TurnOrderProcessor.cpp 11 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/mapObjects/CGHeroInstance.h"
  21. #include "../../lib/mapObjects/CGTownInstance.h"
  22. #include "../../lib/gameState/CGameState.h"
  23. #include "../../lib/pathfinder/CPathfinder.h"
  24. #include "../../lib/pathfinder/PathfinderOptions.h"
  25. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  26. gameHandler(owner)
  27. {
  28. }
  29. int TurnOrderProcessor::simturnsTurnsMaxLimit() const
  30. {
  31. if (simturnsMaxDurationDays)
  32. return *simturnsMaxDurationDays;
  33. return gameHandler->gameInfo().getStartInfo()->simturnsInfo.optionalTurns;
  34. }
  35. int TurnOrderProcessor::simturnsTurnsMinLimit() const
  36. {
  37. if (simturnsMinDurationDays)
  38. return *simturnsMinDurationDays;
  39. return gameHandler->gameInfo().getStartInfo()->simturnsInfo.requiredTurns;
  40. }
  41. std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
  42. {
  43. std::vector<PlayerPair> result;
  44. assert(actedPlayers.empty());
  45. assert(actingPlayers.empty());
  46. for (auto left : awaitingPlayers)
  47. {
  48. for(auto right : awaitingPlayers)
  49. {
  50. if (left == right)
  51. continue;
  52. if (computeCanActSimultaneously(left, right))
  53. result.push_back({left, right});
  54. }
  55. }
  56. return result;
  57. }
  58. void TurnOrderProcessor::updateAndNotifyContactStatus()
  59. {
  60. auto newBlockedContacts = computeContactStatus();
  61. if (newBlockedContacts.empty())
  62. {
  63. // Simturns between all players have ended - send single global notification
  64. if (!blockedContacts.empty())
  65. gameHandler->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.simturn.end"));
  66. }
  67. else
  68. {
  69. // Simturns between some players have ended - notify each pair
  70. for (auto const & contact : blockedContacts)
  71. {
  72. if (vstd::contains(newBlockedContacts, contact))
  73. continue;
  74. MetaString message;
  75. message.appendTextID("vcmi.broadcast.simturn.endBetween");
  76. message.replaceName(contact.a);
  77. message.replaceName(contact.b);
  78. gameHandler->playerMessages->broadcastSystemMessage(message);
  79. }
  80. }
  81. blockedContacts = newBlockedContacts;
  82. }
  83. bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
  84. {
  85. // TODO: refactor, cleanup and optimize
  86. boost::multi_array<bool, 3> leftReachability;
  87. boost::multi_array<bool, 3> rightReachability;
  88. int3 mapSize = gameHandler->gameInfo().getMapSize();
  89. leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  90. rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
  91. const auto * leftInfo = gameHandler->gameInfo().getPlayerState(left, false);
  92. const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
  93. for (auto obj : gameHandler->gameState().getMap().getObjects())
  94. {
  95. if (obj->asOwnable())
  96. {
  97. int3 pos = obj->visitablePos();
  98. if (obj->getOwner() == left)
  99. leftReachability[pos.z][pos.x][pos.y] = true;
  100. if (obj->getOwner() == right)
  101. rightReachability[pos.z][pos.x][pos.y] = true;
  102. }
  103. }
  104. for(const auto & hero : leftInfo->getHeroes())
  105. {
  106. CPathsInfo out(mapSize, hero);
  107. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  108. config->options.ignoreGuards = true;
  109. config->options.turnLimit = 1;
  110. CPathfinder pathfinder(gameHandler->gameState(), config);
  111. pathfinder.calculatePaths();
  112. for (int z = 0; z < mapSize.z; ++z)
  113. for (int y = 0; y < mapSize.y; ++y)
  114. for (int x = 0; x < mapSize.x; ++x)
  115. if (out.getNode({x,y,z})->reachable())
  116. leftReachability[z][x][y] = true;
  117. }
  118. for(const auto & hero : rightInfo->getHeroes())
  119. {
  120. CPathsInfo out(mapSize, hero);
  121. auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
  122. config->options.ignoreGuards = true;
  123. config->options.turnLimit = 1;
