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Searched refs:current_team (Results 1 – 25 of 64) sorted by relevance

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/dports/games/wesnoth/wesnoth-1.14.17/src/actions/
H A Dshroud_clearing_action.cpp28 team &current_team = resources::controller->current_team(); in return_village() local
34 current_team.set_action_bonus_count(current_team.action_bonus_count() - 1); in return_village()
40 team &current_team = resources::controller->current_team(); in take_village() local
43 get_village(back, current_team.side(), nullptr, false); in take_village()
46 current_team.set_action_bonus_count(1 + current_team.action_bonus_count()); in take_village()
H A Dundo_recall_action.cpp74 team &current_team = resources::gameboard->get_team(side); in undo() local
90 current_team.spend_gold(-current_team.recall_cost()); in undo()
93 current_team.spend_gold(-cost); in undo()
96 current_team.recall_list().add(un); in undo()
H A Dundo_recruit_action.cpp73 team &current_team = resources::gameboard->get_team(side); in undo() local
83 current_team.spend_gold(-un.type().cost()); in undo()
86 current_team.set_action_bonus_count(current_team.action_bonus_count() - 1); in undo()
H A Dundo_dismiss_action.cpp41 team &current_team = resources::gameboard->get_team(side); in undo() local
43 current_team.recall_list().add(dismissed_unit); in undo()
H A Dcreate.cpp60 const team & current_team = resources::gameboard->get_team(side); in get_recruits() local
86 else if ( find_it->is_visible_to_team(current_team, *resources::gameboard, false) ) in get_recruits()
114 const std::set<std::string>& recruit_list = current_team.recruits(); in get_recruits()
646 team& current_team = resources::gameboard->get_team(u->side()); in place_recruit() local
666 current_team.spend_gold(cost); in place_recruit()
688 if ( !wml_triggered && current_team.auto_shroud_updates() ) // To preserve current WML behavior. in place_recruit()
743 bool recall_unit(const std::string & id, team & current_team, in recall_unit() argument
747 unit_ptr recall = current_team.recall_list().extract_if_matches_id(id); in recall_unit()
761 res = place_recruit(recall, loc, from, current_team.recall_cost(), in recall_unit()
/dports/games/wesnoth/wesnoth-1.14.17/src/
H A Dsynced_commands.cpp128 << "-> " << current_team.gold() << "\n"; in SYNCED_COMMAND_HANDLER_FUNCTION()
312 if ( current_team.is_local_ai() || current_team.is_network_ai()) in SYNCED_COMMAND_HANDLER_FUNCTION()
365 team &current_team = resources::controller->current_team(); variable
388 team &current_team = resources::controller->current_team(); variable
389 if(current_team.auto_shroud_updates()) {
402 auto& current_team = controller.current_team(); in debug_notification() local
706 team& current_team = resources::controller->current_team(); variable
707 current_team.set_fog(!current_team.uses_fog());
725 team& current_team = resources::controller->current_team(); variable
726 current_team.set_shroud(!current_team.uses_shroud());
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H A Dplaysingle_controller.cpp381 } else if((current_team().is_local_human() && current_team().is_proxy_human())) { in play_side_impl()
398 …} else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_dr… in play_side_impl()
400 } else if(current_team().is_network()) { in play_side_impl()
402 } else if(current_team().is_local_human() && current_team().is_idle()) { in play_side_impl()
412 …roller " << current_team().controller().to_string() << " (" << current_team().proxy_controller().t… in play_side_impl()
543 team & cur_team = current_team(); in play_ai_turn()
561 current_team().make_human(); in play_ai_turn()
647 if(end_turn_ == END_TURN_REQUIRED && current_team().is_local()) in sync_end_turn()
658 current_team().make_ai(); in sync_end_turn()
700 …else if (end_turn_ == END_TURN_NONE || replay_controller_.get() != 0 || current_team().is_network(… in should_return_to_play_side()
H A Ddisplay_context.cpp54 const unit * display_context::get_visible_unit(const map_location & loc, const team &current_team, … in get_visible_unit() argument
58 if (!u.valid() || !u->is_visible_to_team(current_team, *this, see_all)) { in get_visible_unit()
80 const team &current_team = get_team(u.side()); in unit_can_move() local
88 current_team.is_enemy(i->side())) { in unit_can_move()
H A Dplaymp_controller.cpp118 mp_ui_alerts::turn_changed(current_team().current_player()); in play_human_turn()
124 ? new countdown_clock(current_team()) in play_human_turn()
130 if(!current_team().auto_shroud_updates()) { in play_human_turn()
315 const int new_time_in_secs = (current_team().countdown_time() / 1000) in after_human_turn()
317 + saved_game_.mp_settings().mp_countdown_action_bonus * current_team().action_bonus_count(); in after_human_turn()
320 current_team().set_action_bonus_count(0); in after_human_turn()
321 current_team().set_countdown_time(new_time); in after_human_turn()
