/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_LOCALTURNMANAGER #define INCLUDED_LOCALTURNMANAGER #include "TurnManager.h" /** * Implementation of CTurnManager for offline games. */ class CLocalTurnManager : public CTurnManager { public: CLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay); void OnSimulationMessage(CSimulationMessage* msg) override; void PostCommand(JS::HandleValue data) override; void PostCommand(player_id_t playerid, JS::HandleValue data); protected: void NotifyFinishedOwnCommands(u32 turn) override; virtual void NotifyFinishedUpdate(u32 turn) override; }; #endif // INCLUDED_LOCALTURNMANAGER