28 return std::wstring(message.
stringA.data());
32 std::wstring_view
lhs,
33 std::wstring_view
rhs)
35 if (
lhs.size() !=
rhs.size())
40 for (std::size_t
i = 0;
i <
lhs.size(); ++
i)
42 if (std::towlower(
lhs[
i]) !=
43 std::towlower(
rhs[
i]))
71 static_cast<std::int64_t
>(
318 static_cast<std::uint64_t
>(message.
numberC) >=
323 static_cast<std::uint64_t
>(message.
numberD) >=
341 static_cast<std::uint8_t
>(message.
numberC) ||
343 static_cast<std::uint8_t
>(message.
numberD) ||
379 static_cast<std::uint8_t
>(message.
numberC);
382 static_cast<std::uint8_t
>(message.
numberD);
385 static_cast<std::uint8_t
>(message.
numberB);
constexpr std::int64_t ErrorNoMorePlayers
constexpr std::int64_t ErrorNameInUse
constexpr std::int64_t AddingPlayers
bool sendAction(const actions::Message &message)
bool restartAuctionPhase(GameState &state)
bool restartBuildingPhase(GameState &state)
bool restartEconomyPhase(GameState &state, const actions::Message &message)
void restartConfiguration(GameState &state)
bool restartLifecyclePhase(GameState &state)
const PendingPhase & current(const GameState &state)
void namePlayer(GameState &state, const actions::Message &message)
void afterNewGame(GameState &state, PlayerNumber initiator)
void restartPhase(GameState &state, const actions::Message &message)
bool restartSavePhase(GameState &state)
bool restartSyncPhase(GameState &state)
bool restartTradePhase(GameState &state, const actions::Message &message)
bool restartGameplayPhase(GameState &state, const actions::Message &message)
constexpr std::size_t MaxPlayerColours
constexpr PlayerNumber BankPlayer
std::uint8_t PlayerNumber
constexpr std::size_t MaxPlayerNameLength
constexpr std::size_t MaxTokens
const GameState & state()
constexpr PlayerNumber MaxPlayers
constexpr PlayerNumber NobodyPlayer
constexpr PlayerNumber AllPlayers
std::array< wchar_t, 80 > stringA
PlayerNumber numberOfPlayers
std::uint8_t numberOfPendingPhases
std::array< PlayerState, MaxPlayers > players
std::uint8_t aiPlayerLevel