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Send notifications when simultaneous turns end

This commit is contained in:
Ivan Savenko 2023-12-23 18:11:25 +02:00
parent 20ede710c2
commit cd526a5e15
2 changed files with 40 additions and 6 deletions

View File

@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "TurnOrderProcessor.h"
#include "PlayerMessageProcessor.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/MapQueries.h"
@ -35,9 +36,9 @@ int TurnOrderProcessor::simturnsTurnsMinLimit() const
return gameHandler->getStartInfo()->simturnsInfo.requiredTurns;
}
void TurnOrderProcessor::updateContactStatus()
std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
{
blockedContacts.clear();
std::vector<PlayerPair> result;
assert(actedPlayers.empty());
assert(actingPlayers.empty());
@ -50,9 +51,40 @@ void TurnOrderProcessor::updateContactStatus()
continue;
if (computeCanActSimultaneously(left, right))
blockedContacts.push_back({left, right});
result.push_back({left, right});
}
}
return result;
}
void TurnOrderProcessor::updateAndNotifyContactStatus()
{
auto newBlockedContacts = computeContactStatus();
if (newBlockedContacts.empty())
{
// Simturns between all players have ended - send single global notification
if (!blockedContacts.empty())
gameHandler->playerMessages->broadcastSystemMessage("Simultaneous turns have ended");
}
else
{
// Simturns between some players have ended - notify each pair
for (auto const & contact : blockedContacts)
{
if (vstd::contains(newBlockedContacts, contact))
continue;
MetaString message;
message.appendRawString("Simultaneous turns between players %s and %s have ended"); // FIXME: we should send MetaString itself and localize it on client side
message.replaceName(contact.a);
message.replaceName(contact.b);
gameHandler->playerMessages->broadcastSystemMessage(message.toString());
}
}
blockedContacts = newBlockedContacts;
}
bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
@ -204,7 +236,7 @@ void TurnOrderProcessor::doStartNewDay()
std::swap(actedPlayers, awaitingPlayers);
gameHandler->onNewTurn();
updateContactStatus();
updateAndNotifyContactStatus();
tryStartTurnsForPlayers();
}
@ -301,7 +333,7 @@ bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
void TurnOrderProcessor::onGameStarted()
{
if (actingPlayers.empty())
updateContactStatus();
blockedContacts = computeContactStatus();
// this may be game load - send notification to players that they can act
auto actingPlayersCopy = actingPlayers;

View File

@ -62,7 +62,9 @@ class TurnOrderProcessor : boost::noncopyable
/// Starts turn for all players that can start turn
void tryStartTurnsForPlayers();
void updateContactStatus();
void updateAndNotifyContactStatus();
std::vector<PlayerPair> computeContactStatus() const;
void doStartNewDay();
void doStartPlayerTurn(PlayerColor which);