TurnOrderProcessor.cpp 5.7 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. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  19. gameHandler(owner)
  20. {
  21. }
  22. int TurnOrderProcessor::simturnsTurnsLimit() const
  23. {
  24. // TODO
  25. return 7;
  26. }
  27. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  28. {
  29. // TODO
  30. return false;
  31. }
  32. bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
  33. {
  34. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  35. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  36. assert(active != waiting);
  37. assert(activeInfo);
  38. assert(waitingInfo);
  39. if (gameHandler->getDate(Date::DAY) > simturnsTurnsLimit())
  40. return false;
  41. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  42. {
  43. // only one AI and one human can play simultaneoulsy from single connection
  44. if (activeInfo->human == waitingInfo->human)
  45. return false;
  46. }
  47. if (playersInContact(active, waiting))
  48. return false;
  49. return true;
  50. }
  51. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  52. {
  53. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  54. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  55. assert(left != right);
  56. assert(leftInfo && rightInfo);
  57. if (!leftInfo)
  58. return false;
  59. if (!rightInfo)
  60. return true;
  61. if (leftInfo->isHuman() && !rightInfo->isHuman())
  62. return true;
  63. if (!leftInfo->isHuman() && rightInfo->isHuman())
  64. return false;
  65. return left < right;
  66. }
  67. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  68. {
  69. for (auto player : awaitingPlayers)
  70. {
  71. if (player != which && mustActBefore(player, which))
  72. return false;
  73. }
  74. for (auto player : actingPlayers)
  75. {
  76. if (!canActSimultaneously(player, which))
  77. return false;
  78. }
  79. return true;
  80. }
  81. void TurnOrderProcessor::doStartNewDay()
  82. {
  83. assert(awaitingPlayers.empty());
  84. assert(actingPlayers.empty());
  85. bool activePlayer = false;
  86. for (auto player : actedPlayers)
  87. {
  88. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  89. activePlayer = true;
  90. }
  91. if(!activePlayer)
  92. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  93. std::swap(actedPlayers, awaitingPlayers);
  94. gameHandler->onNewTurn();
  95. tryStartTurnsForPlayers();
  96. }
  97. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  98. {
  99. assert(gameHandler->getPlayerState(which));
  100. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  101. //Note: on game load, "actingPlayer" might already contain list of players
  102. actingPlayers.insert(which);
  103. awaitingPlayers.erase(which);
  104. gameHandler->onPlayerTurnStarted(which);
  105. auto turnQuery = std::make_shared<PlayerStartsTurnQuery>(gameHandler, which);
  106. gameHandler->queries->addQuery(turnQuery);
  107. PlayerStartsTurn pst;
  108. pst.player = which;
  109. pst.queryID = turnQuery->queryID;
  110. gameHandler->sendAndApply(&pst);
  111. assert(!actingPlayers.empty());
  112. }
  113. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  114. {
  115. assert(isPlayerMakingTurn(which));
  116. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  117. actingPlayers.erase(which);
  118. actedPlayers.insert(which);
  119. PlayerEndsTurn pet;
  120. pet.player = which;
  121. gameHandler->sendAndApply(&pet);
  122. if (!awaitingPlayers.empty())
  123. tryStartTurnsForPlayers();
  124. if (actingPlayers.empty())
  125. doStartNewDay();
  126. assert(!actingPlayers.empty());
  127. }
  128. void TurnOrderProcessor::addPlayer(PlayerColor which)
  129. {
  130. awaitingPlayers.insert(which);
  131. }
  132. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  133. {
  134. awaitingPlayers.erase(which);
  135. actingPlayers.erase(which);
  136. actedPlayers.erase(which);
  137. if (!awaitingPlayers.empty())
  138. tryStartTurnsForPlayers();
  139. if (actingPlayers.empty())
  140. doStartNewDay();
  141. assert(!actingPlayers.empty());
  142. }
  143. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  144. {
  145. if (!isPlayerMakingTurn(which))
  146. {
  147. gameHandler->complain("Can not end turn for player that is not acting!");
  148. return false;
  149. }
  150. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  151. {
  152. gameHandler->complain("Can not end turn for player that is not in game!");
  153. return false;
  154. }
  155. if(gameHandler->queries->topQuery(which) != nullptr)
  156. {
  157. gameHandler->complain("Cannot end turn before resolving queries!");
  158. return false;
  159. }
  160. gameHandler->onPlayerTurnEnded(which);
  161. // it is possible that player have lost - e.g. spent 7 days without town
  162. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  163. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  164. doEndPlayerTurn(which);
  165. return true;
  166. }
  167. void TurnOrderProcessor::onGameStarted()
  168. {
  169. // this may be game load - send notification to players that they can act
  170. auto actingPlayersCopy = actingPlayers;
  171. for (auto player : actingPlayersCopy)
  172. doStartPlayerTurn(player);
  173. tryStartTurnsForPlayers();
  174. }
  175. void TurnOrderProcessor::tryStartTurnsForPlayers()
  176. {
  177. auto awaitingPlayersCopy = awaitingPlayers;
  178. for (auto player : awaitingPlayersCopy)
  179. {
  180. if (canStartTurn(player))
  181. doStartPlayerTurn(player);
  182. }
  183. }
  184. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  185. {
  186. return vstd::contains(awaitingPlayers, which);
  187. }
  188. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  189. {
  190. return vstd::contains(actingPlayers, which);
  191. }
  192. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  193. {
  194. return vstd::contains(actedPlayers, which);
  195. }