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Merge pull request #2636 from IvanSavenko/server_turn_order_processor
Reorganize player turn order handling on server
This commit is contained in:
commit
f9049e7796
@ -225,7 +225,8 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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if(weakest->count == 1)
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{
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assert(resultingArmy.size() > 1);
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if (resultingArmy.size() == 1)
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logAi->warn("Unexpected resulting army size!");
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resultingArmy.erase(weakest);
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}
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@ -1625,15 +1625,6 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
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if (GH.curInt == this)
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GH.curInt = nullptr;
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}
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else
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{
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if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
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{
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MetaString message = victoryLossCheckResult.messageToSelf;
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message.appendLocalString(EMetaText::COLOR, player.getNum());
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showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
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}
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}
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}
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void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
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@ -471,7 +471,6 @@ void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier)
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{
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YourTurn yt;
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yt.player = colorIdentifier;
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yt.daysWithoutCastle = CSH->client->getPlayerState(colorIdentifier)->daysWithoutCastle;
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ApplyClientNetPackVisitor visitor(*CSH->client, *CSH->client->gameState());
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yt.visit(visitor);
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@ -397,7 +397,7 @@ void AdventureMapShortcuts::moveHeroDirectional(const Point & direction)
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bool AdventureMapShortcuts::optionCanViewQuests()
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{
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return optionInMapView() && CGI->mh->getMap()->quests.empty();
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return optionInMapView() && !CGI->mh->getMap()->quests.empty();
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}
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bool AdventureMapShortcuts::optionCanToggleLevel()
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@ -372,11 +372,15 @@ void AdventureMapWidget::setPlayerChildren(CIntObject * widget, const PlayerColo
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auto container = dynamic_cast<CAdventureMapContainerWidget *>(entry);
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auto icon = dynamic_cast<CAdventureMapIcon *>(entry);
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auto button = dynamic_cast<CButton *>(entry);
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auto resDataBar = dynamic_cast<CResDataBar *>(entry);
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auto texture = dynamic_cast<FilledTexturePlayerColored *>(entry);
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if(button)
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button->setPlayerColor(player);
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if(resDataBar)
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resDataBar->colorize(player);
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if(icon)
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icon->setPlayer(player);
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@ -265,7 +265,7 @@ void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
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{
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logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
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stacksController->setActiveStack(nullptr);
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LOCPLINT->cb->battleMakeUnitAction(command);
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curInt->cb->battleMakeUnitAction(command);
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}
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else
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{
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@ -29,7 +29,7 @@ public:
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using ExecHandler = Sub::ExecHandler;
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static Sub * getRegistry();
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static void defaultExecute(const EventBus * bus, const ExecHandler & execHandler, PlayerColor & player);
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static void defaultExecute(const EventBus * bus, const PlayerColor & player);
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virtual PlayerColor getPlayer() const = 0;
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virtual void setPlayer(const PlayerColor & value) = 0;
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@ -27,6 +27,7 @@ public:
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virtual void visitPlayerBlocked(PlayerBlocked & pack) {}
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virtual void visitPlayerCheated(PlayerCheated & pack) {}
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virtual void visitYourTurn(YourTurn & pack) {}
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virtual void visitDaysWithoutTown(DaysWithoutTown & pack) {}
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virtual void visitTurnTimeUpdate(TurnTimeUpdate & pack) {}
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virtual void visitEntitiesChanged(EntitiesChanged & pack) {}
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virtual void visitSetResources(SetResources & pack) {}
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@ -167,7 +167,21 @@ struct DLL_LINKAGE YourTurn : public CPackForClient
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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std::optional<ui8> daysWithoutCastle;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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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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}
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};
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struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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std::optional<int32_t> daysWithoutCastle;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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@ -108,6 +108,11 @@ void YourTurn::visitTyped(ICPackVisitor & visitor)
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visitor.visitYourTurn(*this);
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}
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void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitDaysWithoutTown(*this);
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}
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void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEntitiesChanged(*this);
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@ -2025,26 +2030,6 @@ void NewTurn::applyGs(CGameState *gs)
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if(gs->getDate(Date::DAY_OF_WEEK) == 1)
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gs->updateRumor();
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//count days without town for all players, regardless of their turn order
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for (auto &p : gs->players)
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{
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PlayerState & playerState = p.second;
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if (playerState.status == EPlayerStatus::INGAME)
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{
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if (playerState.towns.empty())
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{
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if (playerState.daysWithoutCastle)
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++(*playerState.daysWithoutCastle);
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else
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playerState.daysWithoutCastle = std::make_optional(0);
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}
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else
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{
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playerState.daysWithoutCastle = std::nullopt;
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}
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}
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}
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}
