Legend:
- Unmodified
- Added
- Removed
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trunk/UCore.pas
r128 r129 57 57 RegistryContext: TRegistryContext; 58 58 procedure LoadRecentExecute(Sender: TObject); 59 procedure ProcessComputerTurns; 59 60 procedure StartNewGame; 60 61 procedure DoPlayerChange(Sender: TObject); … … 274 275 end; 275 276 276 procedure TCore. AGameEndTurnExecute(Sender: TObject);277 procedure TCore.ProcessComputerTurns; 277 278 var 278 279 Computer: TComputer; 279 280 begin 280 Game.NextTurn;281 FormMain.Redraw;282 281 while Game.Running and (Game.CurrentPlayer.Mode <> pmHuman) do begin 283 282 if Game.CurrentPlayer.Mode = pmComputer then begin … … 297 296 Sleep(1); 298 297 end; 298 end; 299 300 procedure TCore.AGameEndTurnExecute(Sender: TObject); 301 begin 302 Game.NextTurn; 303 FormMain.Redraw; 304 ProcessComputerTurns; 299 305 UpdateActions; 300 306 end; … … 417 423 FormMain.Redraw; 418 424 if FormCharts.Visible then FormCharts.Redraw; 425 ProcessComputerTurns; 419 426 UpdateActions; 420 427 end; -
trunk/UGame.pas
r128 r129 3037 3037 UpdateRepeatMoves(CurrentPlayer); 3038 3038 ComputePlayerStats; 3039 RecordTurnStats;3040 3039 PrevPlayer := CurrentPlayer; 3041 3040 // Skip dead players … … 3047 3046 if Players.IndexOf(CurrentPlayer) < Players.IndexOf(PrevPlayer) then begin 3048 3047 Inc(TurnCounter); 3048 RecordTurnStats; 3049 3049 if Assigned(FOnNewTurn) then 3050 3050 FOnNewTurn(Self);
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