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vcmi/server/processors/TurnOrderProcessor.cpp

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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"
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#include "../queries/MapQueries.h"
#include "../CGameHandler.h"
#include "../CVCMIServer.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/NetPacks.h"
#include "../../lib/pathfinder/CPathfinder.h"
#include "../../lib/pathfinder/PathfinderOptions.h"
TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
gameHandler(owner)
{
}
int TurnOrderProcessor::simturnsTurnsMaxLimit() const
{
// TODO
return 28;
}
int TurnOrderProcessor::simturnsTurnsMinLimit() const
{
// TODO
return 0;
}
void TurnOrderProcessor::updateContactStatus()
{
blockedContacts.clear();
assert(actedPlayers.empty());
assert(actingPlayers.empty());
for (auto left : awaitingPlayers)
{
for(auto right : awaitingPlayers)
{
if (left == right)
continue;
if (computeCanActSimultaneously(left, right))
blockedContacts.push_back({left, right});
}
}
}
bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
{
// TODO: refactor, cleanup and optimize
boost::multi_array<bool, 3> leftReachability;
boost::multi_array<bool, 3> rightReachability;
int3 mapSize = gameHandler->getMapSize();
leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
const auto * leftInfo = gameHandler->getPlayerState(left, false);
const auto * rightInfo = gameHandler->getPlayerState(right, false);
for(const auto & hero : leftInfo->heroes)
{
CPathsInfo out(mapSize, hero);
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
CPathfinder pathfinder(gameHandler->gameState(), config);
pathfinder.calculatePaths();
for (int z = 0; z < mapSize.z; ++z)
for (int y = 0; y < mapSize.y; ++y)
for (int x = 0; x < mapSize.x; ++x)
if (out.getNode({x,y,z})->reachable())
leftReachability[z][x][y] = true;
}
for(const auto & hero : rightInfo->heroes)
{
CPathsInfo out(mapSize, hero);
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
CPathfinder pathfinder(gameHandler->gameState(), config);
pathfinder.calculatePaths();
for (int z = 0; z < mapSize.z; ++z)
for (int y = 0; y < mapSize.y; ++y)
for (int x = 0; x < mapSize.x; ++x)
if (out.getNode({x,y,z})->reachable())
rightReachability[z][x][y] = true;
}
for (int z = 0; z < mapSize.z; ++z)
for (int y = 0; y < mapSize.y; ++y)
for (int x = 0; x < mapSize.x; ++x)
if (leftReachability[z][x][y] && rightReachability[z][x][y])
return true;
return false;
}
bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
{
assert(active != waiting);
return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
}
bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
{
const auto * activeInfo = gameHandler->getPlayerState(active, false);
const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
assert(active != waiting);
assert(activeInfo);
assert(waitingInfo);
if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
{
// only one AI and one human can play simultaneoulsy from single connection
if (activeInfo->human == waitingInfo->human)
return false;
}
if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
return true;
if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
return false;
if (playersInContact(active, waiting))
return false;
return true;
}
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)
{
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if (player != which && mustActBefore(player, which))
return false;
}
for (auto player : actingPlayers)
{
if (player != which && isContactAllowed(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);
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gameHandler->onNewTurn();
updateContactStatus();
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tryStartTurnsForPlayers();
}
void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
{
assert(gameHandler->getPlayerState(which));
assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
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//Note: on game load, "actingPlayer" might already contain list of players
actingPlayers.insert(which);
awaitingPlayers.erase(which);
gameHandler->onPlayerTurnStarted(which);
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auto turnQuery = std::make_shared<PlayerStartsTurnQuery>(gameHandler, which);
gameHandler->queries->addQuery(turnQuery);
PlayerStartsTurn pst;
pst.player = which;
pst.queryID = turnQuery->queryID;
gameHandler->sendAndApply(&pst);
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assert(!actingPlayers.empty());
}
void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
{
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assert(isPlayerMakingTurn(which));
assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
actingPlayers.erase(which);
actedPlayers.insert(which);
PlayerEndsTurn pet;
pet.player = which;
gameHandler->sendAndApply(&pet);
if (!awaitingPlayers.empty())
tryStartTurnsForPlayers();
if (actingPlayers.empty())
doStartNewDay();
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assert(!actingPlayers.empty());
}
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());
}
bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
{
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if (!isPlayerMakingTurn(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);
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// 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);
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return true;
}
void TurnOrderProcessor::onGameStarted()
{
if (actingPlayers.empty())
updateContactStatus();
// this may be game load - send notification to players that they can act
auto actingPlayersCopy = actingPlayers;
for (auto player : actingPlayersCopy)
doStartPlayerTurn(player);
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tryStartTurnsForPlayers();
}
void TurnOrderProcessor::tryStartTurnsForPlayers()
{
auto awaitingPlayersCopy = awaitingPlayers;
for (auto player : awaitingPlayersCopy)
{
if (canStartTurn(player))
doStartPlayerTurn(player);
}
}
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bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
{
return vstd::contains(awaitingPlayers, which);
}
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bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
{
return vstd::contains(actingPlayers, which);
}
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bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
{
return vstd::contains(actedPlayers, which);
}