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ChooseTeamPhase.cpp
68 lines (53 loc) · 1.66 KB
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ChooseTeamPhase.cpp
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#include "stdafx.h"
#include "ChooseTeamPhase.h"
#include "LiveGame.h"
#include "Output.h"
#include "Controller.h"
#include "StartGameRecord.h"
#include "CommitSession.h"
#include "Players.h"
ChooseTeamPhase::ChooseTeamPhase(LiveGame* pGame) : Phase(pGame)
{
}
void ChooseTeamPhase::AssignTeam(CommitSession& session, Player& player, RaceType race, Colour colour)
{
LiveGame& game = GetGame();
game.GetTeam(player).Assign(race, colour, game);
AdvanceTurn();
session.GetController().SendMessage(Output::ChooseTeam(game, false), player);
bool allAssigned = true;
for (auto& team : game.GetTeams())
allAssigned &= team->GetColour() != Colour::None;
if (allAssigned)
{
session.DoAndPushRecord(RecordPtr(new StartGameRecord));
game.StartMainGamePhase(); // Deletes this.
session.GetController().SendUpdateGame(game);
}
else
UpdateClient(session.GetController(), nullptr);
}
const Team& ChooseTeamPhase::GetCurrentTeam() const
{
return TurnPhase::GetCurrentTeam(GetGame());
}
void ChooseTeamPhase::UpdateClient(const Controller& controller, const Player* pPlayer) const
{
controller.SendMessage(Output::ShowChoose(), GetGame(), pPlayer);
controller.SendMessage(Output::UpdateChoose(GetGame()), GetGame(), pPlayer);
const Player& currentPlayer = Players::Get(GetCurrentTeam().GetPlayerID());
if (!pPlayer || pPlayer == ¤tPlayer)
controller.SendMessage(Output::ChooseTeam(GetGame(), true), currentPlayer);
return;
}
void ChooseTeamPhase::Save(Serial::SaveNode& node) const
{
Phase::Save(node);
TurnPhase::Save(node);
}
void ChooseTeamPhase::Load(const Serial::LoadNode& node)
{
Phase::Load(node);
TurnPhase::Load(node);
}
REGISTER_DYNAMIC(ChooseTeamPhase)