mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Send notifications when simultaneous turns end
This commit is contained in:
parent
20ede710c2
commit
cd526a5e15
@ -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;
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user