fix: use correct variables and send only the complete gamestate event
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0336e4769a
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@ -768,13 +768,10 @@ public class GameLogic {
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* @param state The game state to work on
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* @param selectedCharacters1 The characters selected by player 1
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* @param selectedCharacters2 The characters selected by player 2
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* @return The list of resulting {@link Event Events}
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*/
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protected static ArrayList<Event> startGame(GameState state, List<Integer> selectedCharacters1, List<Integer> selectedCharacters2) {
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protected static void startGame(GameState state, List<Integer> selectedCharacters1, List<Integer> selectedCharacters2) {
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Logger.trace("Starting game");
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ArrayList<Event> result = new ArrayList<>();
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ArrayList<IntVector2> free = new ArrayList<>();
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int rockIndex = 0;
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@ -818,8 +815,6 @@ public class GameLogic {
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state.turnOrder.add(id);
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}
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return result;
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}
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/**
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@ -115,16 +115,16 @@ class GameStateManager {
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public List<Event> startGame(List<Integer> selectedCharacters1, List<Integer> selectedCharacters2) {
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GameState snapshot = state.snapshot();
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ArrayList<Event> result = GameLogic.startGame(snapshot, selectedCharacters1, selectedCharacters2);
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result.add(GameLogic.buildGameStateEvent(state));
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applyEvents(result);
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GameLogic.startGame(snapshot, selectedCharacters1, selectedCharacters2);
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applyEvent(GameLogic.buildGameStateEvent(snapshot));
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snapshot = state.snapshot();
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ArrayList<Event> result2 = GameLogic.startRound(snapshot);
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result.add(GameLogic.buildGameStateEvent(state));
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applyEvents(result2);
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ArrayList<Event> result = new ArrayList<>();
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result.add(GameLogic.buildGameStateEvent(snapshot));
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result.addAll(result2);
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return result;
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