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void SetObjectProperty::applyGs(CGameState * gs) const
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@ -2063,8 +2048,16 @@ void SetObjectProperty::applyGs(CGameState * gs) const
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{
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auto * t = dynamic_cast<CGTownInstance *>(obj);
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assert(t);
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if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
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gs->getPlayerState(t->tempOwner)->towns -= t;
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PlayerColor oldOwner = t->tempOwner;
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if(oldOwner.isValidPlayer())
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{
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auto * state = gs->getPlayerState(oldOwner);
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state->towns -= t;
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if(state->towns.empty())
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*state->daysWithoutCastle = 0;
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}
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if(val < PlayerColor::PLAYER_LIMIT_I)
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{
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PlayerState * p = gs->getPlayerState(PlayerColor(val));
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@ -2509,7 +2502,10 @@ void PlayerCheated::applyGs(CGameState * gs) const
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void YourTurn::applyGs(CGameState * gs) const
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{
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gs->currentPlayer = player;
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}
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void DaysWithoutTown::applyGs(CGameState * gs) const
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{
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auto & playerState = gs->players[player];
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playerState.daysWithoutCastle = daysWithoutCastle;
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}
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@ -24,12 +24,11 @@ SubscriptionRegistry<PlayerGotTurn> * PlayerGotTurn::getRegistry()
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return Instance.get();
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}
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void PlayerGotTurn::defaultExecute(const EventBus * bus, const ExecHandler & execHandler, PlayerColor & player)
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void PlayerGotTurn::defaultExecute(const EventBus * bus, const PlayerColor & player)
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{
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CPlayerGotTurn event;
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event.setPlayer(player);
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bus->executeEvent(event, execHandler);
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player = event.getPlayer();
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bus->executeEvent(event);
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}
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CPlayerGotTurn::CPlayerGotTurn() = default;
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@ -124,15 +124,6 @@ void TavernHeroesPool::onNewDay()
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hero.second->setMovementPoints(hero.second->movementPointsLimit(true));
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hero.second->mana = hero.second->manaLimit();
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}
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for (auto & slot : currentTavern)
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{
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if (slot.role == TavernSlotRole::RETREATED_TODAY)
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slot.role = TavernSlotRole::RETREATED;
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if (slot.role == TavernSlotRole::SURRENDERED_TODAY)
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slot.role = TavernSlotRole::SURRENDERED;
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}
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}
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void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero)
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@ -24,12 +24,8 @@ enum class TavernSlotRole : int8_t
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SINGLE_UNIT, // hero was added after buying hero from this slot, and only has 1 creature in army
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FULL_ARMY, // hero was added to tavern on new week and still has full army
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RETREATED, // hero was owned by player before, but have retreated from battle and only has 1 creature in army
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RETREATED_TODAY,
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SURRENDERED, // hero was owned by player before, but have surrendered in battle and kept some troops
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SURRENDERED_TODAY,
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SURRENDERED // hero was owned by player before, but have surrendered in battle and kept some troops
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};
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VCMI_LIB_NAMESPACE_END
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@ -232,6 +232,7 @@ void registerTypesClientPacks1(Serializer &s)
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s.template registerType<CPackForClient, PlayerBlocked>();
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s.template registerType<CPackForClient, PlayerCheated>();
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s.template registerType<CPackForClient, YourTurn>();
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s.template registerType<CPackForClient, DaysWithoutTown>();
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s.template registerType<CPackForClient, TurnTimeUpdate>();
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s.template registerType<CPackForClient, SetResources>();
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s.template registerType<CPackForClient, SetPrimSkill>();
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@ -16,6 +16,7 @@
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#include "battles/BattleProcessor.h"
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#include "processors/HeroPoolProcessor.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "processors/TurnOrderProcessor.h"
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#include "queries/QueriesProcessor.h"
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#include "queries/MapQueries.h"
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@ -92,7 +93,7 @@ public:
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T *ptr = static_cast<T*>(pack);
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try
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{
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ApplyGhNetPackVisitor applier(*gh, *gs);
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ApplyGhNetPackVisitor applier(*gh);
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ptr->visit(applier);
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@ -123,51 +124,6 @@ static inline double distance(int3 a, int3 b)
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return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
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}
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PlayerStatus PlayerStatuses::operator[](PlayerColor player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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return players.at(player);
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(PlayerColor player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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players[player];
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}
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bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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return players[player].*flag;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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players[player].*flag = val;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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cv.notify_all();
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}
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template <typename T>
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void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
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{
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@ -480,7 +436,7 @@ void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill wh
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void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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{
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if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
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if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
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return;
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for(auto & playerConnections : connections)
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@ -546,6 +502,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
