Fix sndBoring being placed if ending turn during multi-shoot via skip command
For example:
- AI hog shoots once with shotgun
- AI hog ends turn via ParseCommand("skip")
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uStats;
interface
uses uConsts, uTypes;
var TotalRoundsPre: LongInt; // Helper variable for calculating start of Sudden Death and more. Starts at -1 and is incremented on the turn BEFORE the turn which marks the start of the next round. Always -1 while in hog placing phase
TotalRoundsReal: LongInt; // Total number of rounds played (-1 if not started or in hog placing phase). Exported to Lua as 'TotalRounds'
FinishedTurnsTotal: LongInt;
// Variables to disable certain portions of game stats (set by Lua)
SendGameResultOn : boolean = true;
SendRankingStatsOn : boolean = true;
SendAchievementsStatsOn : boolean = true;
SendHealthStatsOn : boolean = true;
// Clan death log, used for game stats
ClanDeathLog : PClanDeathLogEntry;
procedure initModule;
procedure freeModule;
procedure AmmoUsed(am: TAmmoType);
procedure HedgehogPoisoned(Gear: PGear; Attacker: PHedgehog);
procedure HedgehogSacrificed(Hedgehog: PHedgehog);
procedure HedgehogDamaged(Gear: PGear; Attacker: PHedgehog; Damage: Longword; killed: boolean);
procedure TargetHit;
procedure Skipped;
function getIsTurnSkipped: boolean;
procedure TurnStats;
procedure TurnReaction;
procedure TurnStatsReset;
procedure SendStats;
procedure hedgehogFlight(Gear: PGear; time: Longword);
procedure declareAchievement(id, teamname, location: shortstring; value: LongInt);
procedure startGhostPoints(n: LongInt);
procedure dumpPoint(x, y: LongInt);
implementation
uses uSound, uLocale, uVariables, uUtils, uIO, uCaptions, uMisc, uConsole, uScript;
var DamageClan : Longword = 0; // Damage of own clan in turn
DamageTeam : Longword = 0; // Damage of own team in turn
DamageTotal : Longword = 0; // Total damage dealt in game
DamageTurn : Longword = 0; // Damage in turn
PoisonTurn : Longword = 0; // Poisoned enemies in turn
PoisonClan : Longword = 0; // Poisoned own clan members in turn
PoisonTeam : Longword = 0; // Poisoned own team members in turn
PoisonTotal : Longword = 0; // Poisoned hogs in whole round
KillsClan : LongWord = 0; // Own clan members killed in turn
KillsTeam : LongWord = 0; // Own team members killed in turn
KillsSD : LongWord = 0; // Killed hedgehogs in turn that died by Sudden Death water rise
Kills : LongWord = 0; // Killed hedgehogs in turn (including those that died by Sudden Death water rise)
KillsTotal : LongWord = 0; // Total killed hedgehogs in game
HitTargets : LongWord = 0; // Target (gtTarget) hits in turn
AmmoUsedCount : Longword = 0; // Number of times an ammo has been used this turn
AmmoDamagingUsed : boolean = false; // true if damaging ammo was used in turn
FirstBlood : boolean = false; // true if the “First blood” taunt has been used in this game
StepFirstBlood : boolean = false; // true if the “First blood” taunt is to be used this turn
LeaveMeAlone : boolean = false; // true if the “Leave me alone” taunt is to be used this turn
SkippedTurns: LongWord = 0; // number of skipped turns in game
isTurnSkipped: boolean = false; // true if this turn was skipped
vpHurtSameClan: PVoicepack = nil; // voicepack of current clan (used for taunts)
vpHurtEnemy: PVoicepack = nil; // voicepack of enemy (used for taunts)
procedure HedgehogPoisoned(Gear: PGear; Attacker: PHedgehog);
begin
if Attacker^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then
begin
vpHurtSameClan:= Gear^.Hedgehog^.Team^.voicepack;
inc(PoisonClan);
if Attacker^.Team = Gear^.Hedgehog^.Team then
