TurnOrderProcessor.cpp 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369
  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. CPathfinder pathfinder(gameHandler->gameState(), config);
  89. pathfinder.calculatePaths();
  90. for (int z = 0; z < mapSize.z; ++z)
  91. for (int y = 0; y < mapSize.y; ++y)
  92. for (int x = 0; x < mapSize.x; ++x)
  93. if (out.getNode({x,y,z})->reachable())
  94. leftReachability[z][x][y] = true;
  95. }
  96. for(const auto & hero : rightInfo->heroes)
  97. {
  98. CPathsInfo out(mapSize, hero);
  99. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  100. CPathfinder pathfinder(gameHandler->gameState(), config);
  101. pathfinder.calculatePaths();
  102. for (int z = 0; z < mapSize.z; ++z)
  103. for (int y = 0; y < mapSize.y; ++y)
  104. for (int x = 0; x < mapSize.x; ++x)
  105. if (out.getNode({x,y,z})->reachable())
  106. rightReachability[z][x][y] = true;
  107. }
  108. for (int z = 0; z < mapSize.z; ++z)
  109. for (int y = 0; y < mapSize.y; ++y)
  110. for (int x = 0; x < mapSize.x; ++x)
  111. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  112. return true;
  113. return false;
  114. }
  115. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  116. {
  117. assert(active != waiting);
  118. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  119. }
  120. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  121. {
  122. const auto * activeInfo = gameHandler->getPlayerState(active, false);
  123. const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
  124. assert(active != waiting);
  125. assert(activeInfo);
  126. assert(waitingInfo);
  127. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  128. {
  129. if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
  130. return false;
  131. // only one AI and one human can play simultaneoulsy from single connection
  132. if (activeInfo->human == waitingInfo->human)
  133. return false;
  134. }
  135. if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
  136. return true;
  137. if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
  138. return false;
  139. if (playersInContact(active, waiting))
  140. return false;
  141. return true;
  142. }
  143. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  144. {
  145. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  146. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  147. assert(left != right);
  148. assert(leftInfo && rightInfo);
  149. if (!leftInfo)
  150. return false;
  151. if (!rightInfo)
  152. return true;
  153. if (leftInfo->isHuman() && !rightInfo->isHuman())
  154. return true;
  155. if (!leftInfo->isHuman() && rightInfo->isHuman())
  156. return false;
  157. return false;
  158. }
  159. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  160. {
  161. for (auto player : awaitingPlayers)
  162. {
  163. if (player != which && mustActBefore(player, which))
  164. return false;
  165. }
  166. for (auto player : actingPlayers)
  167. {
  168. if (player != which && isContactAllowed(player, which))
  169. return false;
  170. }
  171. return true;
  172. }
  173. void TurnOrderProcessor::doStartNewDay()
  174. {
  175. assert(awaitingPlayers.empty());
  176. assert(actingPlayers.empty());
  177. bool activePlayer = false;
  178. for (auto player : actedPlayers)
  179. {
  180. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  181. activePlayer = true;
  182. }
  183. if(!activePlayer)
  184. {
  185. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  186. return;
  187. }
  188. std::swap(actedPlayers, awaitingPlayers);
  189. gameHandler->onNewTurn();
  190. updateAndNotifyContactStatus();
  191. tryStartTurnsForPlayers();
  192. }
  193. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  194. {
  195. assert(gameHandler->getPlayerState(which));
  196. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  197. //Note: on game load, "actingPlayer" might already contain list of players
  198. actingPlayers.insert(which);
  199. awaitingPlayers.erase(which);
  200. gameHandler->onPlayerTurnStarted(which);
  201. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  202. gameHandler->queries->addQuery(turnQuery);
  203. PlayerStartsTurn pst;
  204. pst.player = which;
  205. pst.queryID = turnQuery->queryID;
  206. gameHandler->sendAndApply(&pst);
  207. assert(!actingPlayers.empty());
  208. }
  209. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  210. {
  211. assert(isPlayerMakingTurn(which));
  212. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  213. actingPlayers.erase(which);
  214. actedPlayers.insert(which);
  215. PlayerEndsTurn pet;
  216. pet.player = which;
  217. gameHandler->sendAndApply(&pet);
  218. if (!awaitingPlayers.empty())
  219. tryStartTurnsForPlayers();
  220. if (actingPlayers.empty())
  221. doStartNewDay();
  222. assert(!actingPlayers.empty());
  223. }
  224. void TurnOrderProcessor::addPlayer(PlayerColor which)
  225. {
  226. awaitingPlayers.insert(which);
  227. }
  228. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  229. {
  230. awaitingPlayers.erase(which);
  231. actingPlayers.erase(which);
  232. actedPlayers.erase(which);
  233. if (!awaitingPlayers.empty())
  234. tryStartTurnsForPlayers();
  235. if (actingPlayers.empty())
  236. doStartNewDay();
  237. }
  238. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  239. {
  240. if (!isPlayerMakingTurn(which))
  241. {
  242. gameHandler->complain("Can not end turn for player that is not acting!");
  243. return false;
  244. }
  245. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  246. {
  247. gameHandler->complain("Can not end turn for player that is not in game!");
  248. return false;
  249. }
  250. if(gameHandler->queries->topQuery(which) != nullptr)
  251. {
  252. gameHandler->complain("Cannot end turn before resolving queries!");
  253. return false;
  254. }
  255. gameHandler->onPlayerTurnEnded(which);
  256. // it is possible that player have lost - e.g. spent 7 days without town
  257. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  258. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  259. doEndPlayerTurn(which);
  260. return true;
  261. }
  262. void TurnOrderProcessor::onGameStarted()
  263. {
  264. if (actingPlayers.empty())
  265. blockedContacts = computeContactStatus();
  266. // this may be game load - send notification to players that they can act
  267. auto actingPlayersCopy = actingPlayers;
  268. for (auto player : actingPlayersCopy)
  269. doStartPlayerTurn(player);
  270. tryStartTurnsForPlayers();
  271. }
  272. void TurnOrderProcessor::tryStartTurnsForPlayers()
  273. {
  274. auto awaitingPlayersCopy = awaitingPlayers;
  275. for (auto player : awaitingPlayersCopy)
  276. {
  277. if (canStartTurn(player))
  278. doStartPlayerTurn(player);
  279. }
  280. }
  281. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  282. {
  283. return vstd::contains(awaitingPlayers, which);
  284. }
  285. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  286. {
  287. return vstd::contains(actingPlayers, which);
  288. }
  289. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  290. {
  291. return vstd::contains(actedPlayers, which);
  292. }