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Allow one AI and human to act simultaneously
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b89fa254fc
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@ -2188,6 +2188,11 @@ bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection>
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return connections.at(player).count(c);
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}
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bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
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{
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return connections.at(left) == connections.at(right);
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}
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bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
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{
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const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
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@ -176,6 +176,7 @@ public:
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void handleClientDisconnection(std::shared_ptr<CConnection> c);
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void handleReceivedPack(CPackForServer * pack);
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bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
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bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
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bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
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bool buildBoat( ObjectInstanceID objid, PlayerColor player );
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@ -24,9 +24,41 @@ TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
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}
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int TurnOrderProcessor::simturnsTurnsLimit() const
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{
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// TODO
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return 7;
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}
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bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
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{
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// TODO
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return false;
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}
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bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
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{
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return false;
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const auto * activeInfo = gameHandler->getPlayerState(active, false);
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const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
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assert(active != waiting);
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assert(activeInfo);
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assert(waitingInfo);
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if (gameHandler->getDate(Date::DAY) > simturnsTurnsLimit())
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return false;
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if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
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{
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// only one AI and one human can play simultaneoulsy from single connection
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if (activeInfo->human == waitingInfo->human)
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return false;
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}
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if (playersInContact(active, waiting))
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return false;
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return true;
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}
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bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
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@ -107,8 +139,7 @@ void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
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pst.queryID = turnQuery->queryID;
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gameHandler->sendAndApply(&pst);
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assert(actingPlayers.size() == 1); // No simturns yet :(
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assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
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assert(!actingPlayers.empty());
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}
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void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
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@ -130,8 +161,6 @@ void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
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doStartNewDay();
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assert(!actingPlayers.empty());
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assert(actingPlayers.size() == 1); // No simturns yet :(
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assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
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}
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void TurnOrderProcessor::addPlayer(PlayerColor which)
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@ -152,8 +181,6 @@ void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
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doStartNewDay();
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assert(!actingPlayers.empty());
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assert(actingPlayers.size() == 1); // No simturns yet :(
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assert(gameHandler->isPlayerMakingTurn(*actingPlayers.begin()));
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}
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bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
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@ -21,6 +21,12 @@ class TurnOrderProcessor : boost::noncopyable
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std::set<PlayerColor> actingPlayers;
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std::set<PlayerColor> actedPlayers;
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/// Returns date on which simturns must end unconditionally
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int simturnsTurnsLimit() const;
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/// Returns true if players are close enough to each other for their heroes to meet on this turn
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bool playersInContact(PlayerColor left, PlayerColor right) const;
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/// Returns true if waiting player can act alongside with currently acting player
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bool canActSimultaneously(PlayerColor active, PlayerColor waiting) const;
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