H A Dplay_controller.cpp404 || (current_team().is_local_human() && !this->is_replay())) in init_side_begin()
426 if (!current_team().is_local()) { in maybe_do_init_side()
475 current_team().new_turn(); in do_init_side()
481 current_team().support(); in do_init_side()
483 current_team().spend_gold(expense); in do_init_side()
581 if(current_team().uses_fog() == false && current_team().uses_shroud() == false) in enemies_visible()
687 team& play_controller::current_team() in current_team() function in play_controller
693 const team& play_controller::current_team() const in current_team() function in play_controller
1059 const team& t = current_team(); in is_browsing()
1194 if (!current_team().is_empty()) { in play_turn()
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H A Dgame_board.cpp169 const team& current_team, bool see_all) in find_visible_unit() argument
173 if (!u.valid() || !u->is_visible_to_team(current_team, *this, see_all)) in find_visible_unit()
178 bool game_board::has_visible_unit(const map_location & loc, const team& current_team, bool see_all)… in has_visible_unit() argument
182 if (!u.valid() || !u->is_visible_to_team(current_team, *this, see_all)) in has_visible_unit()
188 const team &current_team, bool see_all) in get_visible_unit() argument
190 unit_map::iterator ui = find_visible_unit(loc, current_team, see_all); in get_visible_unit()
H A Dmenu_events.cpp305 team& current_team = board().get_team(side_num); in can_recruit() local
325 if(u_type->cost() > current_team.gold() - wb_gold) in can_recruit()
334 current_team.last_recruit(name); in can_recruit()
352 team& current_team = board().get_team(side_num); in do_recruit() local
356 current_team.set_action_bonus_count(1 + current_team.action_bonus_count()); in do_recruit()
378 team& current_team = board().get_team(side_num); in recall() local
385 empty = current_team.recall_list().empty(); in recall()
414 int unit_cost = current_team.recall_cost(); in recall()
425 if(current_team.gold() - wb_gold < unit_cost) { in recall()
505 team& current_team = board().get_team(side_num); in toggle_shroud_updates() local
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/dports/games/battletanks/btanks-0.9.8083/engine/menu/
H A Djoin_team.cpp15 current_team(0), join_logo(ResourceManager->load_surface("menu/team_chooser.png")) , _font(Resource… in JoinTeamControl()
84 if (i == current_team) in render()
90 if (current_team > 0) in left()
91 --current_team; in left()
96 if (current_team + 1 < teams) in right()
97 ++current_team; in right()
H A Djoin_team.h23 int get() const { return current_team; } in get()
27 int teams, current_team;
/dports/games/wesnoth/wesnoth-1.14.17/src/ai/
H A Dtesting.cpp47 team& current_team = resources::gameboard->get_team(side); in log_turn() local
52 int _gold = current_team.gold(); in log_turn()
53 int _villages = current_team.villages().size(); in log_turn()
54 int _income = current_team.total_income(); in log_turn()
H A Dcontexts.cpp334 const team& readonly_context_impl::current_team() const in current_team() function in ai::readonly_context_impl
367 if ((enemy && current_team().is_enemy(un_it->side()) == false) || in calculate_moves()
369 (!enemy && assume_full_movement && current_team().is_enemy(un_it->side()))) { in calculate_moves()
403 …res.emplace(un_it->get_location(), pathfind::paths(*un_it, false, true, current_team(), 0, see_all… in calculate_moves()
429 if (get_side() != side && !current_team().is_enemy(side)) { in calculate_moves()
442 …if(src != dst && (resources::gameboard->find_visible_unit(dst, current_team()) == resources::gameb… in calculate_moves()
780 …return current_team().recall_list().recall_list_; //TODO: Refactor ai so that friend of ai context… in get_recall_list()
1018 const pathfind::paths leader_paths(*leader, false, true, current_team()); in leader_can_reach_keep()
/dports/games/wesnoth/wesnoth-1.14.17/src/ai/default/
H A Drecruitment.cpp201 " SIDE: " << current_team().side() << "\n"; in execute()
237 for (const std::string& recruit : current_team().recruits()) { in execute()
502 int cost = current_team().recall_cost(); in recall_unit_value()
835 if (current_team().is_enemy(team.side())) { in update_important_hexes()
957 if (!current_team().is_enemy(team.side())) { in do_combat_analysis()
1489 if (current_team().is_enemy(unit.side())) { in get_unit_ratio()
1493 if (unit.side() == current_team().side()) { in get_unit_ratio()
1500 if (!current_team().is_enemy(team.side())) { in get_unit_ratio()
1628 for (const std::string& recruit : current_team().recruits()) { in get_cheapest_unit_cost_for_leader()
1648 if (!current_team().recall_list().empty() && current_team().recall_cost() < cheapest_cost) { in get_cheapest_unit_cost_for_leader()
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H A Daspect_attacks.cpp106 if (current_team().is_enemy(j->side()) && !j->incapacitated() && in analyze_targets()
120 adjacent,used_locations,unit_locs,*res,analysis, current_team()); in analyze_targets()
