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Adds a 'Shuffle players at start' option to game creation plus a local player id on the game state so clients can reconcile seat changes, and a SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023) so the game host can set or randomize the seating order. Took 6 minutes
32 lines
1.1 KiB
Protocol Buffer
32 lines
1.1 KiB
Protocol Buffer
syntax = "proto2";
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import "game_event.proto";
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import "serverinfo_player.proto";
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// Signals that the game state has changed.
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// If a field is present in this message, it will overwrite the client's game state.
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// Also used to provide the entire game state when joining a game.
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message Event_GameStateChanged {
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extend GameEvent {
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optional Event_GameStateChanged ext = 1005;
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}
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// the list of players. Players contain their zones which contain all cards in the game
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repeated ServerInfo_Player player_list = 1;
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// if the game has started
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optional bool game_started = 2;
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// the player who is currently holding the turn
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optional sint32 active_player_id = 3;
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// the current phase
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optional sint32 active_phase = 4;
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// the amount of seconds since the game started
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optional uint32 seconds_elapsed = 5;
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// the id of the player this event is addressed to. Used to re-identify the
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// local player after seats have been shuffled. Only set for events sent to
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// a specific participant, never for omniscient/replay events.
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optional sint32 local_player_id = 6;
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}
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