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- /*
- * TurnOrderProcessor.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "TurnOrderProcessor.h"
- #include "../queries/QueriesProcessor.h"
- #include "../CGameHandler.h"
- #include "../CVCMIServer.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/NetPacks.h"
- TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
- gameHandler(owner)
- {
- }
- bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
- {
- return false;
- }
- bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
- {
- const auto * leftInfo = gameHandler->getPlayerState(left, false);
- const auto * rightInfo = gameHandler->getPlayerState(right, false);
- assert(left != right);
- assert(leftInfo && rightInfo);
- if (!leftInfo)
- return false;
- if (!rightInfo)
- return true;
- if (leftInfo->isHuman() && !rightInfo->isHuman())
- return true;
- if (!leftInfo->isHuman() && rightInfo->isHuman())
- return false;
- return left < right;
- }
- bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
- {
- for (auto player : awaitingPlayers)
- {
- if (player != which && mustActBefore(player, which))
- return false;
- }
- for (auto player : actingPlayers)
- {
- if (!canActSimultaneously(player, which))
- return false;
- }
- return true;
- }
- void TurnOrderProcessor::doStartNewDay()
- {
- assert(awaitingPlayers.empty());
- assert(actingPlayers.empty());
- bool activePlayer = false;
- for (auto player : actedPlayers)
- {
- if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
- activePlayer = true;
- }
- if(!activePlayer)
- gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
- std::swap(actedPlayers, awaitingPlayers);
- gameHandler->onNewTurn();
- tryStartTurnsForPlayers();
- }
- void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
- {
- assert(gameHandler->getPlayerState(which));
- assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
- //Note: on game load, "actingPlayer" might already contain list of players
- actingPlayers.insert(which);
- awaitingPlayers.erase(which);
- gameHandler->onPlayerTurnStarted(which);
- YourTurn yt;
- yt.player = which;
- gameHandler->sendAndApply(&yt);
- assert(actingPlayers.size() == 1); // No simturns yet :(
- assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
- }
- void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
- {
- assert(playerMakingTurn(which));
- assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
- actingPlayers.erase(which);
- actedPlayers.insert(which);
- if (!awaitingPlayers.empty())
- tryStartTurnsForPlayers();
- if (actingPlayers.empty())
- doStartNewDay();
- assert(!actingPlayers.empty());
- assert(actingPlayers.size() == 1); // No simturns yet :(
- assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
- }
- void TurnOrderProcessor::addPlayer(PlayerColor which)
- {
- awaitingPlayers.insert(which);
- }
- void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
- {
- awaitingPlayers.erase(which);
- actingPlayers.erase(which);
- actedPlayers.erase(which);
- if (!awaitingPlayers.empty())
- tryStartTurnsForPlayers();
- if (actingPlayers.empty())
- doStartNewDay();
- assert(!actingPlayers.empty());
- assert(actingPlayers.size() == 1); // No simturns yet :(
- assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
- }
- bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
- {
- if (!playerMakingTurn(which))
- {
- gameHandler->complain("Can not end turn for player that is not acting!");
- return false;
- }
- if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
- {
- gameHandler->complain("Can not end turn for player that is not in game!");
- return false;
- }
- if(gameHandler->queries->topQuery(which) != nullptr)
- {
- gameHandler->complain("Cannot end turn before resolving queries!");
- return false;
- }
- gameHandler->onPlayerTurnEnded(which);
- // it is possible that player have lost - e.g. spent 7 days without town
- // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
- if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
- doEndPlayerTurn(which);
- return true;
- }
- void TurnOrderProcessor::onGameStarted()
- {
- // this may be game load - send notification to players that they can act
- auto actingPlayersCopy = actingPlayers;
- for (auto player : actingPlayersCopy)
- doStartPlayerTurn(player);
- tryStartTurnsForPlayers();
- }
- void TurnOrderProcessor::tryStartTurnsForPlayers()
- {
- auto awaitingPlayersCopy = awaitingPlayers;
- for (auto player : awaitingPlayersCopy)
- {
- if (canStartTurn(player))
- doStartPlayerTurn(player);
- }
- }
- bool TurnOrderProcessor::playerAwaitsTurn(PlayerColor which) const
- {
- return vstd::contains(awaitingPlayers, which);
- }
- bool TurnOrderProcessor::playerMakingTurn(PlayerColor which) const
- {
- return vstd::contains(actingPlayers, which);
- }
- bool TurnOrderProcessor::playerAwaitsNewDay(PlayerColor which) const
- {
- return vstd::contains(actedPlayers, which);
- }
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