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: lobby(lobby)
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, heroPool(std::make_unique<HeroPoolProcessor>(this))
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, battles(std::make_unique<BattleProcessor>(this))
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, turnOrder(std::make_unique<TurnOrderProcessor>(this))
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, queries(std::make_unique<QueriesProcessor>())
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, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
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, complainNoCreatures("No creatures to split")
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@ -592,9 +549,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
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getRandomGenerator().resetSeed();
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for (auto & elem : gs->players)
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{
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states.addPlayer(elem.first);
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}
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turnOrder->addPlayer(elem.first);
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reinitScripting();
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}
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@ -646,7 +601,45 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
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}
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}
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void CGameHandler::newTurn()
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void CGameHandler::onPlayerTurnStarted(PlayerColor which)
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{
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events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
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turnTimerHandler.onPlayerGetTurn(gs->players[which]);
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}
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void CGameHandler::onPlayerTurnEnded(PlayerColor which)
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{
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const auto * playerState = gs->getPlayerState(which);
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assert(playerState->status == EPlayerStatus::INGAME);
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if (playerState->towns.empty())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
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sendAndApply(&pack);
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}
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else
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{
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if (playerState->daysWithoutCastle.has_value())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = std::nullopt;
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sendAndApply(&pack);
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}
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}
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// check for 7 days without castle
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checkVictoryLossConditionsForPlayer(which);
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bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
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if (newWeek) //new heroes in tavern
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heroPool->onNewWeek(which);
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}
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void CGameHandler::onNewTurn()
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{
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logGlobal->trace("Turn %d", gs->day+1);
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NewTurn n;
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@ -735,13 +728,13 @@ void CGameHandler::newTurn()
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{
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if (elem.first == PlayerColor::NEUTRAL)
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continue;
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else if (elem.first >= PlayerColor::PLAYER_LIMIT)
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assert(0); //illegal player number!
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assert(elem.first.isValidPlayer());//illegal player number!
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std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
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hadGold.insert(playerGold);
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if (newWeek) //new heroes in tavern
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if (firstTurn)
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heroPool->onNewWeek(elem.first);
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n.res[elem.first] = elem.second.resources;
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@ -954,6 +947,9 @@ void CGameHandler::newTurn()
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}
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}
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if (!firstTurn)
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checkVictoryLossConditionsForAll(); // check for map turn limit
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logGlobal->trace("Info about turn %d has been sent!", n.day);
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handleTimeEvents();
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//call objects
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@ -965,6 +961,7 @@ void CGameHandler::newTurn()
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synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
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}
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void CGameHandler::run(bool resume)
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{
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LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
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@ -989,113 +986,30 @@ void CGameHandler::run(bool resume)
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services()->scripts()->run(serverScripts);
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#endif
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if(resume)
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if (!resume)
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{
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onNewTurn();
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events::TurnStarted::defaultExecute(serverEventBus.get());
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for(auto & player : gs->players)
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turnTimerHandler.onGameplayStart(player.second);
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}
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else
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events::GameResumed::defaultExecute(serverEventBus.get());
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auto playerTurnOrder = generatePlayerTurnOrder();
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turnOrder->onGameStarted();
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if(!resume)
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for(auto & playerColor : playerTurnOrder)
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turnTimerHandler.onGameplayStart(gs->players[playerColor]);
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while(lobby->state == EServerState::GAMEPLAY)
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//wait till game is done
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while(lobby->getState() == EServerState::GAMEPLAY)
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{
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if(!resume)
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{
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newTurn();
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events::TurnStarted::defaultExecute(serverEventBus.get());
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}
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std::list<PlayerColor>::iterator it;
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if (resume)
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{
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it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
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}
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else
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{
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it = playerTurnOrder.begin();
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}
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resume = false;
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for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
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{
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auto playerColor = *it;
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auto onGetTurn = [&](events::PlayerGotTurn & event)
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{
|
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//if player runs out of time, he shouldn't get the turn (especially AI)
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//pre-trigger may change anything, should check before each player
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//TODO: is it enough to check only one player?
