Refactor player combat round methods

This commit is contained in:
Oskar Wiksten
2013-08-08 00:34:18 +02:00
parent 96d451ffbe
commit 9c78b6a2ec
2 changed files with 7 additions and 4 deletions

View File

@@ -240,7 +240,7 @@ public final class CombatController implements VisualEffectCompletedCallback {
exitCombat(true);
return;
}
if (!playerHasApLeft()) beginMonsterTurn(false);
if (!playerHasApLeft()) endPlayerTurn();
}
private void continueTurn() {
if (world.model.uiSelections.isPlayersCombatTurn) return;
@@ -270,7 +270,7 @@ public final class CombatController implements VisualEffectCompletedCallback {
private void fleeingFailed() {
combatActionListeners.onPlayerFailedFleeing();
beginMonsterTurn(false);
endPlayerTurn();
}
private final Handler monsterTurnHandler = new Handler() {
@@ -288,7 +288,10 @@ public final class CombatController implements VisualEffectCompletedCallback {
}
}
public void beginMonsterTurn(boolean isFirstRound) {
public void endPlayerTurn() {
beginMonsterTurn(false);
}
private void beginMonsterTurn(boolean isFirstRound) {
controllers.actorStatsController.setActorMinAP(world.model.player);
world.model.uiSelections.isPlayersCombatTurn = false;
for (MonsterSpawnArea a : world.model.currentMap.spawnAreas) {

View File

@@ -72,7 +72,7 @@ public final class CombatView extends RelativeLayout implements CombatSelectionL
endTurnButton.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View arg0) {
c.beginMonsterTurn(false);
c.endPlayerTurn();
}
});
Button fleeButton = (Button) findViewById(R.id.combatview_flee);