TurnOrderProcessor.cpp 10 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/mapping/CMap.h"
  19. #include "../../lib/mapObjects/CGObjectInstance.h"
  20. #include "../../lib/gameState/CGameState.h"
  21. #include "../../lib/pathfinder/CPathfinder.h"
  22. #include "../../lib/pathfinder/PathfinderOptions.h"
  23. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  24. gameHandler(owner)
  25. {
  26. }
  27. int TurnOrderProcessor::simturnsTurnsMaxLimit() const
  28. {
  29. if (simturnsMaxDurationDays)
  30. return *simturnsMaxDurationDays;
  31. return gameHandler->getStartInfo()->simturnsInfo.optionalTurns;
  32. }
  33. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  34. {
  35. if (simturnsMinDurationDays)
  36. return *simturnsMinDurationDays;
  37. return gameHandler->getStartInfo()->simturnsInfo.requiredTurns;
  38. }
  39. std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
  40. {
  41. std::vector<PlayerPair> result;
  42. assert(actedPlayers.empty());
  43. assert(actingPlayers.empty());
  44. for (auto left : awaitingPlayers)
  45. {
  46. for(auto right : awaitingPlayers)
  47. {
  48. if (left == right)
  49. continue;
  50. if (computeCanActSimultaneously(left, right))
  51. result.push_back({left, right});
  52. }
  53. }
  54. return result;
  55. }
  56. void TurnOrderProcessor::updateAndNotifyContactStatus()
  57. {
  58. auto newBlockedContacts = computeContactStatus();
  59. if (newBlockedContacts.empty())
  60. {
  61. // Simturns between all players have ended - send single global notification
  62. if (!blockedContacts.empty())
  63. gameHandler->playerMessages->broadcastSystemMessage("Simultaneous turns have ended");
  64. }
  65. else
  66. {
  67. // Simturns between some players have ended - notify each pair
  68. for (auto const & contact : blockedContacts)
  69. {
  70. if (vstd::contains(newBlockedContacts, contact))
  71. continue;
  72. MetaString message;
  73. message.appendRawString("Simultaneous turns between players %s and %s have ended"); // FIXME: we should send MetaString itself and localize it on client side
  74. message.replaceName(contact.a);
  75. message.replaceName(contact.b);
  76. gameHandler->playerMessages->broadcastSystemMessage(message.toString());
  77. }
  78. }
  79. blockedContacts = newBlockedContacts;
  80. }
  81. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  82. {
  83. // TODO: refactor, cleanup and optimize
  84. boost::multi_array<bool, 3> leftReachability;
  85. boost::multi_array<bool, 3> rightReachability;
  86. int3 mapSize = gameHandler->getMapSize();
  87. leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  88. rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  89. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  90. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  91. for (auto obj : gameHandler->gameState()->map->objects)
  92. {
  93. if (obj && obj->isVisitable())
  94. {
  95. int3 pos = obj->visitablePos();
  96. if (obj->tempOwner == left)
  97. leftReachability[pos.z][pos.x][pos.y] = true;
  98. if (obj->tempOwner == right)
  99. rightReachability[pos.z][pos.x][pos.y] = true;
  100. }
  101. }
  102. for(const auto & hero : leftInfo->heroes)
  103. {
  104. CPathsInfo out(mapSize, hero);
  105. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  106. config->options.ignoreGuards = true;
  107. config->options.turnLimit = 1;
  108. CPathfinder pathfinder(gameHandler->gameState(), config);
  109. pathfinder.calculatePaths();
  110. for (int z = 0; z < mapSize.z; ++z)
  111. for (int y = 0; y < mapSize.y; ++y)
  112. for (int x = 0; x < mapSize.x; ++x)
  113. if (out.getNode({x,y,z})->reachable())
  114. leftReachability[z][x][y] = true;
  115. }
  116. for(const auto & hero : rightInfo->heroes)
  117. {
  118. CPathsInfo out(mapSize, hero);
  119. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  120. config->options.ignoreGuards = true;
  121. config->options.turnLimit = 1;
  122. CPathfinder pathfinder(gameHandler->gameState(), config);
  123. pathfinder.calculatePaths();
  124. for (int z = 0; z < mapSize.z; ++z)
  125. for (int y = 0; y < mapSize.y; ++y)
  126. for (int x = 0; x < mapSize.x; ++x)
  127. if (out.getNode({x,y,z})->reachable())
  128. rightReachability[z][x][y] = true;
  129. }
  130. for (int z = 0; z < mapSize.z; ++z)
  131. for (int y = 0; y < mapSize.y; ++y)
  132. for (int x = 0; x < mapSize.x; ++x)
  133. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  134. return true;
  135. return false;
  136. }
  137. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  138. {
  139. assert(active != waiting);
  140. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  141. }
  142. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  143. {
  144. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  145. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  146. assert(active != waiting);
  147. assert(activeInfo);
  148. assert(waitingInfo);
  149. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  150. {
  151. if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
  152. return false;
  153. // only one AI and one human can play simultaneoulsy from single connection
  154. if (activeInfo->human == waitingInfo->human)
  155. return false;
  156. }
  157. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  158. return true;
  159. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  160. return false;
  161. if (gameHandler->getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
