| 17 | namespace |
| 18 | { |
| 19 | std::shared_future<void> loadBattleBase(sp<GameState> state, StateRef<Base> base, |
| 20 | StateRef<Organisation> attacker) |
| 21 | { |
| 22 | auto loadTask = fw().threadPoolEnqueue([base, state, attacker]() -> void { |
| 23 | std::list<StateRef<Agent>> agents; |
| 24 | StateRef<Vehicle> veh = {}; |
| 25 | |
| 26 | bool hotseat = false; |
| 27 | const std::map<StateRef<AgentType>, int> *aliens = nullptr; |
| 28 | const int *guards = nullptr; |
| 29 | const int *civilians = nullptr; |
| 30 | |
| 31 | Battle::beginBattle(*state, hotseat, attacker, agents, aliens, guards, civilians, veh, |
| 32 | base->building); |
| 33 | }); |
| 34 | |
| 35 | return loadTask; |
| 36 | } |
| 37 | } // namespace |
| 38 | |
| 39 | BaseDefenseScreen::BaseDefenseScreen(sp<GameState> state, StateRef<Base> base, |
no test coverage detected