TurnOrderProcessor.cpp 10 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. return gameHandler->getStartInfo()->simturnsInfo.optionalTurns;
  30. }
  31. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  32. {
  33. return gameHandler->getStartInfo()->simturnsInfo.requiredTurns;
  34. }
  35. std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
  36. {
  37. std::vector<PlayerPair> result;
  38. assert(actedPlayers.empty());
  39. assert(actingPlayers.empty());
  40. for (auto left : awaitingPlayers)
  41. {
  42. for(auto right : awaitingPlayers)
  43. {
  44. if (left == right)
  45. continue;
  46. if (computeCanActSimultaneously(left, right))
  47. result.push_back({left, right});
  48. }
  49. }
  50. return result;
  51. }
  52. void TurnOrderProcessor::updateAndNotifyContactStatus()
  53. {
  54. auto newBlockedContacts = computeContactStatus();
  55. if (newBlockedContacts.empty())
  56. {
  57. // Simturns between all players have ended - send single global notification
  58. if (!blockedContacts.empty())
  59. gameHandler->playerMessages->broadcastSystemMessage("Simultaneous turns have ended");
  60. }
  61. else
  62. {
  63. // Simturns between some players have ended - notify each pair
  64. for (auto const & contact : blockedContacts)
  65. {
  66. if (vstd::contains(newBlockedContacts, contact))
  67. continue;
  68. MetaString message;
  69. message.appendRawString("Simultaneous turns between players %s and %s have ended"); // FIXME: we should send MetaString itself and localize it on client side
  70. message.replaceName(contact.a);
  71. message.replaceName(contact.b);
  72. gameHandler->playerMessages->broadcastSystemMessage(message.toString());
  73. }
  74. }
  75. blockedContacts = newBlockedContacts;
  76. }
  77. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  78. {
  79. // TODO: refactor, cleanup and optimize
  80. boost::multi_array<bool, 3> leftReachability;
  81. boost::multi_array<bool, 3> rightReachability;
  82. int3 mapSize = gameHandler->getMapSize();
  83. leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  84. rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  85. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  86. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  87. for (auto obj : gameHandler->gameState()->map->objects)
  88. {
  89. if (obj && obj->isVisitable())
  90. {
  91. int3 pos = obj->visitablePos();
  92. if (obj->tempOwner == left)
  93. leftReachability[pos.z][pos.x][pos.y] = true;
  94. if (obj->tempOwner == right)
  95. rightReachability[pos.z][pos.x][pos.y] = true;
  96. }
  97. }
  98. for(const auto & hero : leftInfo->heroes)
  99. {
  100. CPathsInfo out(mapSize, hero);
  101. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  102. config->options.ignoreGuards = true;
  103. config->options.turnLimit = 1;
  104. CPathfinder pathfinder(gameHandler->gameState(), config);
  105. pathfinder.calculatePaths();
  106. for (int z = 0; z < mapSize.z; ++z)
  107. for (int y = 0; y < mapSize.y; ++y)
  108. for (int x = 0; x < mapSize.x; ++x)
  109. if (out.getNode({x,y,z})->reachable())
  110. leftReachability[z][x][y] = true;
  111. }
  112. for(const auto & hero : rightInfo->heroes)
  113. {
  114. CPathsInfo out(mapSize, hero);
  115. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  116. config->options.ignoreGuards = true;
  117. config->options.turnLimit = 1;
  118. CPathfinder pathfinder(gameHandler->gameState(), config);
  119. pathfinder.calculatePaths();
  120. for (int z = 0; z < mapSize.z; ++z)
  121. for (int y = 0; y < mapSize.y; ++y)
  122. for (int x = 0; x < mapSize.x; ++x)
  123. if (out.getNode({x,y,z})->reachable())
  124. rightReachability[z][x][y] = true;
  125. }
  126. for (int z = 0; z < mapSize.z; ++z)
  127. for (int y = 0; y < mapSize.y; ++y)
  128. for (int x = 0; x < mapSize.x; ++x)
  129. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  130. return true;
  131. return false;
  132. }
  133. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  134. {
  135. assert(active != waiting);
  136. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  137. }
  138. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  139. {
  140. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  141. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  142. assert(active != waiting);
  143. assert(activeInfo);
  144. assert(waitingInfo);
  145. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  146. {
  147. if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
  148. return false;
  149. // only one AI and one human can play simultaneoulsy from single connection
  150. if (activeInfo->human == waitingInfo->human)
  151. return false;
  152. }
  153. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  154. return true;
  155. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  156. return false;
  157. if (gameHandler->getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
  158. return true;
  159. if (playersInContact(active, waiting))
  160. return false;
  161. return true;
