TurnOrderProcessor.cpp 9.5 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 "PlayerMessageProcessor.h"
  13. #include "../queries/QueriesProcessor.h"
  14. #include "../queries/MapQueries.h"
  15. #include "../CGameHandler.h"
  16. #include "../CVCMIServer.h"
  17. #include "../../lib/CPlayerState.h"
  18. #include "../../lib/pathfinder/CPathfinder.h"
  19. #include "../../lib/pathfinder/PathfinderOptions.h"
  20. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  21. gameHandler(owner)
  22. {
  23. }
  24. int TurnOrderProcessor::simturnsTurnsMaxLimit() const
  25. {
  26. return gameHandler->getStartInfo()->simturnsInfo.optionalTurns;
  27. }
  28. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  29. {
  30. return gameHandler->getStartInfo()->simturnsInfo.requiredTurns;
  31. }
  32. std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
  33. {
  34. std::vector<PlayerPair> result;
  35. assert(actedPlayers.empty());
  36. assert(actingPlayers.empty());
  37. for (auto left : awaitingPlayers)
  38. {
  39. for(auto right : awaitingPlayers)
  40. {
  41. if (left == right)
  42. continue;
  43. if (computeCanActSimultaneously(left, right))
  44. result.push_back({left, right});
  45. }
  46. }
  47. return result;
  48. }
  49. void TurnOrderProcessor::updateAndNotifyContactStatus()
  50. {
  51. auto newBlockedContacts = computeContactStatus();
  52. if (newBlockedContacts.empty())
  53. {
  54. // Simturns between all players have ended - send single global notification
  55. if (!blockedContacts.empty())
  56. gameHandler->playerMessages->broadcastSystemMessage("Simultaneous turns have ended");
  57. }
  58. else
  59. {
  60. // Simturns between some players have ended - notify each pair
  61. for (auto const & contact : blockedContacts)
  62. {
  63. if (vstd::contains(newBlockedContacts, contact))
  64. continue;
  65. MetaString message;
  66. message.appendRawString("Simultaneous turns between players %s and %s have ended"); // FIXME: we should send MetaString itself and localize it on client side
  67. message.replaceName(contact.a);
  68. message.replaceName(contact.b);
  69. gameHandler->playerMessages->broadcastSystemMessage(message.toString());
  70. }
  71. }
  72. blockedContacts = newBlockedContacts;
  73. }
  74. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  75. {
  76. // TODO: refactor, cleanup and optimize
  77. boost::multi_array<bool, 3> leftReachability;
  78. boost::multi_array<bool, 3> rightReachability;
  79. int3 mapSize = gameHandler->getMapSize();
  80. leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  81. rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  82. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  83. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  84. for(const auto & hero : leftInfo->heroes)
  85. {
  86. CPathsInfo out(mapSize, hero);
  87. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  88. config->options.ignoreGuards = true;
  89. config->options.turnLimit = 1;
  90. CPathfinder pathfinder(gameHandler->gameState(), config);
  91. pathfinder.calculatePaths();
  92. for (int z = 0; z < mapSize.z; ++z)
  93. for (int y = 0; y < mapSize.y; ++y)
  94. for (int x = 0; x < mapSize.x; ++x)
  95. if (out.getNode({x,y,z})->reachable())
  96. leftReachability[z][x][y] = true;
  97. }
  98. for(const auto & hero : rightInfo->heroes)
  99. {
  100. CPathsInfo out(mapSize, hero);
  101. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  102. config->options.ignoreGuards = true;
  103. config->options.turnLimit = 1;
  104. CPathfinder pathfinder(gameHandler->gameState(), config);
  105. pathfinder.calculatePaths();
  106. for (int z = 0; z < mapSize.z; ++z)
  107. for (int y = 0; y < mapSize.y; ++y)
  108. for (int x = 0; x < mapSize.x; ++x)
  109. if (out.getNode({x,y,z})->reachable())
  110. rightReachability[z][x][y] = true;
  111. }
  112. for (int z = 0; z < mapSize.z; ++z)
  113. for (int y = 0; y < mapSize.y; ++y)
  114. for (int x = 0; x < mapSize.x; ++x)
  115. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  116. return true;
  117. return false;
  118. }
  119. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  120. {
  121. assert(active != waiting);
  122. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  123. }
  124. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  125. {
  126. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  127. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  128. assert(active != waiting);
  129. assert(activeInfo);
  130. assert(waitingInfo);
  131. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  132. {
  133. if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
  134. return false;
  135. // only one AI and one human can play simultaneoulsy from single connection
  136. if (activeInfo->human == waitingInfo->human)
  137. return false;
  138. }
  139. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  140. return true;
  141. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  142. return false;
  143. if (playersInContact(active, waiting))
