30 #define ERR_NG LOG_STREAM(err, log_engine)
31 #define LOG_NG LOG_STREAM(info, log_engine)
47 , recall_from(
map_location(cfg.child_or_empty(
"leader"), nullptr))
74 if ( un_it == units.
end() ) {
84 int cost = un->recall_cost();
97 units.
erase(recall_loc);
99 un->anim_comp().clear_haloes();
A config object defines a single node in a WML file, with access to child nodes.
config & add_child(config_key_type key)
virtual const unit_map & units() const override
static game_display * get_singleton()
statistics_t & statistics()
void add(const unit_ptr &ptr, int pos=-1)
Add a unit to the list.
void un_recall_unit(const unit &u)
This class stores all the data for a single 'side' (in game nomenclature).
void spend_gold(const int amount)
recall_list_manager & recall_list()
Container associating units to locations.
unit_iterator find(std::size_t id)
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
std::string id
Text to match against addon_info.tags()
Standard logging facilities (interface).
static auto reg_undo_recall
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
std::shared_ptr< const unit > unit_const_ptr
std::shared_ptr< unit > unit_ptr
base class for classes that clear srhoud (move/recruit/recall)
route_t route
The hexes occupied by the affected unit during this action.
void write(config &cfg) const
virtual bool undo(int side)
Undoes this action.
recall_action(const unit_const_ptr &recalled, const map_location &loc, const map_location &from)
virtual void write(config &cfg) const
Writes this into the provided config.
Records information to be able to undo an action.
virtual void write(config &cfg) const
Writes this into the provided config.
Encapsulates the map of the game.
void write(config &cfg) const
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
static lg::log_domain log_engine("engine")