Package civquest.core.turn

Examples of civquest.core.turn.TurnManager


  }

  public void execute() {
    notifyBefore();

    TurnManager turnManager = Game.getGame().getTurnManager();
    turnManager.setTurn(newTurn);
   
    notifyAfter();
  }
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//     useDistributor.put(city, true);
  }

  public void afterGameChanged(ActivateNation change) {
    if (change.startStepTwo()) {
      TurnManager turnManager = Game.getGame().getTurnManager();
      Nation currNation = turnManager.getActiveNation();

      assert currNation != null;

      // We fall back to the default (we calculate for the player), since
      // providing a default calculation is no harm
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      cityToDistributor.get(city).calculate();     
    }
  }

  public void afterGameChanged(SetFieldRuledByCity change) {
    TurnManager turnManager = Game.getGame().getTurnManager();
    Nation currNation = turnManager.getActiveNation();
   
    Coordinate position = change.getPosition();
    MapData mapData = Game.getMapData();
    Field field = mapData.getField(position);
    Long cityID = change.getCityID();
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    Registry rulesRegistry = registry.getSubRegistry("rules");
    Ruleset timeRuleset = rulesRegistry.getRuleset("time");
    timeRules = new TimeRules(timeRuleset);
    rules = new Rules(this);

    this.turnManager = new TurnManager();
    this.resourceData = new ResourceData(this);
    }
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      LoadedData idManagerData = loadedData.getSubData("idManager");
      idManager = new IDManager(idManagerData, step);
     
      LoadedData turnManagerData = loadedData.getSubData("turnManager");
      turnManager = new TurnManager(turnManagerData, step);
    } else if (step == LoadingStep.REFERENCE) {
      // We need to say mapData who rules it.  Afterwards (in its
      // REFERENCE-step), MapData can tell us about MapObjects etc.
      mapData.setGameReference(this);
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