TurnOrderProcessor.cpp 11 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->gameInfo().getStartInfo()->simturnsInfo.optionalTurns;
  32. }
  33. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  34. {
  35. if (simturnsMinDurationDays)
  36. return *simturnsMinDurationDays;
  37. return gameHandler->gameInfo().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(MetaString::createFromTextID("vcmi.broadcast.simturn.end"));
  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.appendTextID("vcmi.broadcast.simturn.endBetween");
  74. message.replaceName(contact.a);
  75. message.replaceName(contact.b);
  76. gameHandler->playerMessages->broadcastSystemMessage(message);
  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->gameInfo().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->gameInfo().getPlayerState(left, false);
  90. const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
  91. for (auto obj : gameHandler->gameState().getMap().getObjects())
  92. {
  93. if (obj->asOwnable())
  94. {
  95. int3 pos = obj->visitablePos();
  96. if (obj->getOwner() == left)
  97. leftReachability[pos.z][pos.x][pos.y] = true;
  98. if (obj->getOwner() == right)
  99. rightReachability[pos.z][pos.x][pos.y] = true;
  100. }
  101. }
  102. for(const auto & hero : leftInfo->getHeroes())
  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->getHeroes())
  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->gameInfo().getPlayerState(active, false);
  145. const auto * waitingInfo = gameHandler->gameInfo().getPlayerState(waiting, false);
  146. assert(active != waiting);
  147. assert(activeInfo);
  148. assert(waitingInfo);
  149. if (activeInfo->human != waitingInfo->human)
  150. {
  151. // only one AI and one human can play simultaneously from single connection
  152. if (!gameHandler->gameInfo().getStartInfo()->simturnsInfo.allowHumanWithAI)
  153. return false;
  154. }
  155. else
  156. {
  157. // two AI or two humans in hotseat can't play at the same time
  158. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  159. return false;
  160. }
  161. if (gameHandler->gameInfo().getDate(Date::DAY) < simturnsTurnsMinLimit())
  162. return true;
  163. if (gameHandler->gameInfo().getDate(Date::DAY) > simturnsTurnsMaxLimit())
  164. return false;
  165. if (gameHandler->gameInfo().getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
  166. return true;
  167. if (playersInContact(active, waiting))
  168. return false;
  169. return true;
  170. }
  171. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  172. {
  173. const auto * leftInfo = gameHandler->gameInfo().getPlayerState(left, false);
  174. const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
  175. assert(left != right);
  176. assert(leftInfo && rightInfo);
  177. if (!leftInfo)
  178. return false;
  179. if (!rightInfo)
  180. return true;
  181. if (leftInfo->isHuman() && !rightInfo->isHuman())
  182. return true;
  183. if (!leftInfo->isHuman() && rightInfo->isHuman())
  184. return false;
  185. return false;
  186. }
  187. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  188. {
  189. for (auto player : awaitingPlayers)
  190. {
  191. if (player != which && mustActBefore(player, which))
  192. return false;
  193. }
  194. for (auto player : actingPlayers)
  195. {
  196. if (player != which && isContactAllowed(player, which))
  197. return false;
  198. }
  199. return true;
  200. }
  201. void TurnOrderProcessor::doStartNewDay()
  202. {
  203. assert(awaitingPlayers.empty());
  204. assert(actingPlayers.empty());
  205. gameHandler->onNewTurn();
  206. bool activePlayer = false;
  207. for (auto player : actedPlayers)
  208. {
  209. if (gameHandler->gameInfo().getPlayerState(player)->status == EPlayerStatus::INGAME)
  210. activePlayer = true;
  211. }
  212. if(!activePlayer)
  213. {
  214. gameHandler->gameServer().setState(EServerState::SHUTDOWN);
  215. return;
  216. }
  217. std::swap(actedPlayers, awaitingPlayers);
  218. updateAndNotifyContactStatus();
