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https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
CGameHandler no longer inherits CGameInfoCallback, reduce direct access
to gamestate
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@@ -29,7 +29,7 @@ TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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{
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if(const auto * si = gameHandler.getStartInfo())
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if(const auto * si = gameHandler.gameInfo().getStartInfo())
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{
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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@@ -66,7 +66,7 @@ void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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if(const auto * si = gameHandler.getStartInfo())
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if(const auto * si = gameHandler.gameInfo().getStartInfo())
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{
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if(si->turnTimerInfo.isEnabled())
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{
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@@ -89,7 +89,7 @@ void TurnTimerHandler::prolongTimers(int durationMs)
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void TurnTimerHandler::update(int waitTimeMs)
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{
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if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
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if(!gameHandler.gameInfo().getStartInfo()->turnTimerInfo.isEnabled())
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return;
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for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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@@ -123,12 +123,12 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.gameInfo().getStartInfo();
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if(!si || !si->turnTimerInfo.isEnabled())
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return;
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auto & timer = timers[player];
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const auto * state = gameHandler.getPlayerState(player);
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const auto * state = gameHandler.gameInfo().getPlayerState(player);
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if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
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{
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// turn timers are only used if turn timer is non-zero
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@@ -153,8 +153,8 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
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auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
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if(attacker.isValidPlayer() && defender.isValidPlayer())
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{
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const auto * attackerState = gameHandler.getPlayerState(attacker);
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const auto * defenderState = gameHandler.getPlayerState(defender);
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const auto * attackerState = gameHandler.gameInfo().getPlayerState(attacker);
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const auto * defenderState = gameHandler.gameInfo().getPlayerState(defender);
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if(attackerState && defenderState && attackerState->human && defenderState->human)
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return true;
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}
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@@ -164,7 +164,7 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
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void TurnTimerHandler::onBattleStart(const BattleID & battleID)
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{
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const auto & gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.gameInfo().getStartInfo();
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if(!si)
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return;
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@@ -191,7 +191,7 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
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void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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{
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const auto & gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.gameInfo().getStartInfo();
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if(!si)
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{
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assert(0);
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@@ -219,7 +219,7 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
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{
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const auto & gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.gameInfo().getStartInfo();
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if(!si || !gs.getBattle(battleID))
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{
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assert(0);
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@@ -245,7 +245,7 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
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void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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{
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const auto & gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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const auto * si = gameHandler.gameInfo().getStartInfo();
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if(!si)
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{
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assert(0);
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@@ -273,7 +273,7 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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if(!player.isValidPlayer())
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return;
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const auto * state = gameHandler.getPlayerState(player);
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const auto * state = gameHandler.gameInfo().getPlayerState(player);
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assert(state && state->status == EPlayerStatus::INGAME);
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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