void playsingle_controller::after_human_turn()
{
	team& current_team = teams_[player_number_ - 1];

	// add cards if in card mode
	if (card_mode_) {
		execute_card_bh(turn(), player_number_);
	}
	do_commoner(current_team);

	// clear access troops
	gui_->refresh_access_troops(player_number_ - 1, game_display::REFRESH_CLEAR);
	gui_->refresh_access_heros(player_number_ - 1, game_display::REFRESH_CLEAR);
	// hide context-menu
	gui_->hide_context_menu(NULL, true);

	// Mark the turn as done.
	browse_ = true;
	end_turn_record();
	end_turn_record_unlock();
	menu_handler_.clear_undo_stack(player_number_);

	if (current_team.uses_fog()) {
		// needed because currently fog is only recalculated when a hex is /un/covered
		recalculate_fog(player_number_);
	}

	// Clear moves from the GUI.
	gui_->set_route(NULL);
	gui_->unhighlight_reach();
}
Beispiel #2
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void playsingle_controller::after_human_turn()
{
	// Mark the turn as done.
	browse_ = true;
	end_turn_record();
	end_turn_record_unlock();

	// Clear moves from the GUI.
	gui_->set_route(NULL);
	gui_->unhighlight_reach();
}
void playsingle_controller::after_human_turn(){
	browse_ = true;
	end_turn_record();
	end_turn_record_unlock();
	menu_handler_.clear_undo_stack(player_number_);

	if(teams_[player_number_-1].uses_fog()) {
		// needed because currently fog is only recalculated when a hex is /un/covered
		recalculate_fog(player_number_);
	}

	gui_->set_route(NULL);
	gui_->unhighlight_reach();
}