inc(PoisonTeam);
end
else
begin
if not FirstBlood then
StepFirstBlood:= true;
vpHurtEnemy:= Gear^.Hedgehog^.Team^.voicepack;
inc(PoisonTurn)
end;
Gear^.Hedgehog^.stats.StepPoisoned:= true;
inc(PoisonTotal)
end;
procedure HedgehogSacrificed(Hedgehog: PHedgehog);
begin
Hedgehog^.stats.Sacrificed:= true
end;
procedure HedgehogDamaged(Gear: PGear; Attacker: PHedgehog; Damage: Longword; killed: boolean);
begin
if Attacker^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then
vpHurtSameClan:= Gear^.Hedgehog^.Team^.voicepack
else
begin
if not FirstBlood then
StepFirstBlood:= true;
vpHurtEnemy:= Gear^.Hedgehog^.Team^.voicepack;
if (not killed) and (not bDuringWaterRise) then
begin
// Check if victim got attacked by RevengeHog again
if (Gear^.Hedgehog^.RevengeHog <> nil) and (Gear^.Hedgehog^.RevengeHog = Attacker) and (Gear^.Hedgehog^.stats.StepRevenge = false) then
LeaveMeAlone:= true;
// Check if attacker got revenge
if (Attacker^.RevengeHog <> nil) and (Attacker^.RevengeHog = Gear^.Hedgehog) then
begin
Attacker^.stats.GotRevenge:= true;
// Also reset the "in-row" counter to restore LeaveMeAlone/CutItOut taunts
Attacker^.stats.StepDamageRecvInRow:= 0;
Attacker^.RevengeHog:= nil;
end
// If not, victim remembers their attacker to plan *their* revenge
else
begin
Gear^.Hedgehog^.RevengeHog:= Attacker;
// To prevent "LeaveMeAlone" being activated if same hog is hit by attacker
// multiple times in the same turn.
Gear^.Hedgehog^.stats.StepRevenge:= true;
end;
end
end;
//////////////////////////
if (not bDuringWaterRise) then
begin
inc(Attacker^.stats.StepDamageGiven, Damage);
inc(Gear^.Hedgehog^.stats.StepDamageRecv, Damage);
end;
if CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then inc(DamageClan, Damage);
if CurrentHedgehog^.Team = Gear^.Hedgehog^.Team then inc(DamageTeam, Damage);
if killed then
begin
Gear^.Hedgehog^.stats.StepDied:= true;
inc(Kills);
inc(KillsTotal);
if bDuringWaterRise then
inc(KillsSD)
else
begin
inc(Attacker^.stats.StepKills);
inc(Attacker^.Team^.stats.Kills);
if (Attacker^.Team^.TeamName = Gear^.Hedgehog^.Team^.TeamName) then
begin
inc(Attacker^.Team^.stats.TeamKills);
inc(Attacker^.Team^.stats.TeamDamage, Gear^.Damage);
end;
if Gear = Attacker^.Gear then
inc(Attacker^.Team^.stats.Suicides);
if Attacker^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then
begin
inc(KillsClan);
if Attacker^.Team = Gear^.Hedgehog^.Team then
inc(KillsTeam);
end;
end;
end;
inc(DamageTotal, Damage);
inc(DamageTurn, Damage)
end;
procedure TargetHit();
begin
inc(HitTargets)
end;
procedure Skipped;
begin
inc(SkippedTurns);
isTurnSkipped:= true
end;
function getIsTurnSkipped: boolean;
begin
getIsTurnSkipped:= isTurnSkipped;
end;
procedure TurnStats;
var i, t: LongInt;
c: Longword;
newEntry: PClanDeathLogEntry;
begin
inc(FinishedTurnsTotal);
for t:= 0 to Pred(TeamsCount) do // send even on zero turn
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
begin
with Hedgehogs[i].stats do
begin
inc(DamageRecv, StepDamageRecv);
inc(DamageGiven, StepDamageGiven);
if StepDamageRecv > MaxStepDamageRecv then
MaxStepDamageRecv:= StepDamageRecv;
if StepDamageGiven > MaxStepDamageGiven then
MaxStepDamageGiven:= StepDamageGiven;
if StepKills > MaxStepKills then
MaxStepKills:= StepKills;
if (Hedgehogs[i].Team <> nil) and (Hedgehogs[i].Team^.Clan^.ClanIndex <> CurrentHedgehog^.Team^.Clan^.ClanIndex) then
begin
if StepDamageRecv > 0 then
inc(StepDamageRecvInRow)
else
StepDamageRecvInRow:= 0;
if StepDamageRecvInRow >= 3 then
LeaveMeAlone:= true;
end;
end;
end;
// Write into the death log which clans died in this turn,
// important for final rankings.
