TurnOrderProcessor.cpp 7.6 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. #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. // TODO
  27. return 28;
  28. }
  29. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  30. {
  31. // TODO
  32. return 0;
  33. }
  34. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  35. {
  36. // TODO: refactor, cleanup and optimize
  37. boost::multi_array<bool, 3> leftReachability;
  38. boost::multi_array<bool, 3> rightReachability;
  39. int3 mapSize = gameHandler->getMapSize();
  40. leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  41. rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  42. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  43. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  44. for(const auto & hero : leftInfo->heroes)
  45. {
  46. CPathsInfo out(mapSize, hero);
  47. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  48. CPathfinder pathfinder(gameHandler->gameState(), config);
  49. pathfinder.calculatePaths();
  50. for (int z = 0; z < mapSize.z; ++z)
  51. for (int y = 0; y < mapSize.y; ++y)
  52. for (int x = 0; x < mapSize.x; ++x)
  53. if (out.getNode({x,y,z})->reachable())
  54. leftReachability[z][x][y] = true;
  55. }
  56. for(const auto & hero : rightInfo->heroes)
  57. {
  58. CPathsInfo out(mapSize, hero);
  59. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  60. CPathfinder pathfinder(gameHandler->gameState(), config);
  61. pathfinder.calculatePaths();
  62. for (int z = 0; z < mapSize.z; ++z)
  63. for (int y = 0; y < mapSize.y; ++y)
  64. for (int x = 0; x < mapSize.x; ++x)
  65. if (out.getNode({x,y,z})->reachable())
  66. rightReachability[z][x][y] = true;
  67. }
  68. for (int z = 0; z < mapSize.z; ++z)
  69. for (int y = 0; y < mapSize.y; ++y)
  70. for (int x = 0; x < mapSize.x; ++x)
  71. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  72. return true;
  73. return false;
  74. }
  75. bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
  76. {
  77. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  78. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  79. assert(active != waiting);
  80. assert(activeInfo);
  81. assert(waitingInfo);
  82. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  83. {
  84. // only one AI and one human can play simultaneoulsy from single connection
  85. if (activeInfo->human == waitingInfo->human)
  86. return false;
  87. }
  88. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  89. return true;
  90. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  91. return false;
  92. if (playersInContact(active, waiting))
  93. return false;
  94. return true;
  95. }
  96. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  97. {
  98. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  99. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  100. assert(left != right);
  101. assert(leftInfo && rightInfo);
  102. if (!leftInfo)
  103. return false;
  104. if (!rightInfo)
  105. return true;
  106. if (leftInfo->isHuman() && !rightInfo->isHuman())
  107. return true;
  108. if (!leftInfo->isHuman() && rightInfo->isHuman())
  109. return false;
  110. return left < right;
  111. }
  112. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  113. {
  114. for (auto player : awaitingPlayers)
  115. {
  116. if (player != which && mustActBefore(player, which))
  117. return false;
  118. }
  119. for (auto player : actingPlayers)
  120. {
  121. if (!canActSimultaneously(player, which))
  122. return false;
  123. }
  124. return true;
  125. }
  126. void TurnOrderProcessor::doStartNewDay()
  127. {
  128. assert(awaitingPlayers.empty());
  129. assert(actingPlayers.empty());
  130. bool activePlayer = false;
  131. for (auto player : actedPlayers)
  132. {
  133. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  134. activePlayer = true;
  135. }
  136. if(!activePlayer)
  137. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  138. std::swap(actedPlayers, awaitingPlayers);
  139. gameHandler->onNewTurn();
  140. tryStartTurnsForPlayers();
  141. }
  142. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  143. {
  144. assert(gameHandler->getPlayerState(which));
  145. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  146. //Note: on game load, "actingPlayer" might already contain list of players
  147. actingPlayers.insert(which);
  148. awaitingPlayers.erase(which);
  149. gameHandler->onPlayerTurnStarted(which);
  150. auto turnQuery = std::make_shared<PlayerStartsTurnQuery>(gameHandler, which);
  151. gameHandler->queries->addQuery(turnQuery);
  152. PlayerStartsTurn pst;
  153. pst.player = which;
  154. pst.queryID = turnQuery->queryID;
  155. gameHandler->sendAndApply(&pst);
  156. assert(!actingPlayers.empty());
  157. }
  158. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  159. {
  160. assert(isPlayerMakingTurn(which));
  161. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  162. actingPlayers.erase(which);
  163. actedPlayers.insert(which);
  164. PlayerEndsTurn pet;
  165. pet.player = which;
  166. gameHandler->sendAndApply(&pet);
  167. if (!awaitingPlayers.empty())
  168. tryStartTurnsForPlayers();
  169. if (actingPlayers.empty())
  170. doStartNewDay();
  171. assert(!actingPlayers.empty());
  172. }
  173. void TurnOrderProcessor::addPlayer(PlayerColor which)
  174. {
  175. awaitingPlayers.insert(which);
  176. }
  177. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  178. {
  179. awaitingPlayers.erase(which);
  180. actingPlayers.erase(which);
  181. actedPlayers.erase(which);
  182. if (!awaitingPlayers.empty())
  183. tryStartTurnsForPlayers();
  184. if (actingPlayers.empty())
  185. doStartNewDay();
  186. assert(!actingPlayers.empty());
  187. }
  188. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  189. {
  190. if (!isPlayerMakingTurn(which))
  191. {
  192. gameHandler->complain("Can not end turn for player that is not acting!");
  193. return false;
  194. }
  195. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  196. {
  197. gameHandler->complain("Can not end turn for player that is not in game!");
  198. return false;
  199. }
  200. if(gameHandler->queries->topQuery(which) != nullptr)
  201. {
  202. gameHandler->complain("Cannot end turn before resolving queries!");
  203. return false;
  204. }
  205. gameHandler->onPlayerTurnEnded(which);
  206. // it is possible that player have lost - e.g. spent 7 days without town
  207. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  208. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  209. doEndPlayerTurn(which);
  210. return true;
  211. }
  212. void TurnOrderProcessor::onGameStarted()
  213. {
  214. // this may be game load - send notification to players that they can act
  215. auto actingPlayersCopy = actingPlayers;
  216. for (auto player : actingPlayersCopy)
  217. doStartPlayerTurn(player);
  218. tryStartTurnsForPlayers();
  219. }
  220. void TurnOrderProcessor::tryStartTurnsForPlayers()
  221. {
  222. auto awaitingPlayersCopy = awaitingPlayers;
  223. for (auto player : awaitingPlayersCopy)
  224. {
  225. if (canStartTurn(player))
  226. doStartPlayerTurn(player);
  227. }
  228. }
  229. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  230. {
  231. return vstd::contains(awaitingPlayers, which);
  232. }
  233. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  234. {
  235. return vstd::contains(actingPlayers, which);
  236. }
  237. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  238. {
  239. return vstd::contains(actedPlayers, which);
  240. }