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Merge pull request #4019 from IvanSavenko/simturn_tweaks

[1.5.2] Simturn tweaks
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Ivan Savenko 2024-05-21 14:18:42 +03:00 committed by GitHub
commit c85ea98519
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2 changed files with 25 additions and 0 deletions

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@ -32,11 +32,14 @@ struct DLL_LINKAGE SimturnsInfo
int optionalTurns = 0; int optionalTurns = 0;
/// If set to true, human and 1 AI can act at the same time /// If set to true, human and 1 AI can act at the same time
bool allowHumanWithAI = false; bool allowHumanWithAI = false;
/// If set to true, allied players can play simultaneously even after contacting each other
bool ignoreAlliedContacts = true;
bool operator == (const SimturnsInfo & other) const bool operator == (const SimturnsInfo & other) const
{ {
return requiredTurns == other.requiredTurns && return requiredTurns == other.requiredTurns &&
optionalTurns == other.optionalTurns && optionalTurns == other.optionalTurns &&
ignoreAlliedContacts == other.ignoreAlliedContacts &&
allowHumanWithAI == other.allowHumanWithAI; allowHumanWithAI == other.allowHumanWithAI;
} }
@ -46,6 +49,10 @@ struct DLL_LINKAGE SimturnsInfo
h & requiredTurns; h & requiredTurns;
h & optionalTurns; h & optionalTurns;
h & allowHumanWithAI; h & allowHumanWithAI;
static_assert(Handler::Version::RELEASE_143 < Handler::Version::CURRENT, "Please add ignoreAlliedContacts to serialization for 1.6");
// disabled to allow multiplayer compatibility between 1.5.2 and 1.5.1
// h & ignoreAlliedContacts
} }
}; };

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@ -17,6 +17,9 @@
#include "../CVCMIServer.h" #include "../CVCMIServer.h"
#include "../../lib/CPlayerState.h" #include "../../lib/CPlayerState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapObjects/CGObjectInstance.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/pathfinder/CPathfinder.h" #include "../../lib/pathfinder/CPathfinder.h"
#include "../../lib/pathfinder/PathfinderOptions.h" #include "../../lib/pathfinder/PathfinderOptions.h"
@ -102,6 +105,18 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
const auto * leftInfo = gameHandler->getPlayerState(left, false); const auto * leftInfo = gameHandler->getPlayerState(left, false);
const auto * rightInfo = gameHandler->getPlayerState(right, false); const auto * rightInfo = gameHandler->getPlayerState(right, false);
for (auto obj : gameHandler->gameState()->map->objects)
{
if (obj && obj->isVisitable())
{
int3 pos = obj->visitablePos();
if (obj->tempOwner == left)
leftReachability[pos.z][pos.x][pos.y] = true;
if (obj->tempOwner == right)
rightReachability[pos.z][pos.x][pos.y] = true;
}
}
for(const auto & hero : leftInfo->heroes) for(const auto & hero : leftInfo->heroes)
{ {
CPathsInfo out(mapSize, hero); CPathsInfo out(mapSize, hero);
@ -174,6 +189,9 @@ bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerC
if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit()) if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
return false; return false;
if (gameHandler->getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team)
return true;
if (playersInContact(active, waiting)) if (playersInContact(active, waiting))
return false; return false;