c:= 0;
newEntry:= nil;
for t:= 0 to Pred(ClansCount) do
with ClansArray[t]^ do
begin
if (ClanHealth = 0) and (ClansArray[t]^.DeathLogged = false) then
begin
if c = 0 then
begin
new(newEntry);
newEntry^.Turn := FinishedTurnsTotal;
newEntry^.NextEntry := nil;
end;
newEntry^.KilledClans[c]:= ClansArray[t];
inc(c);
newEntry^.KilledClansCount := c;
ClansArray[t]^.DeathLogged:= true;
end;
if SendHealthStatsOn then
SendStat(siClanHealth, IntToStr(Color) + ' ' + IntToStr(ClanHealth));
end;
if newEntry <> nil then
begin
if ClanDeathLog <> nil then
begin
newEntry^.NextEntry:= ClanDeathLog;
end;
ClanDeathLog:= newEntry;
end;
end;
procedure TurnReaction;
var killsCheck: LongInt;
s: ansistring;
begin
//TryDo(not bBetweenTurns, 'Engine bug: TurnReaction between turns', true);
if FinishedTurnsTotal <> 0 then
begin
s:= ansistring(CurrentHedgehog^.Name);
inc(CurrentHedgehog^.stats.FinishedTurns);
// killsCheck is used to take deaths into account that were not a traditional "kill"
// Hogs that died during SD water rise do not count as "kills" for taunts
killsCheck:= KillsSD;
// If the hog sacrificed (=kamikaze/piano) itself, this needs to be taken into account for the reactions later
if (CurrentHedgehog^.stats.Sacrificed) then
inc(killsCheck);
// First blood (first damage, poison or kill of enemy)
if (StepFirstBlood) and (not FirstBlood) and (ClansCount > 1) and ((DamageTotal > 0) or (KillsTotal > 0) or (PoisonTotal > 0)) then
begin
FirstBlood:= true;
AddVoice(sndFirstBlood, CurrentTeam^.voicepack);
end
// Hog hurts, poisons or kills itself (except sacrifice)
else if (CurrentHedgehog^.stats.Sacrificed = false) and ((CurrentHedgehog^.stats.StepDamageRecv > 0) or (CurrentHedgehog^.stats.StepPoisoned) or (CurrentHedgehog^.stats.StepDied)) then
// Hurt itself only (without dying)
if (CurrentHedgehog^.stats.StepDamageGiven = CurrentHedgehog^.stats.StepDamageRecv) and (CurrentHedgehog^.stats.StepDamageRecv >= 1) and (not CurrentHedgehog^.stats.StepDied) then
begin
// Announcer message + random taunt
AddCaption(FormatA(GetEventString(eidHurtSelf), s), capcolDefault, capgrpMessage);
if (CurrentHedgehog^.stats.StepDamageGiven <= CurrentHedgehog^.stats.StepDamageRecv) and (CurrentHedgehog^.stats.StepDamageRecv >= 1) then
case random(3) of
0: AddVoice(sndStupid, PreviousTeam^.voicepack);
1: AddVoice(sndBugger, CurrentTeam^.voicepack);
2: AddVoice(sndDrat, CurrentTeam^.voicepack);
end;
end
// Hurt itself and others, or died
else
AddVoice(sndStupid, PreviousTeam^.voicepack)
// Hog hurts, poisons or kills own team/clan member. Sacrifice is taken into account
else if (DamageClan <> 0) or (KillsClan > killsCheck) or (PoisonClan <> 0) then
