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Fix activation of world view on end turn in multiplayer
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e8c3252214
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dde5cea601
@ -374,7 +374,7 @@ void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuma
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mapAudio->onEnemyTurnStarted();
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mapAudio->onEnemyTurnStarted();
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widget->getMinimap()->setAIRadar(!isHuman);
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widget->getMinimap()->setAIRadar(!isHuman);
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widget->getInfoBar()->startEnemyTurn(playerID);
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widget->getInfoBar()->startEnemyTurn(playerID);
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setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
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setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
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}
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}
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void AdventureMapInterface::setState(EAdventureState state)
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void AdventureMapInterface::setState(EAdventureState state)
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@ -518,7 +518,7 @@ bool AdventureMapShortcuts::optionCanVisitObject()
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auto * hero = LOCPLINT->localState->getCurrentHero();
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auto * hero = LOCPLINT->localState->getCurrentHero();
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auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
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auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
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assert(vstd::contains(objects,hero));
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//assert(vstd::contains(objects,hero));
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return objects.size() > 1; // there is object other than our hero
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return objects.size() > 1; // there is object other than our hero
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}
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}
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@ -553,26 +553,25 @@ bool AdventureMapShortcuts::optionSpellcasting()
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bool AdventureMapShortcuts::optionInMapView()
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bool AdventureMapShortcuts::optionInMapView()
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{
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
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return state == EAdventureState::MAKING_TURN;
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}
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}
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bool AdventureMapShortcuts::optionInWorldView()
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bool AdventureMapShortcuts::optionInWorldView()
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{
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{
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return state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
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return state == EAdventureState::WORLD_VIEW;
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}
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}
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bool AdventureMapShortcuts::optionSidePanelActive()
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bool AdventureMapShortcuts::optionSidePanelActive()
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{
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
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}
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}
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bool AdventureMapShortcuts::optionMapScrollingActive()
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bool AdventureMapShortcuts::optionMapScrollingActive()
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{
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
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}
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}
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bool AdventureMapShortcuts::optionMapViewActive()
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bool AdventureMapShortcuts::optionMapViewActive()
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{
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL;
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|| state == EAdventureState::OTHER_HUMAN_PLAYER_TURN;
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}
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}
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@ -15,7 +15,6 @@ enum class EAdventureState
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HOTSEAT_WAIT,
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HOTSEAT_WAIT,
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MAKING_TURN,
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MAKING_TURN,
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AI_PLAYER_TURN,
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AI_PLAYER_TURN,
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OTHER_HUMAN_PLAYER_TURN,
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CASTING_SPELL,
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CASTING_SPELL,
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WORLD_VIEW
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WORLD_VIEW
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};
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};
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