Merge branch 'develop' into feature/physics_sleep
This commit is contained in:
@@ -323,6 +323,9 @@ void Application::onSimulation(RealTime rdt, SimTime sdt, SimTime idt) {
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if(_dataModel->isRunning())
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{
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LevelInstance* Level = _dataModel->getLevel();
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Level->Step(sdt);
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// XplicitNgine Start
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std::vector<PartInstance *> toDelete;
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for(size_t i = 0; i < _dataModel->getWorkspace()->partObjects.size(); i++)
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@@ -1,3 +1,4 @@
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#include "DataModelV2/DataModelInstance.h"
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#include "DataModelV2/LevelInstance.h"
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LevelInstance::LevelInstance(void)
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@@ -16,6 +17,61 @@ LevelInstance::~LevelInstance(void)
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}
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static TCHAR* strActionType(int option)
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{
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switch(option)
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{
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case Enum::ActionType::Nothing:
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return "Nothing";
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case Enum::ActionType::Pause:
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return "Pause";
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case Enum::ActionType::Lose:
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return "Lose";
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case Enum::ActionType::Draw:
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return "Draw";
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case Enum::ActionType::Win:
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return "Win";
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}
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return "Nothing";
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}
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static Enum::ActionType::Value EnumActionType(TCHAR* option)
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{
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if(strcmp("Nothing", option) == 0)
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return Enum::ActionType::Nothing;
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if(strcmp("Pause", option) == 0)
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return Enum::ActionType::Pause;
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if(strcmp("Lose", option) == 0)
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return Enum::ActionType::Lose;
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if(strcmp("Draw", option) == 0)
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return Enum::ActionType::Draw;
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return Enum::ActionType::Win;
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}
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static TCHAR* strAffectType(int option)
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{
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switch(option)
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{
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case Enum::AffectType::NoChange:
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return "NoChange";
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case Enum::AffectType::Increase:
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return "Increase";
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case Enum::AffectType::Decrease:
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return "Decrease";
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}
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return "NoChange";
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}
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static Enum::AffectType::Value EnumAffectType(TCHAR* option)
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{
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if(strcmp("NoChange", option) == 0)
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return Enum::AffectType::NoChange;
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if(strcmp("Increase", option) == 0)
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return Enum::AffectType::Increase;
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return Enum::AffectType::Decrease;
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}
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char timerTxt[12];
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char scoreTxt[12];
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std::vector<PROPGRIDITEM> LevelInstance::getProperties()
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@@ -29,12 +85,28 @@ std::vector<PROPGRIDITEM> LevelInstance::getProperties()
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"The message that shows when the player wins.",
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(LPARAM)winMessage.c_str(),
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PIT_EDIT));
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properties.push_back(createPGI("Messages",
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"LoseMessage",
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"The message that shows when the player loses.",
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(LPARAM)loseMessage.c_str(),
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PIT_EDIT));
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properties.push_back(createPGI(
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"Gameplay",
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"HighScoreIsGood",
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"Some temporary string here",
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(LPARAM)HighScoreIsGood,
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PIT_CHECK
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));
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properties.push_back(createPGI(
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"Gameplay",
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"RunOnOpen",
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"Some temporary string here",
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(LPARAM)RunOnOpen,
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PIT_CHECK
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));
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sprintf_s(timerTxt, "%g", timer);
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sprintf_s(scoreTxt, "%d", score);
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@@ -43,11 +115,28 @@ std::vector<PROPGRIDITEM> LevelInstance::getProperties()
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"The amount of time in seconds the player has to complete this level.\r\n\r\nPut 0 if time is limitless.",
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(LPARAM)timerTxt,
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PIT_EDIT));
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properties.push_back(createPGI("Gameplay",
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"InitialScoreValue",
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"The amount of points the player starts with.",
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(LPARAM)scoreTxt,
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PIT_EDIT));
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properties.push_back(createPGI("Gameplay",
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"TimerUpAction",
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"Some temporary string here",
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(LPARAM)strActionType(TimerUpAction),
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PIT_COMBO,
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TEXT("Nothing\0Pause\0Lose\0Draw\0Win\0")
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));
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properties.push_back(createPGI("Gameplay",
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"TimerAffectsScore",
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"Some temporary string here",
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(LPARAM)strAffectType(TimerAffectsScore),
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PIT_COMBO,
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TEXT("NoChange\0Increase\0Decrease\0")
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));
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return properties;
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}
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void LevelInstance::PropUpdate(LPPROPGRIDITEM &pItem)
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@@ -68,6 +157,87 @@ void LevelInstance::PropUpdate(LPPROPGRIDITEM &pItem)
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{
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winMessage = (LPSTR)pItem->lpCurValue;
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}
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else if(strcmp(pItem->lpszPropName, "TimerUpAction") == 0)
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{
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TimerUpAction = EnumActionType((TCHAR*)pItem->lpCurValue);
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}
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else if(strcmp(pItem->lpszPropName, "TimerAffectsScore") == 0)
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{
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TimerAffectsScore = EnumAffectType((TCHAR*)pItem->lpCurValue);
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}
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else if(strcmp(pItem->lpszPropName, "HighScoreIsGood") == 0)
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{
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HighScoreIsGood = pItem->lpCurValue == TRUE;
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}
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else if(strcmp(pItem->lpszPropName, "RunOnOpen") == 0)
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{
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RunOnOpen = pItem->lpCurValue == TRUE;
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}
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else
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Instance::PropUpdate(pItem);
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}
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void LevelInstance::winCondition()
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{
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DataModelInstance* DataModel = (DataModelInstance*)getParent(); //If level parent gets changed to something other than Datamodel it could cause nasty data corruption bugs
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DataModel->setMessage(winMessage);
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DataModel->toggleRun();
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}
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void LevelInstance::loseCondition()
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{
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DataModelInstance* DataModel = (DataModelInstance*)getParent();
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DataModel->setMessage(loseMessage);
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DataModel->toggleRun();
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}
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void LevelInstance::pauseCondition()
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{
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DataModelInstance* DataModel = (DataModelInstance*)getParent();
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DataModel->toggleRun();
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}
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void LevelInstance::drawCondition()
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{
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DataModelInstance* DataModel = (DataModelInstance*)getParent();
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DataModel->toggleRun();
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}
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void LevelInstance::Step(SimTime sdt)
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{
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switch(TimerAffectsScore)
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{
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case Enum::AffectType::NoChange:
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break;
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case Enum::AffectType::Increase:
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score += 1;
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break;
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case Enum::AffectType::Decrease:
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if (score > 0)
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score -= 1;
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break;
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}
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if (timer >= 0.1f){ //Due to timing used this could cause the number go into negatives for one step
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timer -= sdt;
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}
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else{
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timer = 0.0f;
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switch(TimerUpAction)
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{
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case Enum::ActionType::Nothing:
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break;
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case Enum::ActionType::Pause:
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pauseCondition();
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break;
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case Enum::ActionType::Lose:
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loseCondition();
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break;
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case Enum::ActionType::Draw:
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drawCondition();
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break;
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case Enum::ActionType::Win:
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winCondition();
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break;
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}
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}
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}
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