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	Merge pull request #4019 from IvanSavenko/simturn_tweaks
[1.5.2] Simturn tweaks
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		| @@ -32,11 +32,14 @@ struct DLL_LINKAGE SimturnsInfo | ||||
| 	int optionalTurns = 0; | ||||
| 	/// If set to true, human and 1 AI can act at the same time | ||||
| 	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 | ||||
| 	{ | ||||
| 		return requiredTurns == other.requiredTurns && | ||||
| 				optionalTurns == other.optionalTurns && | ||||
| 				ignoreAlliedContacts == other.ignoreAlliedContacts && | ||||
| 				allowHumanWithAI == other.allowHumanWithAI; | ||||
| 	} | ||||
|  | ||||
| @@ -46,6 +49,10 @@ struct DLL_LINKAGE SimturnsInfo | ||||
| 		h & requiredTurns; | ||||
| 		h & optionalTurns; | ||||
| 		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 | ||||
| 	} | ||||
| }; | ||||
|  | ||||
|   | ||||
| @@ -17,6 +17,9 @@ | ||||
| #include "../CVCMIServer.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/PathfinderOptions.h" | ||||
|  | ||||
| @@ -102,6 +105,18 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c | ||||
| 	const auto * leftInfo = gameHandler->getPlayerState(left, 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) | ||||
| 	{ | ||||
| 		CPathsInfo out(mapSize, hero); | ||||
| @@ -174,6 +189,9 @@ bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerC | ||||
| 	if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit()) | ||||
| 		return false; | ||||
|  | ||||
| 	if (gameHandler->getStartInfo()->simturnsInfo.ignoreAlliedContacts && activeInfo->team == waitingInfo->team) | ||||
| 		return true; | ||||
|  | ||||
| 	if (playersInContact(active, waiting)) | ||||
| 		return false; | ||||
|  | ||||
|   | ||||
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