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Allow one AI and human to act simultaneously
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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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