137 const team &current_team in do_attack_analysis()
208 if (tmp_unit != units_.end() && current_team.is_enemy(tmp_unit->side())) in do_attack_analysis()
219 if (tmp_opposite_unit != units_.end() && current_team.is_enemy(tmp_opposite_unit->side())) in do_attack_analysis()
337 units,result,cur_analysis, current_team); in do_attack_analysis()
H A Dcontexts.cpp83 || (current_team().is_enemy(u->side()) in count_free_hexes_in_castle()
85 || ((&resources::gameboard->get_team(u->side()) == &current_team()) in count_free_hexes_in_castle()
190 if (!current_team().is_enemy(i + 1) && teams_[i].owns_village(*t)) { in find_targets()
230 if (u->can_recruit() && current_team().is_enemy(u->side()) in find_targets()
H A Dca.cpp88 …const pathfind::shortest_path_calculator calc(*ui, current_team(), resources::gameboard->teams(), … in evaluate()
90 …t pathfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*ui, current_team()); in evaluate()
305 …thfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*leader, current_team()); in evaluate()
313 const pathfind::paths leader_paths(*leader, false, true, current_team()); in evaluate()
422 …thfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*leader, current_team()); in evaluate()
441 const pathfind::paths leader_paths(*leader, false, true, current_team()); in evaluate()
443 …thfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*leader, current_team()); in evaluate()
551 if (resources::gameboard->find_visible_unit(i->first, current_team()) == units_.end()) { in execute()
577 if((resources::gameboard->find_visible_unit(leader_move.first , current_team()) == units_.end()) in execute()
697 if(owned && !current_team().is_enemy(n+1)) { in find_villages()
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/dports/games/wesnoth/wesnoth-1.14.17/src/ai/formula/
H A Dai.cpp213 …pathfind::shortest_path_calculator calc(*unit_it, current_team(), resources::gameboard->teams(), r… in shortest_path_calculator()
262 return pathfind::get_teleport_locations(*unit_it, current_team(), true); in get_allowed_teleports()
390 if ( !current_team().is_enemy( i+1 ) ) in get_value()
399 if ( current_team().is_enemy( i+1 ) ) in get_value()
410 const std::set<std::string>& recruits = current_team().recruits(); in get_value()
492 if (current_team().is_enemy(i->side())) { in get_value()
523 …for(std::vector<unit_ptr >::const_iterator i = current_team().recall_list().begin(); i != current_… in get_value()
556 return villages_from_set(current_team().villages()); in get_value()
560 return villages_from_set(resources::gameboard->map().villages(), &current_team().villages()); in get_value()
/dports/games/wesnoth/wesnoth-1.14.17/src/gui/dialogs/
H A Dstatistics_dialog.cpp40 statistics_dialog::statistics_dialog(const team& current_team) in REGISTER_DIALOG()
41 : current_team_(current_team) in REGISTER_DIALOG()
42 , campaign_(statistics::calculate_stats(current_team.save_id_or_number())) in REGISTER_DIALOG()
43 , scenarios_(statistics::level_stats(current_team.save_id_or_number())) in REGISTER_DIALOG()
/dports/games/wesnoth/wesnoth-1.14.17/src/whiteboard/
H A Drecall.cpp121 team & current_team = resources::gameboard->teams().at(team_index()); in execute() local
127 int cost = current_team.recall_cost(); in execute()
131 current_team.get_side_actions()->change_gold_spent_by(-cost); in execute()
139 current_team.get_side_actions()->change_gold_spent_by(cost); in execute()
/dports/games/tanks-of-freedom/Tanks-of-Freedom-0.7.0-beta/gui/
H A Dhud_default.tscn130 [node name="current_team" type="Control" parent="top_center/center/game_card"]
141 [node name="blue" type="Control" parent="top_center/center/game_card/current_team"]
153 [node name="current_team" type="Patch9Frame" parent="top_center/center/game_card/current_team/blue"]
171 [node name="current_team_name" type="Label" parent="top_center/center/game_card/current_team/blue"]
190 [node name="red" type="Control" parent="top_center/center/game_card/current_team"]
203 [node name="current_team" type="Patch9Frame" parent="top_center/center/game_card/current_team/red"]
221 [node name="current_team_name" type="Label" parent="top_center/center/game_card/current_team/red"]
/dports/games/wesnoth/wesnoth-1.14.17/src/pathfind/
H A Dpathfind.cpp136 bool enemy_zoc(const team& current_team, const map_location& loc, in enemy_zoc() argument
145 if ( u && current_team.is_enemy(u->side()) && u->emits_zoc() ) in enemy_zoc()
279 const unit * teleporter, const team * current_team, in find_routes() argument
294 …get_teleport_locations(*teleporter, *viewing_team, see_all, current_team == nullptr, check_vision)… in find_routes()
407 if ( current_team ) { in find_routes()
410 if ( v && current_team->is_enemy(v->side()) ) { in find_routes()
418 enemy_zoc(*current_team, next_hex, *viewing_team, see_all) && in find_routes()
424 …if ( viewing_team && current_team && viewing_team != current_team && viewing_team->shrouded(next_h… in find_routes()

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