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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Transfer player ownership to AI
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parent
135be21f07
commit
f4b7cf8196
@ -345,6 +345,15 @@ void PlayerEndsGame::applyCl(CClient *cl)
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handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
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}
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void PlayerReinitInterface::applyCl(CClient * cl)
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{
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CSH->si->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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cl->initPlayerEnvironments();
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cl->initPlayerInterfaces();
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if(cl->gameState()->currentPlayer == player)
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callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);
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}
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void RemoveBonus::applyCl(CClient *cl)
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{
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cl->invalidatePaths();
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@ -421,6 +421,21 @@ struct PlayerEndsGame : public CPackForClient
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}
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};
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struct PlayerReinitInterface : public CPackForClient
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{
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void applyCl(CClient * cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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ui8 playerConnectionId; //PLAYER_AI fro AI player
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player;
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h & playerConnectionId;
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}
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};
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struct RemoveBonus : public CPackForClient
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{
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RemoveBonus(ui8 Who = 0)
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@ -365,6 +365,15 @@ DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
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}
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}
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DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
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{
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if(!gs || !gs->scenarioOps)
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return;
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//TODO: what does mean if more that one player connected?
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gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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}
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DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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{
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CBonusSystemNode *node;
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@ -240,6 +240,7 @@ void registerTypesClientPacks1(Serializer &s)
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s.template registerType<CPackForClient, GiveBonus>();
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s.template registerType<CPackForClient, ChangeObjPos>();
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s.template registerType<CPackForClient, PlayerEndsGame>();
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s.template registerType<CPackForClient, PlayerReinitInterface>();
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s.template registerType<CPackForClient, RemoveBonus>();
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s.template registerType<CPackForClient, UpdateArtHandlerLists>();
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s.template registerType<CPackForClient, UpdateMapEvents>();
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@ -1324,7 +1324,7 @@ void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * de
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void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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{
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for(auto playerConns : connections)
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/*for(auto playerConns : connections)
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{
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for(auto i = playerConns.second.begin(); i != playerConns.second.end(); )
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{
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@ -1342,7 +1342,7 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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else
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++i;
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}
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}
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}*/
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}
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void CGameHandler::handleReceivedPack(CPackForServer * pack)
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@ -5003,7 +5003,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
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{
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bool cheated = true;
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bool cheated = false;
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PlayerMessageClient temp_message(player, message);
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sendAndApply(&temp_message);
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@ -6924,6 +6924,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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{
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if (cheat == "vcmiistari")
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{
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cheated = true;
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if (!hero) return;
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///Give hero spellbook
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if (!hero->hasSpellbook())
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@ -6949,6 +6950,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmiarmenelos")
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{
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cheated = true;
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if (!town) return;
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///Build all buildings in selected town
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for (auto & build : town->town->buildings)
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@ -6963,6 +6965,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
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{
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cheated = true;
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if (!hero) return;
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///Gives N creatures into each slot
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std::map<std::string, std::pair<int, int>> creatures;
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@ -6977,6 +6980,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcminoldor")
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{
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cheated = true;
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if (!hero) return;
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///Give all war machines to hero
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if (!hero->getArt(ArtifactPosition::MACH1))
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@ -6988,6 +6992,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmiforgeofnoldorking")
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{
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cheated = true;
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if (!hero) return;
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///Give hero all artifacts except war machines, spell scrolls and spell book
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for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
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@ -6995,12 +7000,14 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmiglorfindel")
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{
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cheated = true;
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if (!hero) return;
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///selected hero gains a new level
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changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
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}
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else if (cheat == "vcminahar")
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{
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cheated = true;
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if (!hero) return;
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///Give 1000000 movement points to hero
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SetMovePoints smp;
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@ -7017,6 +7024,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmiformenos")
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{
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cheated = true;
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///Give resources to player
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TResources resources;
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resources[Res::GOLD] = 100000;
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@ -7027,6 +7035,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmisilmaril")
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{
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cheated = true;
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///Player wins
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PlayerCheated pc;
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pc.player = player;
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@ -7035,6 +7044,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmimelkor")
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{
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cheated = true;
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///Player looses
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PlayerCheated pc;
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pc.player = player;
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@ -7043,6 +7053,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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}
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else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
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{
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cheated = true;
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///Reveal or conceal FoW
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FoWChange fc;
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fc.mode = (cheat == "vcmieagles" ? 1 : 0);
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@ -7061,8 +7072,6 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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delete [] hlp_tab;
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sendAndApply(&fc);
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}
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else
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cheated = false;
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}
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void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
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@ -474,22 +474,45 @@ void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<st
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void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
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{
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connections -= c;
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if(connections.empty())
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throw std::runtime_error("No more connections. Closing server.");
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if(hostClient == c)
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{
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//TODO: support host transfer role
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state = EServerState::SHUTDOWN;
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return;
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}
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for(auto it = playerNames.begin(); it != playerNames.end();)
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{
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if(it->second.connection != c->connectionID)
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{
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it++;
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++it;
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continue;
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}
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int id = it->first;
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announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
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playerNames.erase(it++);
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// Reset in-game players client used back to AI
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if(PlayerSettings * s = si->getPlayersSettings(id))
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std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
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announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
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auto * playerSettings = si->getPlayersSettings(id);
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if(!playerSettings)
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{
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setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
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++it;
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continue;
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}
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it = playerNames.erase(it);
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setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
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if(gh && si && state == EServerState::GAMEPLAY)
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{
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gh->playerMessage(playerSettings->color, playerLeftMsgText, ObjectInstanceID{});
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gh->connections[playerSettings->color].insert(hostClient);
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PlayerReinitInterface startAiPack;
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startAiPack.player = playerSettings->color;
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startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
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gh->sendAndApply(&startAiPack);
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}
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}
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}
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