  144. return false;
  145. return true;
  146. }
  147. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  148. {
  149. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  150. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  151. assert(left != right);
  152. assert(leftInfo && rightInfo);
  153. if (!leftInfo)
  154. return false;
  155. if (!rightInfo)
  156. return true;
  157. if (leftInfo->isHuman() && !rightInfo->isHuman())
  158. return true;
  159. if (!leftInfo->isHuman() && rightInfo->isHuman())
  160. return false;
  161. return false;
  162. }
  163. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  164. {
  165. for (auto player : awaitingPlayers)
  166. {
  167. if (player != which && mustActBefore(player, which))
  168. return false;
  169. }
  170. for (auto player : actingPlayers)
  171. {
  172. if (player != which && isContactAllowed(player, which))
  173. return false;
  174. }
  175. return true;
  176. }
  177. void TurnOrderProcessor::doStartNewDay()
  178. {
  179. assert(awaitingPlayers.empty());
  180. assert(actingPlayers.empty());
  181. bool activePlayer = false;
  182. for (auto player : actedPlayers)
  183. {
  184. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  185. activePlayer = true;
  186. }
  187. if(!activePlayer)
  188. {
  189. gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
  190. return;
  191. }
  192. std::swap(actedPlayers, awaitingPlayers);
  193. gameHandler->onNewTurn();
  194. updateAndNotifyContactStatus();
  195. tryStartTurnsForPlayers();
  196. }
  197. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  198. {
  199. assert(gameHandler->getPlayerState(which));
  200. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  201. //Note: on game load, "actingPlayer" might already contain list of players
  202. actingPlayers.insert(which);
  203. awaitingPlayers.erase(which);
  204. gameHandler->onPlayerTurnStarted(which);
  205. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  206. gameHandler->queries->addQuery(turnQuery);
  207. PlayerStartsTurn pst;
  208. pst.player = which;
  209. pst.queryID = turnQuery->queryID;
  210. gameHandler->sendAndApply(&pst);
  211. assert(!actingPlayers.empty());
  212. }
  213. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  214. {
  215. assert(isPlayerMakingTurn(which));
  216. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  217. actingPlayers.erase(which);
  218. actedPlayers.insert(which);
  219. PlayerEndsTurn pet;
  220. pet.player = which;
  221. gameHandler->sendAndApply(&pet);
  222. if (!awaitingPlayers.empty())
  223. tryStartTurnsForPlayers();
  224. if (actingPlayers.empty())
  225. doStartNewDay();
  226. assert(!actingPlayers.empty());
  227. }
  228. void TurnOrderProcessor::addPlayer(PlayerColor which)
  229. {
  230. awaitingPlayers.insert(which);
  231. }
  232. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  233. {
  234. awaitingPlayers.erase(which);
  235. actingPlayers.erase(which);
  236. actedPlayers.erase(which);
  237. if (!awaitingPlayers.empty())
  238. tryStartTurnsForPlayers();
  239. if (actingPlayers.empty())
  240. doStartNewDay();
  241. }
  242. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  243. {
  244. if (!isPlayerMakingTurn(which))
  245. {
  246. gameHandler->complain("Can not end turn for player that is not acting!");
  247. return false;
  248. }
  249. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  250. {
  251. gameHandler->complain("Can not end turn for player that is not in game!");
  252. return false;
  253. }
  254. if(gameHandler->queries->topQuery(which) != nullptr)
  255. {
  256. gameHandler->complain("Cannot end turn before resolving queries!");
  257. return false;
  258. }
  259. gameHandler->onPlayerTurnEnded(which);
  260. // it is possible that player have lost - e.g. spent 7 days without town
  261. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  262. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  263. doEndPlayerTurn(which);
  264. return true;
  265. }
  266. void TurnOrderProcessor::onGameStarted()
  267. {
  268. if (actingPlayers.empty())
  269. blockedContacts = computeContactStatus();
  270. // this may be game load - send notification to players that they can act
  271. auto actingPlayersCopy = actingPlayers;
  272. for (auto player : actingPlayersCopy)
  273. doStartPlayerTurn(player);
  274. tryStartTurnsForPlayers();
  275. }
  276. void TurnOrderProcessor::tryStartTurnsForPlayers()
  277. {
  278. auto awaitingPlayersCopy = awaitingPlayers;
  279. for (auto player : awaitingPlayersCopy)
  280. {
  281. if (canStartTurn(player))
  282. doStartPlayerTurn(player);
  283. }
  284. }
  285. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  286. {
  287. return vstd::contains(awaitingPlayers, which);
  288. }
  289. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  290. {
  291. return vstd::contains(actingPlayers, which);
  292. }
  293. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  294. {
  295. return vstd::contains(actedPlayers, which);
  296. }