////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#include <server/ServerStateFinishWait.h>
#include <server/ScorchedServer.h>
#include <server/ServerSimulator.h>
#include <engine/ActionController.h>
#include <common/OptionsScorched.h>
#include <simactions/RoundStopSimAction.h>

ServerStateFinishWait::ServerStateFinishWait()
{
}

ServerStateFinishWait::~ServerStateFinishWait()
{
}

void ServerStateFinishWait::enterState()
{
	// End the round
	RoundStopSimAction *roundStop = new RoundStopSimAction();
	ScorchedServer::instance()->getServerSimulator().
		addSimulatorAction(roundStop);
}

bool ServerStateFinishWait::simulate()
{
	if (!ScorchedServer::instance()->getOptionsGame().
		getWaitForShotsBeforeShowingScore())
	{
		return true;		
	}
	else if (ScorchedServer::instance()->getServerSimulator().
		getActionController().noReferencedActions())
	{
		return true;
	}

	return false;
}
