TurnOrderProcessor.cpp 5.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218
  1. /*
  2. * TurnOrderProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TurnOrderProcessor.h"
  12. #include "../queries/QueriesProcessor.h"
  13. #include "../queries/MapQueries.h"
  14. #include "../CGameHandler.h"
  15. #include "../CVCMIServer.h"
  16. #include "../../lib/CPlayerState.h"
  17. #include "../../lib/NetPacks.h"
  18. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  19. gameHandler(owner)
  20. {
  21. }
  22. bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
  23. {
  24. return false;
  25. }
  26. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  27. {
  28. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  29. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  30. assert(left != right);
  31. assert(leftInfo && rightInfo);
  32. if (!leftInfo)
  33. return false;
  34. if (!rightInfo)
  35. return true;
  36. if (leftInfo->isHuman() && !rightInfo->isHuman())
  37. return true;
  38. if (!leftInfo->isHuman() && rightInfo->isHuman())
  39. return false;
  40. return left < right;
  41. }
  42. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  43. {
  44. for (auto player : awaitingPlayers)
  45. {
  46. if (player != which && mustActBefore(player, which))
  47. return false;
  48. }
  49. for (auto player : actingPlayers)
  50. {
  51. if (!canActSimultaneously(player, which))
  52. return false;
  53. }
  54. return true;
  55. }
  56. void TurnOrderProcessor::doStartNewDay()
  57. {
  58. assert(awaitingPlayers.empty());
  59. assert(actingPlayers.empty());
  60. bool activePlayer = false;
  61. for (auto player : actedPlayers)
  62. {
  63. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  64. activePlayer = true;
  65. }
  66. if(!activePlayer)
  67. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  68. std::swap(actedPlayers, awaitingPlayers);
  69. gameHandler->onNewTurn();
  70. tryStartTurnsForPlayers();
  71. }
  72. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  73. {
  74. assert(gameHandler->getPlayerState(which));
  75. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  76. //Note: on game load, "actingPlayer" might already contain list of players
  77. actingPlayers.insert(which);
  78. awaitingPlayers.erase(which);
  79. gameHandler->onPlayerTurnStarted(which);
  80. auto turnQuery = std::make_shared<PlayerStartsTurnQuery>(gameHandler, which);
  81. gameHandler->queries->addQuery(turnQuery);
  82. YourTurn yt;
  83. yt.player = which;
  84. yt.queryID = turnQuery->queryID;
  85. gameHandler->sendAndApply(&yt);
  86. assert(actingPlayers.size() == 1); // No simturns yet :(
  87. assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
  88. }
  89. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  90. {
  91. assert(isPlayerMakingTurn(which));
  92. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  93. actingPlayers.erase(which);
  94. actedPlayers.insert(which);
  95. if (!awaitingPlayers.empty())
  96. tryStartTurnsForPlayers();
  97. if (actingPlayers.empty())
  98. doStartNewDay();
  99. assert(!actingPlayers.empty());
  100. assert(actingPlayers.size() == 1); // No simturns yet :(
  101. assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
  102. }
  103. void TurnOrderProcessor::addPlayer(PlayerColor which)
  104. {
  105. awaitingPlayers.insert(which);
  106. }
  107. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  108. {
  109. awaitingPlayers.erase(which);
  110. actingPlayers.erase(which);
  111. actedPlayers.erase(which);
  112. if (!awaitingPlayers.empty())
  113. tryStartTurnsForPlayers();
  114. if (actingPlayers.empty())
  115. doStartNewDay();
  116. assert(!actingPlayers.empty());
  117. assert(actingPlayers.size() == 1); // No simturns yet :(
  118. assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
  119. }
  120. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  121. {
  122. if (!isPlayerMakingTurn(which))
  123. {
  124. gameHandler->complain("Can not end turn for player that is not acting!");
  125. return false;
  126. }
  127. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  128. {
  129. gameHandler->complain("Can not end turn for player that is not in game!");
  130. return false;
  131. }
  132. if(gameHandler->queries->topQuery(which) != nullptr)
  133. {
  134. gameHandler->complain("Cannot end turn before resolving queries!");
  135. return false;
  136. }
  137. gameHandler->onPlayerTurnEnded(which);
  138. // it is possible that player have lost - e.g. spent 7 days without town
  139. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  140. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  141. doEndPlayerTurn(which);
  142. return true;
  143. }
  144. void TurnOrderProcessor::onGameStarted()
  145. {
  146. // this may be game load - send notification to players that they can act
  147. auto actingPlayersCopy = actingPlayers;
  148. for (auto player : actingPlayersCopy)
  149. doStartPlayerTurn(player);
  150. tryStartTurnsForPlayers();
  151. }
  152. void TurnOrderProcessor::tryStartTurnsForPlayers()
  153. {
  154. auto awaitingPlayersCopy = awaitingPlayers;
  155. for (auto player : awaitingPlayersCopy)
  156. {
  157. if (canStartTurn(player))
  158. doStartPlayerTurn(player);
  159. }
  160. }
  161. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  162. {
  163. return vstd::contains(awaitingPlayers, which);
  164. }
  165. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  166. {
  167. return vstd::contains(actingPlayers, which);
  168. }
  169. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  170. {
  171. return vstd::contains(actedPlayers, which);
  172. }