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vcmi/server/processors/TurnOrderProcessor.h

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/*
* TurnOrderProcessor.h, 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
*
*/
#pragma once
#include "../../lib/GameConstants.h"
class CGameHandler;
class TurnOrderProcessor : boost::noncopyable
{
CGameHandler * gameHandler;
struct PlayerPair
{
PlayerColor a;
PlayerColor b;
bool operator == (const PlayerPair & other) const
{
return (a == other.a && b == other.b) || (a == other.b && b == other.a);
}
template<typename Handler>
void serialize(Handler & h, const int version)
{
h & a;
h & b;
}
};
std::vector<PlayerPair> blockedContacts;
std::set<PlayerColor> awaitingPlayers;
std::set<PlayerColor> actingPlayers;
std::set<PlayerColor> actedPlayers;
/// Returns date on which simturns must end unconditionally
int simturnsTurnsMaxLimit() const;
/// Returns date until which simturns must play unconditionally
int simturnsTurnsMinLimit() const;
/// Returns true if players are close enough to each other for their heroes to meet on this turn
bool playersInContact(PlayerColor left, PlayerColor right) const;
/// Returns true if waiting player can act alongside with currently acting player
bool computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const;
/// Returns true if left player must act before right player
bool mustActBefore(PlayerColor left, PlayerColor right) const;
/// Returns true if player is ready to start turn
bool canStartTurn(PlayerColor which) const;
/// Starts turn for all players that can start turn
void tryStartTurnsForPlayers();
void updateContactStatus();
void doStartNewDay();
void doStartPlayerTurn(PlayerColor which);
void doEndPlayerTurn(PlayerColor which);
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bool isPlayerAwaitsTurn(PlayerColor which) const;
bool isPlayerMakingTurn(PlayerColor which) const;
bool isPlayerAwaitsNewDay(PlayerColor which) const;
public:
TurnOrderProcessor(CGameHandler * owner);
bool isContactAllowed(PlayerColor left, PlayerColor right) const;
/// Add new player to handle (e.g. on game start)
void addPlayer(PlayerColor which);
/// NetPack call-in
bool onPlayerEndsTurn(PlayerColor which);
/// Ends player turn and removes this player from turn order
void onPlayerEndsGame(PlayerColor which);
/// Start game (or resume from save) and send PlayerStartsTurn pack to player(s)
void onGameStarted();
template<typename Handler>
void serialize(Handler & h, const int version)
{
h & blockedContacts;
h & awaitingPlayers;
h & actingPlayers;
h & actedPlayers;
}
};