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- /*
- * TurnOrderProcessor.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "TurnOrderProcessor.h"
- #include "PlayerMessageProcessor.h"
- #include "../queries/QueriesProcessor.h"
- #include "../queries/MapQueries.h"
- #include "../CGameHandler.h"
- #include "../CVCMIServer.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/mapObjects/CGObjectInstance.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/pathfinder/CPathfinder.h"
- #include "../../lib/pathfinder/PathfinderOptions.h"
- TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
- gameHandler(owner)
- {
- }
- int TurnOrderProcessor::simturnsTurnsMaxLimit() const
- {
- if (simturnsMaxDurationDays)
- return *simturnsMaxDurationDays;
- return gameHandler->gameInfo().getStartInfo()->simturnsInfo.optionalTurns;
- }
- int TurnOrderProcessor::simturnsTurnsMinLimit() const
- {
- if (simturnsMinDurationDays)
- return *simturnsMinDurationDays;
- return gameHandler->gameInfo().getStartInfo()->simturnsInfo.requiredTurns;
- }
- std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
- {
- std::vector<PlayerPair> result;
- assert(actedPlayers.empty());
- assert(actingPlayers.empty());
- for (auto left : awaitingPlayers)
- {
- for(auto right : awaitingPlayers)
- {
- if (left == right)
- continue;
- if (computeCanActSimultaneously(left, right))
- result.push_back({left, right});
- }
- }
- return result;
- }
- void TurnOrderProcessor::updateAndNotifyContactStatus()
- {
- auto newBlockedContacts = computeContactStatus();
- if (newBlockedContacts.empty())
- {
- // Simturns between all players have ended - send single global notification
- if (!blockedContacts.empty())
- gameHandler->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.simturn.end"));
- }
- else
- {
- // Simturns between some players have ended - notify each pair
- for (auto const & contact : blockedContacts)
- {
- if (vstd::contains(newBlockedContacts, contact))
- continue;
- MetaString message;
- message.appendTextID("vcmi.broadcast.simturn.endBetween");
- message.replaceName(contact.a);
- message.replaceName(contact.b);
- gameHandler->playerMessages->broadcastSystemMessage(message);
- }
- }
- blockedContacts = newBlockedContacts;
- }
- bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
- {
- // TODO: refactor, cleanup and optimize
- boost::multi_array<bool, 3> leftReachability;
- boost::multi_array<bool, 3> rightReachability;
- int3 mapSize = gameHandler->gameInfo().getMapSize();
- leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
- rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
- const auto * leftInfo = gameHandler->gameInfo().getPlayerState(left, false);
- const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
- for (auto obj : gameHandler->gameState().getMap().getObjects())
- {
- if (obj->asOwnable())
- {
- int3 pos = obj->visitablePos();
- if (obj->getOwner() == left)
- leftReachability[pos.z][pos.x][pos.y] = true;
- if (obj->getOwner() == right)
- rightReachability[pos.z][pos.x][pos.y] = true;
- }
- }
- for(const auto & hero : leftInfo->getHeroes())
- {
- CPathsInfo out(mapSize, hero);
- auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
- config->options.ignoreGuards = true;
- config->options.turnLimit = 1;
- CPathfinder pathfinder(gameHandler->gameState(), config);
- pathfinder.calculatePaths();
- for (int z = 0; z < mapSize.z; ++z)
- for (int y = 0; y < mapSize.y; ++y)
- for (int x = 0; x < mapSize.x; ++x)
- if (out.getNode({x,y,z})->reachable())
- leftReachability[z][x][y] = true;
- }
- for(const auto & hero : rightInfo->getHeroes())
- {
- CPathsInfo out(mapSize, hero);
- auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
- config->options.ignoreGuards = true;
- config->options.turnLimit = 1;
- CPathfinder pathfinder(gameHandler->gameState(), config);
- pathfinder.calculatePaths();
- for (int z = 0; z < mapSize.z; ++z)
- for (int y = 0; y < mapSize.y; ++y)
- for (int x = 0; x < mapSize.x; ++x)
- if (out.getNode({x,y,z})->reachable())
- rightReachability[z][x][y] = true;
- }
- for (int z = 0; z < mapSize.z; ++z)
- for (int y = 0; y < mapSize.y; ++y)
- for (int x = 0; x < mapSize.x; ++x)
- if (leftReachability[z][x][y] && rightReachability[z][x][y])
- return true;
- return false;
- }
- bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
- {
- assert(active != waiting);
- return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
- }
- bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
- {
- const auto * activeInfo = gameHandler->gameInfo().getPlayerState(active, false);
- const auto * waitingInfo = gameHandler->gameInfo().getPlayerState(waiting, false);
- assert(active != waiting);
- assert(activeInfo);
- assert(waitingInfo);
- if (activeInfo->human != waitingInfo->human)
- {
- // only one AI and one human can play simultaneously from single connection
- if (!gameHandler->gameInfo().getStartInfo()->simturnsInfo.allowHumanWithAI)
- return false;
- }
- else
- {
- // two AI or two humans in hotseat can't play at the same time
- if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
- return false;
- }
- if (gameHandler->gameInfo().getDate(Date::DAY) < simturnsTurnsMinLimit())
