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(); }
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_); } if (actor_can_action(units_)) { if (unit::actor->is_city()) { do_commoner(current_team); } } if (!tent::tower_mode() && !preferences::developer()) { gui_->refresh_access_troops(player_number_ - 1, game_display::REFRESH_HIDE, reinterpret_cast<void*>(this)); } gui_->refresh_access_heros(player_number_ - 1, game_display::REFRESH_CLEAR); // hide context-menu gui_->hide_context_menu(); // Mark the turn as done. browse_ = true; 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(); }