  124. CPathfinder pathfinder(gameHandler->gameState(), config);
  125. pathfinder.calculatePaths();
  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 (out.getNode({x,y,z})->reachable())
  130. rightReachability[z][x][y] = true;
  131. }
  132. for (int z = 0; z < mapSize.z; ++z)
  133. for (int y = 0; y < mapSize.y; ++y)
  134. for (int x = 0; x < mapSize.x; ++x)
  135. if (leftReachability[z][x][y] && rightReachability[z][x][y])
  136. return true;
  137. return false;
  138. }
  139. bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
  140. {
  141. assert(active != waiting);
  142. return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
  143. }
  144. bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
  145. {
  146. const auto * activeInfo = gameHandler->gameInfo().getPlayerState(active, false);
  147. const auto * waitingInfo = gameHandler->gameInfo().getPlayerState(waiting, false);
  148. assert(active != waiting);
  149. assert(activeInfo);
  150. assert(waitingInfo);
  151. if (activeInfo->human != waitingInfo->human)
  152. {
  153. // only one AI and one human can play simultaneously from single connection
  154. if (!gameHandler->gameInfo().getStartInfo()->simturnsInfo.allowHumanWithAI)
  155. return false;
  156. }
  157. else
  158. {
  159. // two AI or two humans in hotseat can't play at the same time
  160. if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
  161. return false;
  162. }
  163. if (gameHandler->gameInfo().getDate(Date::DAY) < simturnsTurnsMinLimit())
  164. return true;
  165. if (gameHandler->gameInfo().getDate(Date::DAY) > simturnsTurnsMaxLimit())
  166. return false;
  167. if (gameHandler->gameInfo().getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
  168. return true;
  169. if (playersInContact(active, waiting))
  170. return false;
  171. return true;
  172. }
  173. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  174. {
  175. const auto * leftInfo = gameHandler->gameInfo().getPlayerState(left, false);
  176. const auto * rightInfo = gameHandler->gameInfo().getPlayerState(right, false);
  177. assert(left != right);
  178. assert(leftInfo && rightInfo);
  179. if (!leftInfo)
  180. return false;
  181. if (!rightInfo)
  182. return true;
  183. if (leftInfo->isHuman() && !rightInfo->isHuman())
  184. return true;
  185. if (!leftInfo->isHuman() && rightInfo->isHuman())
  186. return false;
  187. return false;
  188. }
  189. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  190. {
  191. for (auto player : awaitingPlayers)
  192. {
  193. if (player != which && mustActBefore(player, which))
  194. return false;
  195. }
  196. for (auto player : actingPlayers)
  197. {
  198. if (player != which && isContactAllowed(player, which))
  199. return false;
  200. }
  201. return true;
  202. }
  203. void TurnOrderProcessor::doStartNewDay()
  204. {
  205. assert(awaitingPlayers.empty());
  206. assert(actingPlayers.empty());
  207. gameHandler->onNewTurn();
  208. bool activePlayer = false;
  209. for (auto player : actedPlayers)
  210. {
  211. if (gameHandler->gameInfo().getPlayerState(player)->status == EPlayerStatus::INGAME)
  212. activePlayer = true;
  213. }
  214. if(!activePlayer)
  215. {
  216. gameHandler->gameServer().setState(EServerState::SHUTDOWN);
  217. return;
  218. }
  219. std::swap(actedPlayers, awaitingPlayers);
  220. updateAndNotifyContactStatus();
  221. tryStartTurnsForPlayers();
  222. }
  223. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  224. {
  225. assert(gameHandler->gameInfo().getPlayerState(which));
  226. assert(gameHandler->gameInfo().getPlayerState(which)->status == EPlayerStatus::INGAME);
  227. // Only if player is actually starting his turn (and not loading from save)
  228. if (!actingPlayers.count(which))
  229. gameHandler->onPlayerTurnStarted(which);
  230. actingPlayers.insert(which);
  231. awaitingPlayers.erase(which);
  232. auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
