44 void play_scenario_init();
45 void play_scenario_main_loop();
47 virtual void handle_generic_event(
const std::string& name)
override;
49 virtual void check_objectives()
override;
51 virtual void maybe_linger();
54 void force_end_turn()
override;
57 std::string describe_result()
const;
61 virtual bool should_return_to_play_side()
const override;
63 void enable_replay(
bool is_unit_test =
false);
64 void on_replay_end(
bool is_unit_test);
66 virtual void play_side_impl()
override;
67 void before_human_turn();
68 void show_turn_dialog();
70 virtual void play_human_turn();
71 virtual void after_human_turn();
72 void end_turn_enable(
bool enable);
74 virtual void play_idle_loop();
75 virtual void do_idle_notification();
76 virtual void play_network_turn();
77 virtual void init_gui()
override;
98 void sync_end_turn()
override;
99 void update_viewing_player()
override;
const cursor::setter cursor_setter_
TODO: rename this class since it isn't that much related to turns.
And endturn was required eigher by the player, by the ai or by [end_turn].
gui::floating_textbox textbox_info_
replay_controller * get_replay_controller() const override
reset_gamestate_exception(std::shared_ptr< config > l, std::shared_ptr< config > stats, bool s=true)
std::shared_ptr< config > stats_
bool get_player_type_changed() const
static map_location::DIRECTION s
std::unique_ptr< replay_controller > replay_controller_
The turn was not ended yet.
virtual void on_not_observer() override
playturn_network_adapter network_reader_
void set_player_type_changed()
replay_network_sender replay_sender_
std::shared_ptr< config > level
A config object defines a single node in a WML file, with access to child nodes.
An [end_turn] was added to the replay.