TurnOrderProcessor.cpp 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213
  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 "../CGameHandler.h"
  14. #include "../CVCMIServer.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/NetPacks.h"
  17. TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
  18. gameHandler(owner)
  19. {
  20. }
  21. bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
  22. {
  23. return false;
  24. }
  25. bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
  26. {
  27. const auto * leftInfo = gameHandler->getPlayerState(left, false);
  28. const auto * rightInfo = gameHandler->getPlayerState(right, false);
  29. assert(left != right);
  30. assert(leftInfo && rightInfo);
  31. if (!leftInfo)
  32. return false;
  33. if (!rightInfo)
  34. return true;
  35. if (leftInfo->isHuman() && !rightInfo->isHuman())
  36. return true;
  37. if (!leftInfo->isHuman() && rightInfo->isHuman())
  38. return false;
  39. return left < right;
  40. }
  41. bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
  42. {
  43. for (auto player : awaitingPlayers)
  44. {
  45. if (player != which && mustActBefore(player, which))
  46. return false;
  47. }
  48. for (auto player : actingPlayers)
  49. {
  50. if (!canActSimultaneously(player, which))
  51. return false;
  52. }
  53. return true;
  54. }
  55. void TurnOrderProcessor::doStartNewDay()
  56. {
  57. assert(awaitingPlayers.empty());
  58. assert(actingPlayers.empty());
  59. bool activePlayer = false;
  60. for (auto player : actedPlayers)
  61. {
  62. if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
  63. activePlayer = true;
  64. }
  65. if(!activePlayer)
  66. gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
  67. std::swap(actedPlayers, awaitingPlayers);
  68. gameHandler->onNewTurn();
  69. tryStartTurnsForPlayers();
  70. }
  71. void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
  72. {
  73. assert(gameHandler->getPlayerState(which));
  74. assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
  75. //Note: on game load, "actingPlayer" might already contain list of players
  76. actingPlayers.insert(which);
  77. awaitingPlayers.erase(which);
  78. gameHandler->onPlayerTurnStarted(which);
  79. YourTurn yt;
  80. yt.player = which;
  81. gameHandler->sendAndApply(&yt);
  82. assert(actingPlayers.size() == 1); // No simturns yet :(
  83. assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
  84. }
  85. void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
  86. {
  87. assert(playerMakingTurn(which));
  88. assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
  89. actingPlayers.erase(which);
  90. actedPlayers.insert(which);
  91. if (!awaitingPlayers.empty())
  92. tryStartTurnsForPlayers();
  93. if (actingPlayers.empty())
  94. doStartNewDay();
  95. assert(!actingPlayers.empty());
  96. assert(actingPlayers.size() == 1); // No simturns yet :(
  97. assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
  98. }
  99. void TurnOrderProcessor::addPlayer(PlayerColor which)
  100. {
  101. awaitingPlayers.insert(which);
  102. }
  103. void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
  104. {
  105. awaitingPlayers.erase(which);
  106. actingPlayers.erase(which);
  107. actedPlayers.erase(which);
  108. if (!awaitingPlayers.empty())
  109. tryStartTurnsForPlayers();
  110. if (actingPlayers.empty())
  111. doStartNewDay();
  112. assert(!actingPlayers.empty());
  113. assert(actingPlayers.size() == 1); // No simturns yet :(
  114. assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
  115. }
  116. bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
  117. {
  118. if (!playerMakingTurn(which))
  119. {
  120. gameHandler->complain("Can not end turn for player that is not acting!");
  121. return false;
  122. }
  123. if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
  124. {
  125. gameHandler->complain("Can not end turn for player that is not in game!");
  126. return false;
  127. }
  128. if(gameHandler->queries->topQuery(which) != nullptr)
  129. {
  130. gameHandler->complain("Cannot end turn before resolving queries!");
  131. return false;
  132. }
  133. gameHandler->onPlayerTurnEnded(which);
  134. // it is possible that player have lost - e.g. spent 7 days without town
  135. // in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
  136. if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
  137. doEndPlayerTurn(which);
  138. return true;
  139. }
  140. void TurnOrderProcessor::onGameStarted()
  141. {
  142. // this may be game load - send notification to players that they can act
  143. auto actingPlayersCopy = actingPlayers;
  144. for (auto player : actingPlayersCopy)
  145. doStartPlayerTurn(player);
  146. tryStartTurnsForPlayers();
  147. }
  148. void TurnOrderProcessor::tryStartTurnsForPlayers()
  149. {
  150. auto awaitingPlayersCopy = awaitingPlayers;
  151. for (auto player : awaitingPlayersCopy)
  152. {
  153. if (canStartTurn(player))
  154. doStartPlayerTurn(player);
  155. }
  156. }
  157. bool TurnOrderProcessor::playerAwaitsTurn(PlayerColor which) const
  158. {
  159. return vstd::contains(awaitingPlayers, which);
  160. }
  161. bool TurnOrderProcessor::playerMakingTurn(PlayerColor which) const
  162. {
  163. return vstd::contains(actingPlayers, which);
  164. }
  165. bool TurnOrderProcessor::playerAwaitsNewDay(PlayerColor which) const
  166. {
  167. return vstd::contains(actedPlayers, which);
  168. }