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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"
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# include "PlayerMessageProcessor.h"
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# include "../queries/QueriesProcessor.h"
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# include "../queries/MapQueries.h"
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# include "../CGameHandler.h"
# include "../CVCMIServer.h"
# include "../../lib/CPlayerState.h"
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# include "../../lib/pathfinder/CPathfinder.h"
# include "../../lib/pathfinder/PathfinderOptions.h"
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TurnOrderProcessor : : TurnOrderProcessor ( CGameHandler * owner ) :
gameHandler ( owner )
{
}
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int TurnOrderProcessor : : simturnsTurnsMaxLimit ( ) const
{
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return gameHandler - > getStartInfo ( ) - > simturnsInfo . optionalTurns ;
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}
int TurnOrderProcessor : : simturnsTurnsMinLimit ( ) const
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{
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return gameHandler - > getStartInfo ( ) - > simturnsInfo . requiredTurns ;
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}
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std : : vector < TurnOrderProcessor : : PlayerPair > TurnOrderProcessor : : computeContactStatus ( ) const
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{
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std : : vector < PlayerPair > result ;
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assert ( actedPlayers . empty ( ) ) ;
assert ( actingPlayers . empty ( ) ) ;
for ( auto left : awaitingPlayers )
{
for ( auto right : awaitingPlayers )
{
if ( left = = right )
continue ;
if ( computeCanActSimultaneously ( left , right ) )
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result . push_back ( { left , right } ) ;
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}
}
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return result ;
}
void TurnOrderProcessor : : updateAndNotifyContactStatus ( )
{
auto newBlockedContacts = computeContactStatus ( ) ;
if ( newBlockedContacts . empty ( ) )
{
// Simturns between all players have ended - send single global notification
if ( ! blockedContacts . empty ( ) )
gameHandler - > playerMessages - > broadcastSystemMessage ( " Simultaneous turns have ended " ) ;
}
else
{
// Simturns between some players have ended - notify each pair
for ( auto const & contact : blockedContacts )
{
if ( vstd : : contains ( newBlockedContacts , contact ) )
continue ;
MetaString message ;
message . appendRawString ( " Simultaneous turns between players %s and %s have ended " ) ; // FIXME: we should send MetaString itself and localize it on client side
message . replaceName ( contact . a ) ;
message . replaceName ( contact . b ) ;
gameHandler - > playerMessages - > broadcastSystemMessage ( message . toString ( ) ) ;
}
}
blockedContacts = newBlockedContacts ;
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}
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bool TurnOrderProcessor : : playersInContact ( PlayerColor left , PlayerColor right ) const
{
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// 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 ;
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return false ;
}
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bool TurnOrderProcessor : : isContactAllowed ( PlayerColor active , PlayerColor waiting ) const
{
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assert ( active ! = waiting ) ;
return ! vstd : : contains ( blockedContacts , PlayerPair { active , waiting } ) ;
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}
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bool TurnOrderProcessor : : computeCanActSimultaneously ( PlayerColor active , PlayerColor waiting ) const
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{
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 ) )
{
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if ( ! gameHandler - > getStartInfo ( ) - > simturnsInfo . allowHumanWithAI )
return false ;
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// only one AI and one human can play simultaneoulsy from single connection
if ( activeInfo - > human = = waitingInfo - > human )
return false ;
}
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if ( gameHandler - > getDate ( Date : : DAY ) < simturnsTurnsMinLimit ( ) )
return true ;
if ( gameHandler - > getDate ( Date : : DAY ) > simturnsTurnsMaxLimit ( ) )
return false ;
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if ( playersInContact ( active , waiting ) )
return false ;
return true ;
}
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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 ;
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return false ;
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}
bool TurnOrderProcessor : : canStartTurn ( PlayerColor which ) const
{
for ( auto player : awaitingPlayers )
{
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if ( player ! = which & & mustActBefore ( player , which ) )
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return false ;
}
for ( auto player : actingPlayers )
{
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if ( player ! = which & & isContactAllowed ( player , which ) )
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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 )
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{
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gameHandler - > gameLobby ( ) - > setState ( EServerState : : GAMEPLAY_ENDED ) ;
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return ;
}
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std : : swap ( actedPlayers , awaitingPlayers ) ;
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gameHandler - > onNewTurn ( ) ;
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updateAndNotifyContactStatus ( ) ;
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tryStartTurnsForPlayers ( ) ;
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}
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 ) ;
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gameHandler - > onPlayerTurnStarted ( which ) ;
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auto turnQuery = std : : make_shared < TimerPauseQuery > ( gameHandler , which ) ;
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gameHandler - > queries - > addQuery ( turnQuery ) ;
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PlayerStartsTurn pst ;
pst . player = which ;
pst . queryID = turnQuery - > queryID ;
gameHandler - > sendAndApply ( & pst ) ;
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assert ( ! actingPlayers . empty ( ) ) ;
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}
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void TurnOrderProcessor : : doEndPlayerTurn ( PlayerColor which )
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{
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assert ( isPlayerMakingTurn ( which ) ) ;
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assert ( gameHandler - > getPlayerStatus ( which ) = = EPlayerStatus : : INGAME ) ;
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actingPlayers . erase ( which ) ;
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actedPlayers . insert ( which ) ;
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PlayerEndsTurn pet ;
pet . player = which ;
gameHandler - > sendAndApply ( & pet ) ;
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if ( ! awaitingPlayers . empty ( ) )
tryStartTurnsForPlayers ( ) ;
if ( actingPlayers . empty ( ) )
doStartNewDay ( ) ;
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assert ( ! actingPlayers . empty ( ) ) ;
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}
void TurnOrderProcessor : : addPlayer ( PlayerColor which )
{
awaitingPlayers . insert ( which ) ;
}
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void TurnOrderProcessor : : onPlayerEndsGame ( PlayerColor which )
{
awaitingPlayers . erase ( which ) ;
actingPlayers . erase ( which ) ;
actedPlayers . erase ( which ) ;
if ( ! awaitingPlayers . empty ( ) )
tryStartTurnsForPlayers ( ) ;
if ( actingPlayers . empty ( ) )
doStartNewDay ( ) ;
}
bool TurnOrderProcessor : : onPlayerEndsTurn ( PlayerColor which )
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{
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if ( ! isPlayerMakingTurn ( which ) )
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{
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 ;
}
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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 ( )
{
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if ( actingPlayers . empty ( ) )
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blockedContacts = computeContactStatus ( ) ;
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// 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 ( ) ;
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}
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
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{
return vstd : : contains ( awaitingPlayers , which ) ;
}
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bool TurnOrderProcessor : : isPlayerMakingTurn ( PlayerColor which ) const
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{
return vstd : : contains ( actingPlayers , which ) ;
}
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bool TurnOrderProcessor : : isPlayerAwaitsNewDay ( PlayerColor which ) const
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{
return vstd : : contains ( actedPlayers , which ) ;
}