TurnOrderProcessor.cpp 9.4 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. CPathfinder pathfinder(gameHandler->gameState(), config);
  90. pathfinder.calculatePaths();
  91. for (int z = 0; z < mapSize.z; ++z)
  92. for (int y = 0; y < mapSize.y; ++y)
  93. for (int x = 0; x < mapSize.x; ++x)
  94. if (out.getNode({x,y,z})->reachable())
  95. leftReachability[z][x][y] = true;
  96. }
  97. for(const auto & hero : rightInfo->heroes)
  98. {
  99. CPathsInfo out(mapSize, hero);
  100. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  101. config->options.ignoreGuards = true;
  102. CPathfinder pathfinder(gameHandler->gameState(), config);
  103. pathfinder.calculatePaths();
  104. for (int z = 0; z < mapSize.z; ++z)
  105. for (int y = 0; y < mapSize.y; ++y)
  106. for (int x = 0; x < mapSize.x; ++x)
  107. if (out.getNode({x,y,z})->reachable())
  108. rightReachability[z][x][y] = true;
  109. }
  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 (leftReachability[z][x][y] && rightReachability[z][x][y])
  114. return true;
  115. return false;
  116. }
  117. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  118. {
  119. assert(active != waiting);
  120. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  121. }
  122. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  123. {
  124. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  125. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  126. assert(active != waiting);
  127. assert(activeInfo);
  128. assert(waitingInfo);
  129. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  130. {
  131. if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
  132. return false;
  133. // only one AI and one human can play simultaneoulsy from single connection
  134. if (activeInfo->human == waitingInfo->human)
  135. return false;
  136. }
  137. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  138. return true;
  139. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  140. return false;
  141. if (playersInContact(active, waiting))
  142. return false;
  143. return true;
  144. }
  145. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  146. {
  147. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  148. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  149. assert(left != right);
  150. assert(leftInfo && rightInfo);
  151. if (!leftInfo)
  152. return false;
  153. if (!rightInfo)
  154. return true;
  155. if (leftInfo->isHuman() && !rightInfo->isHuman())
  156. return true;
  157. if (!leftInfo->isHuman() && rightInfo->isHuman())
  158. return false;
  159. return false;
  160. }
  161. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  162. {
  163. for (auto player : awaitingPlayers)
  164. {
  165. if (player != which && mustActBefore(player, which))
  166. return false;
  167. }
  168. for (auto player : actingPlayers)
  169. {
  170. if (player != which && isContactAllowed(player, which))
  171. return false;
  172. }
  173. return true;
  174. }
  175. void TurnOrderProcessor::doStartNewDay()
  176. {
  177. assert(awaitingPlayers.empty());
  178. assert(actingPlayers.empty());
  179. bool activePlayer = false;
  180. for (auto player : actedPlayers)
  181. {
  182. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  183. activePlayer = true;
  184. }
  185. if(!activePlayer)
  186. {
  187. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  188. return;
  189. }
  190. std::swap(actedPlayers, awaitingPlayers);
  191. gameHandler->onNewTurn();
  192. updateAndNotifyContactStatus();
  193. tryStartTurnsForPlayers();
  194. }
  195. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  196. {
  197. assert(gameHandler->getPlayerState(which));
  198. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  199. //Note: on game load, "actingPlayer" might already contain list of players
  200. actingPlayers.insert(which);
  201. awaitingPlayers.erase(which);
  202. gameHandler->onPlayerTurnStarted(which);
  203. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  204. gameHandler->queries->addQuery(turnQuery);
  205. PlayerStartsTurn pst;
  206. pst.player = which;
  207. pst.queryID = turnQuery->queryID;
  208. gameHandler->sendAndApply(&pst);
  209. assert(!actingPlayers.empty());
  210. }
  211. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  212. {
  213. assert(isPlayerMakingTurn(which));
  214. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  215. actingPlayers.erase(which);
  216. actedPlayers.insert(which);
  217. PlayerEndsTurn pet;
  218. pet.player = which;
  219. gameHandler->sendAndApply(&pet);
  220. if (!awaitingPlayers.empty())
  221. tryStartTurnsForPlayers();
  222. if (actingPlayers.empty())
  223. doStartNewDay();
  224. assert(!actingPlayers.empty());
  225. }
  226. void TurnOrderProcessor::addPlayer(PlayerColor which)
  227. {
  228. awaitingPlayers.insert(which);
  229. }
  230. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  231. {
  232. awaitingPlayers.erase(which);
  233. actingPlayers.erase(which);
  234. actedPlayers.erase(which);
  235. if (!awaitingPlayers.empty())
  236. tryStartTurnsForPlayers();
  237. if (actingPlayers.empty())
  238. doStartNewDay();
  239. }
  240. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  241. {
  242. if (!isPlayerMakingTurn(which))
  243. {
  244. gameHandler->complain("Can not end turn for player that is not acting!");
  245. return false;
  246. }
  247. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  248. {
  249. gameHandler->complain("Can not end turn for player that is not in game!");
  250. return false;
  251. }
  252. if(gameHandler->queries->topQuery(which) != nullptr)
  253. {
  254. gameHandler->complain("Cannot end turn before resolving queries!");
  255. return false;
  256. }
  257. gameHandler->onPlayerTurnEnded(which);
  258. // it is possible that player have lost - e.g. spent 7 days without town
  259. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  260. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  261. doEndPlayerTurn(which);
  262. return true;
  263. }
  264. void TurnOrderProcessor::onGameStarted()
  265. {
  266. if (actingPlayers.empty())
  267. blockedContacts = computeContactStatus();
  268. // this may be game load - send notification to players that they can act
  269. auto actingPlayersCopy = actingPlayers;
  270. for (auto player : actingPlayersCopy)
  271. doStartPlayerTurn(player);
  272. tryStartTurnsForPlayers();
  273. }
  274. void TurnOrderProcessor::tryStartTurnsForPlayers()
  275. {
  276. auto awaitingPlayersCopy = awaitingPlayers;
  277. for (auto player : awaitingPlayersCopy)
  278. {
  279. if (canStartTurn(player))
  280. doStartPlayerTurn(player);
  281. }
  282. }
  283. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  284. {
  285. return vstd::contains(awaitingPlayers, which);
  286. }
  287. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  288. {
  289. return vstd::contains(actingPlayers, which);
  290. }
  291. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  292. {
  293. return vstd::contains(actedPlayers, which);
  294. }