  233. gameHandler->queries->addQuery(turnQuery);
  234. PlayerStartsTurn pst;
  235. pst.player = which;
  236. pst.queryID = turnQuery->queryID;
  237. gameHandler->sendAndApply(pst);
  238. assert(!actingPlayers.empty());
  239. }
  240. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  241. {
  242. assert(isPlayerMakingTurn(which));
  243. assert(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME);
  244. actingPlayers.erase(which);
  245. actedPlayers.insert(which);
  246. PlayerEndsTurn pet;
  247. pet.player = which;
  248. gameHandler->sendAndApply(pet);
  249. if (!awaitingPlayers.empty())
  250. tryStartTurnsForPlayers();
  251. if (actingPlayers.empty())
  252. doStartNewDay();
  253. assert(!actingPlayers.empty());
  254. }
  255. void TurnOrderProcessor::addPlayer(PlayerColor which)
  256. {
  257. awaitingPlayers.insert(which);
  258. }
  259. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  260. {
  261. awaitingPlayers.erase(which);
  262. actingPlayers.erase(which);
  263. actedPlayers.erase(which);
  264. if (!awaitingPlayers.empty())
  265. tryStartTurnsForPlayers();
  266. if (actingPlayers.empty())
  267. doStartNewDay();
  268. }
  269. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  270. {
  271. if (!isPlayerMakingTurn(which))
  272. {
  273. gameHandler->complain("Can not end turn for player that is not acting!");
  274. return false;
  275. }
  276. if(gameHandler->gameInfo().getPlayerStatus(which) != EPlayerStatus::INGAME)
  277. {
  278. gameHandler->complain("Can not end turn for player that is not in game!");
  279. return false;
  280. }
  281. if(gameHandler->queries->topQuery(which) != nullptr)
  282. {
  283. gameHandler->complain("Cannot end turn before resolving queries!");
  284. return false;
  285. }
  286. gameHandler->onPlayerTurnEnded(which);
  287. // it is possible that player have lost - e.g. spent 7 days without town
  288. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  289. if(gameHandler->gameInfo().getPlayerStatus(which) == EPlayerStatus::INGAME)
  290. doEndPlayerTurn(which);
  291. return true;
  292. }
  293. void TurnOrderProcessor::onGameStarted()
  294. {
  295. if(gameHandler->gameInfo().getMapHeader()->battleOnly)
  296. {
  297. auto towns = gameHandler->gameState().getMap().getObjects<CGTownInstance>();
  298. auto heroes = gameHandler->gameState().getMap().getObjects<CGHeroInstance>();
  299. if(!towns.size() && heroes.size() == 2)
  300. gameHandler->startBattle(heroes.at(0), heroes.at(1));
  301. else
  302. towns.at(0)->onHeroVisit(*gameHandler, heroes.at(0));
  303. return;
  304. }
  305. if (actingPlayers.empty())
  306. blockedContacts = computeContactStatus();
  307. // this may be game load - send notification to players that they can act
  308. auto actingPlayersCopy = actingPlayers;
  309. for (auto player : actingPlayersCopy)
  310. doStartPlayerTurn(player);
  311. tryStartTurnsForPlayers();
  312. }
  313. void TurnOrderProcessor::tryStartTurnsForPlayers()
  314. {
  315. auto awaitingPlayersCopy = awaitingPlayers;
  316. for (auto player : awaitingPlayersCopy)
  317. {
  318. if (canStartTurn(player))
  319. doStartPlayerTurn(player);
  320. }
  321. }
  322. bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
  323. {
  324. return vstd::contains(awaitingPlayers, which);
  325. }
  326. bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
  327. {
  328. return vstd::contains(actingPlayers, which);
  329. }
  330. bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
  331. {
  332. return vstd::contains(actedPlayers, which);
  333. }
  334. void TurnOrderProcessor::setMinSimturnsDuration(int days)
  335. {
  336. simturnsMinDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
  337. }
  338. void TurnOrderProcessor::setMaxSimturnsDuration(int days)
  339. {
  340. simturnsMaxDurationDays = gameHandler->gameInfo().getDate(Date::DAY) + days;
  341. }