  162. }
  163. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  164. {
  165. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  166. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  167. assert(left != right);
  168. assert(leftInfo && rightInfo);
  169. if (!leftInfo)
  170. return false;
  171. if (!rightInfo)
  172. return true;
  173. if (leftInfo->isHuman() && !rightInfo->isHuman())
  174. return true;
  175. if (!leftInfo->isHuman() && rightInfo->isHuman())
  176. return false;
  177. return false;
  178. }
  179. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  180. {
  181. for (auto player : awaitingPlayers)
  182. {
  183. if (player != which && mustActBefore(player, which))
  184. return false;
  185. }
  186. for (auto player : actingPlayers)
  187. {
  188. if (player != which && isContactAllowed(player, which))
  189. return false;
  190. }
  191. return true;
  192. }
  193. void TurnOrderProcessor::doStartNewDay()
  194. {
  195. assert(awaitingPlayers.empty());
  196. assert(actingPlayers.empty());
  197. bool activePlayer = false;
  198. for (auto player : actedPlayers)
  199. {
  200. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  201. activePlayer = true;
  202. }
  203. if(!activePlayer)
  204. {
  205. gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
  206. return;
  207. }
  208. std::swap(actedPlayers, awaitingPlayers);
  209. gameHandler->onNewTurn();
  210. updateAndNotifyContactStatus();
  211. tryStartTurnsForPlayers();
  212. }
  213. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  214. {
  215. assert(gameHandler->getPlayerState(which));
  216. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  217. // Only if player is actually starting his turn (and not loading from save)
  218. if (!actingPlayers.count(which))
  219. gameHandler->onPlayerTurnStarted(which);
  220. actingPlayers.insert(which);
  221. awaitingPlayers.erase(which);
  222. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  223. gameHandler->queries->addQuery(turnQuery);
  224. PlayerStartsTurn pst;
  225. pst.player = which;
  226. pst.queryID = turnQuery->queryID;
  227. gameHandler->sendAndApply(&pst);
  228. assert(!actingPlayers.empty());
  229. }
  230. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  231. {
  232. assert(isPlayerMakingTurn(which));
  233. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  234. actingPlayers.erase(which);
  235. actedPlayers.insert(which);
  236. PlayerEndsTurn pet;
  237. pet.player = which;
  238. gameHandler->sendAndApply(&pet);
  239. if (!awaitingPlayers.empty())
  240. tryStartTurnsForPlayers();
  241. if (actingPlayers.empty())
  242. doStartNewDay();
  243. assert(!actingPlayers.empty());
  244. }
  245. void TurnOrderProcessor::addPlayer(PlayerColor which)
  246. {
  247. awaitingPlayers.insert(which);
  248. }
  249. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  250. {
  251. awaitingPlayers.erase(which);
  252. actingPlayers.erase(which);
  253. actedPlayers.erase(which);
  254. if (!awaitingPlayers.empty())
  255. tryStartTurnsForPlayers();
  256. if (actingPlayers.empty())
  257. doStartNewDay();
  258. }
  259. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  260. {
  261. if (!isPlayerMakingTurn(which))
  262. {
  263. gameHandler->complain("Can not end turn for player that is not acting!");
  264. return false;
  265. }
  266. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  267. {
  268. gameHandler->complain("Can not end turn for player that is not in game!");
  269. return false;
  270. }
  271. if(gameHandler->queries->topQuery(which) != nullptr)
  272. {
  273. gameHandler->complain("Cannot end turn before resolving queries!");
  274. return false;
  275. }
  276. gameHandler->onPlayerTurnEnded(which);
  277. // it is possible that player have lost - e.g. spent 7 days without town
  278. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  279. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  280. doEndPlayerTurn(which);
  281. return true;
  282. }
  283. void TurnOrderProcessor::onGameStarted()
  284. {
  285. if (actingPlayers.empty())
  286. blockedContacts = computeContactStatus();
  287. // this may be game load - send notification to players that they can act
  288. auto actingPlayersCopy = actingPlayers;
  289. for (auto player : actingPlayersCopy)
  290. doStartPlayerTurn(player);
  291. tryStartTurnsForPlayers();
  292. }
  293. void TurnOrderProcessor::tryStartTurnsForPlayers()
  294. {
  295. auto awaitingPlayersCopy = awaitingPlayers;
  296. for (auto player : awaitingPlayersCopy)
  297. {
  298. if (canStartTurn(player))
  299. doStartPlayerTurn(player);
  300. }
  301. }
  302. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  303. {
  304. return vstd::contains(awaitingPlayers, which);
  305. }
  306. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  307. {
  308. return vstd::contains(actingPlayers, which);
  309. }
  310. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  311. {
  312. return vstd::contains(actedPlayers, which);
  313. }