  219. tryStartTurnsForPlayers();
  220. }
  221. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  222. {
  223. assert(gameHandler->gameInfo().getPlayerState(which));
  224. assert(gameHandler->gameInfo().getPlayerState(which)->status == EPlayerStatus::INGAME);
  225. // Only if player is actually starting his turn (and not loading from save)
  226. if (!actingPlayers.count(which))
  227. gameHandler->onPlayerTurnStarted(which);
  228. actingPlayers.insert(which);
  229. awaitingPlayers.erase(which);
  230. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  231. gameHandler->queries->addQuery(turnQuery);
  232. PlayerStartsTurn pst;
  233. pst.player = which;
  234. pst.queryID = turnQuery->queryID;
  235. gameHandler->sendAndApply(pst);
  236. assert(!actingPlayers.empty());
  237. }
  238. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  239. {
  240. assert(isPlayerMakingTurn(which));
  241. assert(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME);
  242. actingPlayers.erase(which);
  243. actedPlayers.insert(which);
  244. PlayerEndsTurn pet;
  245. pet.player = which;
  246. gameHandler->sendAndApply(pet);
  247. if (!awaitingPlayers.empty())
  248. tryStartTurnsForPlayers();
  249. if (actingPlayers.empty())
  250. doStartNewDay();
  251. assert(!actingPlayers.empty());
  252. }
  253. void TurnOrderProcessor::addPlayer(PlayerColor which)
  254. {
  255. awaitingPlayers.insert(which);
  256. }
  257. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  258. {
  259. awaitingPlayers.erase(which);
  260. actingPlayers.erase(which);
  261. actedPlayers.erase(which);
  262. if (!awaitingPlayers.empty())
  263. tryStartTurnsForPlayers();
  264. if (actingPlayers.empty())
  265. doStartNewDay();
  266. }
  267. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  268. {
  269. if (!isPlayerMakingTurn(which))
  270. {
  271. gameHandler->complain("Can not end turn for player that is not acting!");
  272. return false;
  273. }
  274. if(gameHandler->gameInfo().getPlayerStatus(which) != EPlayerStatus::INGAME)
  275. {
  276. gameHandler->complain("Can not end turn for player that is not in game!");
  277. return false;
  278. }
  279. if(gameHandler->queries->topQuery(which) != nullptr)
  280. {
  281. gameHandler->complain("Cannot end turn before resolving queries!");
  282. return false;
  283. }
  284. gameHandler->onPlayerTurnEnded(which);
  285. // it is possible that player have lost - e.g. spent 7 days without town
  286. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  287. if(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME)
  288. doEndPlayerTurn(which);
  289. return true;
  290. }
  291. void TurnOrderProcessor::onGameStarted()
  292. {
  293. if (actingPlayers.empty())
  294. blockedContacts = computeContactStatus();
  295. // this may be game load - send notification to players that they can act
  296. auto actingPlayersCopy = actingPlayers;
  297. for (auto player : actingPlayersCopy)
  298. doStartPlayerTurn(player);
  299. tryStartTurnsForPlayers();
  300. }
  301. void TurnOrderProcessor::tryStartTurnsForPlayers()
  302. {
  303. auto awaitingPlayersCopy = awaitingPlayers;
  304. for (auto player : awaitingPlayersCopy)
  305. {
  306. if (canStartTurn(player))
  307. doStartPlayerTurn(player);
  308. }
  309. }
  310. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  311. {
  312. return vstd::contains(awaitingPlayers, which);
  313. }
  314. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  315. {
  316. return vstd::contains(actingPlayers, which);
  317. }
  318. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  319. {
  320. return vstd::contains(actedPlayers, which);
  321. }
  322. void TurnOrderProcessor::setMinSimturnsDuration(int days)
  323. {
  324. simturnsMinDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
  325. }
  326. void TurnOrderProcessor::setMaxSimturnsDuration(int days)
  327. {
  328. simturnsMaxDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
  329. }