42 LEVEL_RESULT play_scenario(
const config& level);
43 void play_scenario_init();
44 void play_scenario_main_loop();
46 virtual void handle_generic_event(
const std::string&
name)
override;
48 virtual void check_objectives()
override;
50 virtual void maybe_linger();
53 void force_end_turn()
override;
56 std::string describe_result()
const;
60 virtual bool should_return_to_play_side()
const override;
62 void enable_replay(
bool is_unit_test =
false);
63 void on_replay_end(
bool is_unit_test);
65 virtual void play_side_impl()
override;
66 void before_human_turn();
67 void show_turn_dialog();
69 virtual void play_human_turn();
70 virtual void after_human_turn();
71 void end_turn_enable(
bool enable);
73 virtual void play_idle_loop();
74 virtual void do_idle_notification();
75 virtual void play_network_turn();
76 virtual void init_gui()
override;
97 void sync_end_turn()
override;
98 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.