TurnOrderProcessor.cpp 5.3 KB

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  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. PlayerStartsTurn pst;
  83. pst.player = which;
  84. pst.queryID = turnQuery->queryID;
  85. gameHandler->sendAndApply(&pst);
  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. PlayerEndsTurn pet;
  96. pet.player = which;
  97. gameHandler->sendAndApply(&pet);
  98. if (!awaitingPlayers.empty())
  99. tryStartTurnsForPlayers();
  100. if (actingPlayers.empty())
  101. doStartNewDay();
  102. assert(!actingPlayers.empty());
  103. assert(actingPlayers.size() == 1); // No simturns yet :(
  104. assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
  105. }
  106. void TurnOrderProcessor::addPlayer(PlayerColor which)
  107. {
  108. awaitingPlayers.insert(which);
  109. }
  110. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  111. {
  112. awaitingPlayers.erase(which);
  113. actingPlayers.erase(which);
  114. actedPlayers.erase(which);
  115. if (!awaitingPlayers.empty())
  116. tryStartTurnsForPlayers();
  117. if (actingPlayers.empty())
  118. doStartNewDay();
  119. assert(!actingPlayers.empty());
  120. assert(actingPlayers.size() == 1); // No simturns yet :(
  121. assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
  122. }
  123. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  124. {
  125. if (!isPlayerMakingTurn(which))
  126. {
  127. gameHandler->complain("Can not end turn for player that is not acting!");
  128. return false;
  129. }
  130. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  131. {
  132. gameHandler->complain("Can not end turn for player that is not in game!");
  133. return false;
  134. }
  135. if(gameHandler->queries->topQuery(which) != nullptr)
  136. {
  137. gameHandler->complain("Cannot end turn before resolving queries!");
  138. return false;
  139. }
  140. gameHandler->onPlayerTurnEnded(which);
  141. // it is possible that player have lost - e.g. spent 7 days without town
  142. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  143. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  144. doEndPlayerTurn(which);
  145. return true;
  146. }
  147. void TurnOrderProcessor::onGameStarted()
  148. {
  149. // this may be game load - send notification to players that they can act
  150. auto actingPlayersCopy = actingPlayers;
  151. for (auto player : actingPlayersCopy)
  152. doStartPlayerTurn(player);
  153. tryStartTurnsForPlayers();
  154. }
  155. void TurnOrderProcessor::tryStartTurnsForPlayers()
  156. {
  157. auto awaitingPlayersCopy = awaitingPlayers;
  158. for (auto player : awaitingPlayersCopy)
  159. {
  160. if (canStartTurn(player))
  161. doStartPlayerTurn(player);
  162. }
  163. }
  164. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  165. {
  166. return vstd::contains(awaitingPlayers, which);
  167. }
  168. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  169. {
  170. return vstd::contains(actingPlayers, which);
  171. }
  172. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  173. {
  174. return vstd::contains(actedPlayers, which);
  175. }