- return true;
- if (gameHandler->gameInfo().getDate(Date::DAY) > simturnsTurnsMaxLimit())
- return false;
- if (gameHandler->gameInfo().getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
- return true;
- if (playersInContact(active, waiting))
- return false;
- return true;
- }
- bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
- {
- const auto * leftInfo = gameHandler->gameInfo().getPlayerState(left, false);
- const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
- assert(left != right);
- assert(leftInfo && rightInfo);
- if (!leftInfo)
- return false;
- if (!rightInfo)
- return true;
- if (leftInfo->isHuman() && !rightInfo->isHuman())
- return true;
- if (!leftInfo->isHuman() && rightInfo->isHuman())
- return false;
- return false;
- }
- bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
- {
- for (auto player : awaitingPlayers)
- {
- if (player != which && mustActBefore(player, which))
- return false;
- }
- for (auto player : actingPlayers)
- {
- if (player != which && isContactAllowed(player, which))
- return false;
- }
- return true;
- }
- void TurnOrderProcessor::doStartNewDay()
- {
- assert(awaitingPlayers.empty());
- assert(actingPlayers.empty());
- gameHandler->onNewTurn();
- bool activePlayer = false;
- for (auto player : actedPlayers)
- {
- if (gameHandler->gameInfo().getPlayerState(player)->status == EPlayerStatus::INGAME)
- activePlayer = true;
- }
- if(!activePlayer)
- {
- gameHandler->gameServer().setState(EServerState::SHUTDOWN);
- return;
- }
- std::swap(actedPlayers, awaitingPlayers);
- updateAndNotifyContactStatus();
- tryStartTurnsForPlayers();
- }
- void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
- {
- assert(gameHandler->gameInfo().getPlayerState(which));
- assert(gameHandler->gameInfo().getPlayerState(which)->status == EPlayerStatus::INGAME);
- // Only if player is actually starting his turn (and not loading from save)
- if (!actingPlayers.count(which))
- gameHandler->onPlayerTurnStarted(which);
- actingPlayers.insert(which);
- awaitingPlayers.erase(which);
- auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
- gameHandler->queries->addQuery(turnQuery);
- PlayerStartsTurn pst;
- pst.player = which;
- pst.queryID = turnQuery->queryID;
- gameHandler->sendAndApply(pst);
- assert(!actingPlayers.empty());
- }
- void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
- {
- assert(isPlayerMakingTurn(which));
- assert(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME);
- actingPlayers.erase(which);
- actedPlayers.insert(which);
- PlayerEndsTurn pet;
- pet.player = which;
- gameHandler->sendAndApply(pet);
- if (!awaitingPlayers.empty())
- tryStartTurnsForPlayers();
- if (actingPlayers.empty())
- doStartNewDay();
- assert(!actingPlayers.empty());
- }
- void TurnOrderProcessor::addPlayer(PlayerColor which)
- {
- awaitingPlayers.insert(which);
- }
- void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
- {
- awaitingPlayers.erase(which);
- actingPlayers.erase(which);
- actedPlayers.erase(which);
- if (!awaitingPlayers.empty())
- tryStartTurnsForPlayers();
- if (actingPlayers.empty())
- doStartNewDay();
- }
- bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
- {
- if (!isPlayerMakingTurn(which))
- {
- gameHandler->complain("Can not end turn for player that is not acting!");
- return false;
- }
- if(gameHandler->gameInfo().getPlayerStatus(which) != EPlayerStatus::INGAME)
- {
- gameHandler->complain("Can not end turn for player that is not in game!");
- return false;
- }
- if(gameHandler->queries->topQuery(which) != nullptr)
- {
- gameHandler->complain("Cannot end turn before resolving queries!");
- return false;
- }
- gameHandler->onPlayerTurnEnded(which);
- // it is possible that player have lost - e.g. spent 7 days without town
- // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
- if(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME)
- doEndPlayerTurn(which);
- return true;
- }
- void TurnOrderProcessor::onGameStarted()
- {
- if (actingPlayers.empty())
- blockedContacts = computeContactStatus();
- // this may be game load - send notification to players that they can act
- auto actingPlayersCopy = actingPlayers;
- for (auto player : actingPlayersCopy)
- doStartPlayerTurn(player);
- tryStartTurnsForPlayers();
- }
- void TurnOrderProcessor::tryStartTurnsForPlayers()
- {
- auto awaitingPlayersCopy = awaitingPlayers;
- for (auto player : awaitingPlayersCopy)
- {
- if (canStartTurn(player))
- doStartPlayerTurn(player);
- }
- }
- bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
- {
- return vstd::contains(awaitingPlayers, which);
- }
- bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
- {
- return vstd::contains(actingPlayers, which);
- }
- bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
- {
- return vstd::contains(actedPlayers, which);
- }
- void TurnOrderProcessor::setMinSimturnsDuration(int days)
- {
- simturnsMinDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
- }
- void TurnOrderProcessor::setMaxSimturnsDuration(int days)
- {
- simturnsMaxDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
- }
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