bool Server::handlePacket() { sf::Packet in; for(auto &player : players){ bool isT = isTurn(player->id); std::cout << "ID: " << player->id << "Is T: " << isT << std::endl; if (isTurn(player->id)) { if(player->socket.receive(in) == sf::Socket::Done ){ std::cout << "got packet" << std::endl; return handlePacket(in, *player); } } } return true; }
bool TurnController::beginTurn(Magican* i_char, int i_status) { if(!isTurn(i_char, i_status)) return false; if(d_turn) d_turn->setActive(false); d_turn = i_char; d_turn->setActive(true); return true; }
void GameCycle::assertTurn() const { if (!isTurn()) throw BadGamePlayStateException(m_state, GAMEPLAYSTATE_TURN); }
bool TurnController::isTurn(int i_status) { return isTurn(d_turn, i_status); }