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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00

Allow one AI and human to act simultaneously

This commit is contained in:
Ivan Savenko 2023-09-18 22:09:16 +03:00
parent b89fa254fc
commit b2f30f78fa
4 changed files with 46 additions and 7 deletions

View File

@ -2188,6 +2188,11 @@ bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection>
return connections.at(player).count(c);
}
bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
{
return connections.at(left) == connections.at(right);
}
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
{
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));

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@ -176,6 +176,7 @@ public:
void handleClientDisconnection(std::shared_ptr<CConnection> c);
void handleReceivedPack(CPackForServer * pack);
bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
bool buildBoat( ObjectInstanceID objid, PlayerColor player );

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@ -24,9 +24,41 @@ TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
}
int TurnOrderProcessor::simturnsTurnsLimit() const
{
// TODO
return 7;
}
bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
{
// TODO
return false;
}
bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
{
return false;
const auto * activeInfo = gameHandler->getPlayerState(active, false);
const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
assert(active != waiting);
assert(activeInfo);
assert(waitingInfo);
if (gameHandler->getDate(Date::DAY) > simturnsTurnsLimit())
return false;
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 (playersInContact(active, waiting))
return false;
return true;
}
bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
@ -107,8 +139,7 @@ void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
pst.queryID = turnQuery->queryID;
gameHandler->sendAndApply(&pst);
assert(actingPlayers.size() == 1); // No simturns yet :(
assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
assert(!actingPlayers.empty());
}
void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
@ -130,8 +161,6 @@ void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
doStartNewDay();
assert(!actingPlayers.empty());
assert(actingPlayers.size() == 1); // No simturns yet :(
assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
}
void TurnOrderProcessor::addPlayer(PlayerColor which)
@ -152,8 +181,6 @@ void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
doStartNewDay();
assert(!actingPlayers.empty());
assert(actingPlayers.size() == 1); // No simturns yet :(
assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
}
bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)

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@ -21,6 +21,12 @@ class TurnOrderProcessor : boost::noncopyable
std::set<PlayerColor> actingPlayers;
std::set<PlayerColor> actedPlayers;
/// Returns date on which simturns must end unconditionally
int simturnsTurnsLimit() 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 canActSimultaneously(PlayerColor active, PlayerColor waiting) const;