if (DamageTurn > DamageClan) or ((Kills-KillsSD) > KillsClan) then
if random(2) = 0 then
AddVoice(sndNutter, CurrentTeam^.voicepack)
else
AddVoice(sndWatchIt, vpHurtSameClan)
else
// Attacked same team
if (random(2) = 0) and ((DamageTeam <> 0) or (KillsTeam > killsCheck) or (PoisonTeam <> 0)) then
AddVoice(sndSameTeam, vpHurtSameClan)
// Attacked same team or a clan member
else
AddVoice(sndTraitor, vpHurtSameClan)
// Hog hurts, kills or poisons enemy
else if (CurrentHedgehog^.stats.StepDamageGiven <> 0) or (CurrentHedgehog^.stats.StepKills > killsCheck) or (PoisonTurn <> 0) then
// 3 kills or more
if Kills > killsCheck + 2 then
AddVoice(sndAmazing, CurrentTeam^.voicepack)
// 2 kills
else if Kills = (killsCheck + 2) then
if random(2) = 0 then
AddVoice(sndBrilliant, CurrentTeam^.voicepack)
else
AddVoice(sndExcellent, CurrentTeam^.voicepack)
// 1 kill
else if Kills = (killsCheck + 1) then
AddVoice(sndEnemyDown, CurrentTeam^.voicepack)
// 0 kills, only damage or poison
else
// possible reactions of victim, in the order of preference:
// 1. claiming revenge
// 2. complaining about getting attacked too often
// 3. threatening enemy with retaliation
if CurrentHedgehog^.stats.GotRevenge then
begin
AddVoice(sndRevenge, CurrentHedgehog^.Team^.voicepack);
// If revenge taunt was added, one of the following voices is
// added as fallback (4th param), in case of a missing Revenge sound file.
case random(4) of
0: AddVoice(sndRegret, vpHurtEnemy, false, true);
1: AddVoice(sndGonnaGetYou, vpHurtEnemy, false, true);
2: AddVoice(sndIllGetYou, vpHurtEnemy, false, true);
3: AddVoice(sndJustYouWait, vpHurtEnemy, false, true);
end;
end
else
if LeaveMeAlone then
if random(2) = 0 then
AddVoice(sndCutItOut, vpHurtEnemy)
else
AddVoice(sndLeaveMeAlone, vpHurtEnemy)
else
case random(4) of
0: AddVoice(sndRegret, vpHurtEnemy);
1: AddVoice(sndGonnaGetYou, vpHurtEnemy);
2: AddVoice(sndIllGetYou, vpHurtEnemy);
3: AddVoice(sndJustYouWait, vpHurtEnemy);
end
// Missed shot
// A miss is defined as a shot with a damaging weapon with 0 kills, 0 damage, 0 hogs poisoned and 0 targets hit
else if AmmoDamagingUsed and (Kills <= killsCheck) and (PoisonTurn = 0) and (PoisonClan = 0) and (DamageTurn = 0) and (HitTargets = 0) then
// Chance to call hedgehog stupid or nutter if sacrificed for nothing
if CurrentHedgehog^.stats.Sacrificed then
case random(3) of
0: AddVoice(sndMissed, PreviousTeam^.voicepack);
1: AddVoice(sndStupid, PreviousTeam^.voicepack);
2: AddVoice(sndNutter, PreviousTeam^.voicepack);
end
else
AddVoice(sndMissed, PreviousTeam^.voicepack)
// Timeout
else if (AmmoUsedCount > 0) and (not isTurnSkipped) then
begin end// nothing ?
