > maxtime) ? maxtime : secs;
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current_team().set_countdown_time(1000 * secs);
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}
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turn_data_->send_data();
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