52 square.gameEarnings = 0;
134 static_cast<std::mt19937::result_type
>(
135 std::chrono::steady_clock::now()
617 const RulesClock::time_point
now =
628 std::chrono::duration_cast<std::chrono::milliseconds>(
634 if (
elapsed > std::chrono::minutes(5))
641 std::chrono::duration_cast<std::chrono::seconds>(
@ ClearTradedImmunitiesOrFutures
bool authenticSender(const rules::GameState &state, const actions::Message &message)
void actionBid(GameState &state, const actions::Message &message)
void actionStartHousingAuction(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
bool initializeForOptions(const GameOptions &options)
void actionBuyHouse(GameState &state, const actions::Message &message)
void actionCancelDecomposition(GameState &state, const actions::Message &message)
void actionPlayerDoneBuySellMortgage(GameState &state, const actions::Message &message)
void actionPlayerBuySellMortgage(GameState &state, const actions::Message &message)
void actionSellBuildings(GameState &state, const actions::Message &message)
void actionCardSeen(GameState &state, const actions::Message &message)
void actionCheatCash(GameState &state, const actions::Message &message)
void actionRandomSeed(const actions::Message &message)
void actionStarWarsAnimationInfo(const actions::Message &message)
void actionNewGame(GameState &state, const actions::Message &message)
void actionCheatOwner(GameState &state, const actions::Message &message)
void actionEchoChat(const actions::Message &message)
void actionKillAuctionCheat(GameState &state, const actions::Message &message)
void actionUpdateTradeInfo(const actions::Message &message)
void actionFreeUnmortgageDone(GameState &state, const actions::Message &message)
void actionMortgaging(GameState &state, const actions::Message &message)
void actionTaxDecision(GameState &state, const actions::Message &message)
void actionGoBankrupt(GameState &state, const actions::Message &message)
void actionBuyOrAuctionDecision(GameState &state, const actions::Message &message)
void actionStartGame(GameState &state, const actions::Message &message)
void actionAcceptConfiguration(GameState &state, const actions::Message &message)
void actionExitJailDecision(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
void actionPauseGame(GameState &state, const actions::Message &message)
void recordPlayerActivity(GameState &state, PlayerNumber player)
void actionDisconnectedPlayer(GameState &state, const actions::Message &message)
bool push(GameState &state, GamePhase phase, PlayerNumber fromPlayer, PlayerNumber toPlayer, std::int64_t amount)
void actionNamePlayer(GameState &state, const actions::Message &message)
void afterNewGame(GameState &state, PlayerNumber initiator)
void restartPhase(GameState &state, const actions::Message &message)
void actionAISaveParameters(GameState &state, const actions::Message &message)
void actionSetGameState(GameState &state, const actions::Message &message)
void actionGetOptionsForSave(GameState &state, const actions::Message &message)
void actionGetGameState(GameState &state, const actions::Message &message)
void actionResyncClient(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
void onIdleTick(GameState &state)
void actionIAmHere(GameState &state, const actions::Message &message)
void actionTradeItem(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
void actionStartTradeEditing(GameState &state, const actions::Message &message)
void actionClearTradedContracts(GameState &state, const actions::Message &message)
void actionTradeAccept(GameState &state, const actions::Message &message)
void actionClearTradeItems(GameState &state, const actions::Message &message)
void actionTradeEditingDone(GameState &state, const actions::Message &message)
void actionEndTurn(GameState &state, const actions::Message &message)
void actionMoveForwards(GameState &state, const actions::Message &message)
void actionJumpToSquare(GameState &state, const actions::Message &message)
void actionStartTurn(GameState &state, const actions::Message &message)
void actionMoveBackwards(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
void actionRollDice(GameState &state, const actions::Message &message)
void actionLandedOnSquare(GameState &state, const actions::Message &message)
constexpr PlayerNumber BankPlayer
const GameState & state()
constexpr PlayerNumber NobodyPlayer
static void actionNewGame()
rules::PlayerNumber fromPlayer
int auctionGoingTimeDelay
bool rollDiceToDecideStartingOrder
bool immunitiesTradingAllowed
bool allowPlayersToTakeOverAIs
VoiceChatOptions voiceChat
bool futureRentTradingAllowed
bool mortgagedCountsInGroupRent
int inactivityWarningTime
int dealNPropertiesAtStartup
bool dealFreePropertiesAtStartup
std::wstring compressorName