// Turn skipped
else if isTurnSkipped and (not PlacingHogs) then
begin
AddVoice(sndCoward, PreviousTeam^.voicepack);
AddCaption(FormatA(GetEventString(eidTurnSkipped), s), capcolDefault, capgrpMessage);
end
end;
end;
procedure TurnStatsReset;
var t, i: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do // send even on zero turn
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i].stats do
begin
StepKills:= 0;
StepDamageRecv:= 0;
StepDamageGiven:= 0;
StepPoisoned:= false;
StepDied:= false;
GotRevenge:= false;
StepRevenge:= false;
end;
Kills:= 0;
KillsSD:= 0;
KillsClan:= 0;
KillsTeam:= 0;
DamageClan:= 0;
DamageTeam:= 0;
DamageTurn:= 0;
HitTargets:= 0;
PoisonClan:= 0;
PoisonTeam:= 0;
PoisonTurn:= 0;
AmmoUsedCount:= 0;
LeaveMeAlone:= false;
AmmoDamagingUsed:= false;
isTurnSkipped:= false;
StepFirstBlood:= false;
end;
procedure AmmoUsed(am: TAmmoType);
begin
inc(AmmoUsedCount);
AmmoDamagingUsed:= AmmoDamagingUsed or Ammoz[am].isDamaging
end;
procedure hedgehogFlight(Gear: PGear; time: Longword);
begin
if time > 4000 then
begin
WriteLnToConsole('FLIGHT');
WriteLnToConsole(Gear^.Hedgehog^.Team^.TeamName);
WriteLnToConsole(inttostr(time));
WriteLnToConsole( '');
end
end;
procedure SendStats;
var i, t, c: LongInt;
msd, msk: Longword; msdhh, mskhh: PHedgehog;
mskcnt: Longword;
maxTeamKills : Longword;
maxTeamKillsName : shortstring;
maxTurnSkips : Longword;
maxTurnSkipsName : shortstring;
maxTeamDamage : Longword;
maxTeamDamageName : shortstring;
winnersClan : PClan;
deathEntry : PClanDeathLogEntry;
currentRank: Longword;
begin
if SendHealthStatsOn then
msd:= 0; msdhh:= nil;
msk:= 0; mskhh:= nil;
mskcnt:= 0;
maxTeamKills := 0;
maxTurnSkips := 0;
maxTeamDamage := 0;
winnersClan:= nil;
currentRank:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
if (not ExtDriven) and SendRankingStatsOn then
SendStat(siTeamStats, GetTeamStatString(TeamsArray[t]));
for i:= 0 to cMaxHHIndex do
begin
if Hedgehogs[i].stats.MaxStepDamageGiven > msd then
begin
msdhh:= @Hedgehogs[i];
msd:= Hedgehogs[i].stats.MaxStepDamageGiven
end;
if Hedgehogs[i].stats.MaxStepKills >= msk then
if Hedgehogs[i].stats.MaxStepKills = msk then
inc(mskcnt)
else
begin
mskcnt:= 1;
mskhh:= @Hedgehogs[i];
msk:= Hedgehogs[i].stats.MaxStepKills
end;
end;
{ Send player stats for winner clans/teams.
The clan that survived is ranked 1st. }
if (Clan^.ClanHealth > 0) then
begin
winnersClan:= Clan;
if SendRankingStatsOn then
begin
currentRank:= 1;
SendStat(siTeamRank, _S'1');
SendStat(siPlayerKills, IntToStr(Clan^.Color) + ' ' +
IntToStr(stats.Kills) + ' ' + TeamName);
end;
end;
{ determine maximum values of TeamKills, TurnSkips, TeamDamage }
if stats.TeamKills > maxTeamKills then
begin
maxTeamKills := stats.TeamKills;
maxTeamKillsName := TeamName;
end;
if stats.TurnSkips > maxTurnSkips then
begin
maxTurnSkips := stats.TurnSkips;
maxTurnSkipsName := TeamName;
end;
if stats.TeamDamage > maxTeamDamage then
begin
maxTeamDamage := stats.TeamDamage;
maxTeamDamageName := TeamName;
end;
end;
inc(currentRank);
{ Now send player stats for loser teams/clans.
The losing clans are ranked in the reverse order they died.
The clan that died last is ranked 2nd,
the clan that died second to last is ranked 3rd,
and so on.
Clans that died in the same turn share their rank.
If a clan died multiple times in the match
(e.g. due to resurrection), only the *latest* death of
that clan counts (handled in gtResurrector).
