feature request #9990: post-heal "side turn"-like event hook
new event "turn refresh" occurs after healing, calculating income, and restoring movement (note: this intentionally excludes the first turn)
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3 changed files with 4 additions and 1 deletions
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@ -78,6 +78,8 @@
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* add an "Animate Map" option in advanced preferences, to switch flag and
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terrain animation off
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* WML engine:
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* new event "turn refresh" occurs after healing, calculating income, and
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restoring movement (note: this intentionally excludes the first turn)
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* now tag [filter_adjacent] is supported in the Standard Unit Filter (SUF)
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* now tag [filter_adjacent_location] is supported in the Standard Location
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Filter (SLF)
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@ -363,6 +363,7 @@ void play_controller::init_side(const unsigned int team_index, bool /*is_replay*
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calculate_healing((*gui_),map_,units_,player_number_,teams_, !recorder.is_skipping());
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reset_resting(units_, player_number_);
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game_events::fire("turn refresh");
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}
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const time_of_day &tod = status_.get_time_of_day();
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@ -1079,7 +1079,7 @@ bool do_replay(game_display& disp, const gamemap& map, const game_data& gameinfo
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const std::string event = (*child)["raise"];
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//exclude these events here, because in a replay proper time of execution can't be
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//established and therefore we fire those events inside play_controller::init_side
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if ((event != "side turn") && (event != "turn 1") && (event != "new_turn")){
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if ((event != "side turn") && (event != "turn 1") && (event != "new turn") && (event != "turn refresh")){
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const config* const source = child->child("source");
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if(source != NULL) {
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game_events::fire(event, gamemap::location(*source, game_events::get_state_of_game()));
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