| 110 | } |
| 111 | |
| 112 | bool Building::canBuildingBeRemoved() |
| 113 | { |
| 114 | // We check if a human player still have vision on one of the building tiles |
| 115 | bool ret = true; |
| 116 | for(std::pair<Tile* const, TileData*>& p : mTileData) |
| 117 | { |
| 118 | if(!p.second->mSeatsVision.empty()) |
| 119 | { |
| 120 | ret = false; |
| 121 | break; |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | if(mBuildingObjects.empty()) |
| 126 | return ret; |
| 127 | |
| 128 | for (const std::pair<Tile* const, RenderedMovableEntity*>& p : mBuildingObjects) |
| 129 | { |
| 130 | RenderedMovableEntity* obj = p.second; |
| 131 | if(!obj->notifyRemoveAsked()) |
| 132 | ret = false; |
| 133 | } |
| 134 | |
| 135 | return ret; |
| 136 | } |
| 137 | |
| 138 | void Building::removeAllBuildingObjects() |
| 139 | { |
nothing calls this directly
no test coverage detected