}
deathEntry := ClanDeathLog;
i:= 0;
if SendRankingStatsOn then
while (deathEntry <> nil) do
begin
for c:= 0 to Pred(deathEntry^.KilledClansCount) do
if ((deathEntry^.KilledClans[c]^.ClanHealth) = 0) and (not deathEntry^.KilledClans[c]^.StatsHandled) then
begin
for t:= 0 to Pred(TeamsCount) do
if (TeamsArray[t]^.Clan^.ClanIndex = deathEntry^.KilledClans[c]^.ClanIndex) then
begin
SendStat(siTeamRank, IntToStr(currentRank));
SendStat(siPlayerKills, IntToStr(deathEntry^.killedClans[c]^.Color) + ' ' +
IntToStr(TeamsArray[t]^.stats.Kills) + ' ' + TeamsArray[t]^.TeamName);
end;
deathEntry^.KilledClans[c]^.StatsHandled:= true;
inc(i);
end;
if i > 0 then
inc(currentRank, i);
i:= 0;
deathEntry:= deathEntry^.NextEntry;
end;
// "Achievements" / Details part of stats screen
if SendAchievementsStatsOn then
begin
if msdhh <> nil then
SendStat(siMaxStepDamage, IntToStr(msd) + ' ' + msdhh^.Name + ' (' + msdhh^.Team^.TeamName + ')');
if mskcnt = 1 then
SendStat(siMaxStepKills, IntToStr(msk) + ' ' + mskhh^.Name + ' (' + mskhh^.Team^.TeamName + ')');
if maxTeamKills > 1 then
SendStat(siMaxTeamKills, IntToStr(maxTeamKills) + ' ' + maxTeamKillsName);
if maxTurnSkips > 2 then
SendStat(siMaxTurnSkips, IntToStr(maxTurnSkips) + ' ' + maxTurnSkipsName);
if maxTeamDamage > 30 then
SendStat(siMaxTeamDamage, IntToStr(maxTeamDamage) + ' ' + maxTeamDamageName);
if KilledHHs > 0 then
SendStat(siKilledHHs, IntToStr(KilledHHs));
end;
// now to console
if winnersClan <> nil then
begin
ScriptCall('onGameResult', winnersClan^.ClanIndex);
WriteLnToConsole('WINNERS');
WriteLnToConsole(inttostr(winnersClan^.TeamsNumber));
for t:= 0 to winnersClan^.TeamsNumber - 1 do
WriteLnToConsole(winnersClan^.Teams[t]^.TeamName);
end
else
begin
ScriptCall('onGameResult', -1);
WriteLnToConsole('DRAW');
end;
ScriptCall('onAchievementsDeclaration');
end;
procedure declareAchievement(id, teamname, location: shortstring; value: LongInt);
begin
if (length(id) = 0) or (length(teamname) = 0) or (length(location) = 0) then exit;
WriteLnToConsole('ACHIEVEMENT');
WriteLnToConsole(id);
WriteLnToConsole(teamname);
WriteLnToConsole(location);
WriteLnToConsole(inttostr(value));
end;
procedure startGhostPoints(n: LongInt);
begin
WriteLnToConsole('GHOST_POINTS');
WriteLnToConsole(inttostr(n));
end;
procedure dumpPoint(x, y: LongInt);
begin
WriteLnToConsole(inttostr(x));
WriteLnToConsole(inttostr(y));
end;
procedure initModule;
begin
DamageClan := 0;
DamageTeam := 0;
DamageTotal := 0;
DamageTurn := 0;
PoisonClan := 0;
PoisonTeam := 0;
PoisonTurn := 0;
KillsClan := 0;
KillsTeam := 0;
KillsSD := 0;
Kills := 0;
KillsTotal := 0;
HitTargets := 0;
AmmoUsedCount := 0;
AmmoDamagingUsed := false;
FirstBlood:= false;
StepFirstblood:= false;
LeaveMeAlone := false;
SkippedTurns:= 0;
isTurnSkipped:= false;
vpHurtSameClan:= nil;
vpHurtEnemy:= nil;
TotalRoundsPre:= -1;
TotalRoundsReal:= -1;
FinishedTurnsTotal:= -1;
ClanDeathLog:= nil;
end;
procedure freeModule;
begin
end;
end.