  162. return true;
  163. if (playersInContact(active, waiting))
  164. return false;
  165. return true;
  166. }
  167. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  168. {
  169. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  170. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  171. assert(left != right);
  172. assert(leftInfo && rightInfo);
  173. if (!leftInfo)
  174. return false;
  175. if (!rightInfo)
  176. return true;
  177. if (leftInfo->isHuman() && !rightInfo->isHuman())
  178. return true;
  179. if (!leftInfo->isHuman() && rightInfo->isHuman())
  180. return false;
  181. return false;
  182. }
  183. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  184. {
  185. for (auto player : awaitingPlayers)
  186. {
  187. if (player != which && mustActBefore(player, which))
  188. return false;
  189. }
  190. for (auto player : actingPlayers)
  191. {
  192. if (player != which && isContactAllowed(player, which))
  193. return false;
  194. }
  195. return true;
  196. }
  197. void TurnOrderProcessor::doStartNewDay()
  198. {
  199. assert(awaitingPlayers.empty());
  200. assert(actingPlayers.empty());
  201. bool activePlayer = false;
  202. for (auto player : actedPlayers)
  203. {
  204. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  205. activePlayer = true;
  206. }
  207. if(!activePlayer)
  208. {
  209. gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
  210. return;
  211. }
  212. std::swap(actedPlayers, awaitingPlayers);
  213. gameHandler->onNewTurn();
  214. updateAndNotifyContactStatus();
  215. tryStartTurnsForPlayers();
  216. }
  217. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  218. {
  219. assert(gameHandler->getPlayerState(which));
  220. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  221. // Only if player is actually starting his turn (and not loading from save)
  222. if (!actingPlayers.count(which))
  223. gameHandler->onPlayerTurnStarted(which);
  224. actingPlayers.insert(which);
  225. awaitingPlayers.erase(which);
  226. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  227. gameHandler->queries->addQuery(turnQuery);
  228. PlayerStartsTurn pst;
  229. pst.player = which;
  230. pst.queryID = turnQuery->queryID;
  231. gameHandler->sendAndApply(&pst);
  232. assert(!actingPlayers.empty());
  233. }
  234. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  235. {
  236. assert(isPlayerMakingTurn(which));
  237. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  238. actingPlayers.erase(which);
  239. actedPlayers.insert(which);
  240. PlayerEndsTurn pet;
  241. pet.player = which;
  242. gameHandler->sendAndApply(&pet);
  243. if (!awaitingPlayers.empty())
  244. tryStartTurnsForPlayers();
  245. if (actingPlayers.empty())
  246. doStartNewDay();
  247. assert(!actingPlayers.empty());
  248. }
  249. void TurnOrderProcessor::addPlayer(PlayerColor which)
  250. {
  251. awaitingPlayers.insert(which);
  252. }
  253. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  254. {
  255. awaitingPlayers.erase(which);
  256. actingPlayers.erase(which);
  257. actedPlayers.erase(which);
  258. if (!awaitingPlayers.empty())
  259. tryStartTurnsForPlayers();
  260. if (actingPlayers.empty())
  261. doStartNewDay();
  262. }
  263. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  264. {
  265. if (!isPlayerMakingTurn(which))
  266. {
  267. gameHandler->complain("Can not end turn for player that is not acting!");
  268. return false;
  269. }
  270. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  271. {
  272. gameHandler->complain("Can not end turn for player that is not in game!");
  273. return false;
  274. }
  275. if(gameHandler->queries->topQuery(which) != nullptr)
  276. {
  277. gameHandler->complain("Cannot end turn before resolving queries!");
  278. return false;
  279. }
  280. gameHandler->onPlayerTurnEnded(which);
  281. // it is possible that player have lost - e.g. spent 7 days without town
  282. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  283. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  284. doEndPlayerTurn(which);
  285. return true;
  286. }
  287. void TurnOrderProcessor::onGameStarted()
  288. {
  289. if (actingPlayers.empty())
  290. blockedContacts = computeContactStatus();
  291. // this may be game load - send notification to players that they can act
  292. auto actingPlayersCopy = actingPlayers;
  293. for (auto player : actingPlayersCopy)
  294. doStartPlayerTurn(player);
  295. tryStartTurnsForPlayers();
  296. }
  297. void TurnOrderProcessor::tryStartTurnsForPlayers()
  298. {
  299. auto awaitingPlayersCopy = awaitingPlayers;
  300. for (auto player : awaitingPlayersCopy)
  301. {
  302. if (canStartTurn(player))
  303. doStartPlayerTurn(player);
  304. }
  305. }
  306. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  307. {
  308. return vstd::contains(awaitingPlayers, which);
  309. }
  310. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  311. {
  312. return vstd::contains(actingPlayers, which);
  313. }
  314. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  315. {
  316. return vstd::contains(actedPlayers, which);
  317. }
  318. void TurnOrderProcessor::setMinSimturnsDuration(int days)
  319. {
  320. simturnsMinDurationDays = gameHandler->getDate(Date::DAY) + days;
  321. }
  322. void TurnOrderProcessor::setMaxSimturnsDuration(int days)
  323. {
  324. simturnsMaxDurationDays = gameHandler->getDate(Date::DAY) + days;
  325. }