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checkVictoryLossConditionsForAll();
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auto player = event.getPlayer();
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|
||||
const PlayerState * playerState = &gs->players[player];
|
||||
|
||||
if(playerState->status != EPlayerStatus::INGAME)
|
||||
{
|
||||
event.setPlayer(PlayerColor::CANNOT_DETERMINE);
|
||||
}
|
||||
else
|
||||
{
|
||||
states.setFlag(player, &PlayerStatus::makingTurn, true);
|
||||
|
||||
YourTurn yt;
|
||||
yt.player = player;
|
||||
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
|
||||
yt.daysWithoutCastle = playerState->daysWithoutCastle;
|
||||
applyAndSend(&yt);
|
||||
|
||||
turnTimerHandler.onPlayerGetTurn(gs->players[player]);
|
||||
}
|
||||
};
|
||||
|
||||
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
|
||||
|
||||
if(playerColor != PlayerColor::CANNOT_DETERMINE)
|
||||
{
|
||||
//wait till turn is done
|
||||
const int waitTime = 100; //ms
|
||||
boost::unique_lock<boost::mutex> lock(states.mx);
|
||||
while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
|
||||
{
|
||||
turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
|
||||
|
||||
turnTimerHandler.onPlayerMakingTurn(gs->players[gs->getCurrentPlayer()], waitTime);
|
||||
if(gs->curB)
|
||||
turnTimerHandler.onBattleLoop(waitTime);
|
||||
|
||||
states.cv.wait_for(lock, boost::chrono::milliseconds(waitTime));
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(waitTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
//additional check that game is not finished
|
||||
bool activePlayer = false;
|
||||
for (auto player : playerTurnOrder)
|
||||
{
|
||||
if (gs->players[player].status == EPlayerStatus::INGAME)
|
||||
activePlayer = true;
|
||||
}
|
||||
if(!activePlayer)
|
||||
lobby->state = EServerState::GAMEPLAY_ENDED;
|
||||
}
|
||||
}
|
||||
|
||||
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
|
||||
{
|
||||
// Generate player turn order
|
||||
std::list<PlayerColor> playerTurnOrder;
|
||||
|
||||
for (const auto & player : gs->players) // add human players first
|
||||
{
|
||||
if (player.second.human)
|
||||
playerTurnOrder.push_back(player.first);
|
||||
}
|
||||
for (const auto & player : gs->players) // then add non-human players
|
||||
{
|
||||
if (!player.second.human)
|
||||
playerTurnOrder.push_back(player.first);
|
||||
}
|
||||
return playerTurnOrder;
|
||||
}
|
||||
|
||||
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
|
||||
{
|
||||
@ -3595,6 +3509,8 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
peg.victoryLossCheckResult = victoryLossCheckResult;
|
||||
sendAndApply(&peg);
|
||||
|
||||
turnOrder->onPlayerEndsGame(player);
|
||||
|
||||
if (victoryLossCheckResult.victory())
|
||||
{
|
||||
//one player won -> all enemies lost
|
||||
@ -3617,7 +3533,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
|
||||
if(p->human)
|
||||
{
|
||||
lobby->state = EServerState::GAMEPLAY_ENDED;
|
||||
lobby->setState(EServerState::GAMEPLAY_ENDED);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -3660,14 +3576,6 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
}
|
||||
checkVictoryLossConditions(playerColors);
|
||||
}
|
||||
|
||||
auto playerInfo = getPlayerState(gs->currentPlayer, false);
|
||||
// If we are called before the actual game start, there might be no current player
|
||||
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
|
||||
{
|
||||
// If player making turn has lost his turn must be over as well
|
||||
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -4229,15 +4137,6 @@ void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_
|
||||
sendAndApply(&no);
|
||||
}
|
||||
|
||||
void CGameHandler::deserializationFix()
|
||||
{
|
||||
//FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
|
||||
// restore any places that requires such pointer manually
|
||||
heroPool->gameHandler = this;
|
||||
battles->setGameHandler(this);
|
||||
playerMessages->gameHandler = this;
|
||||
}
|
||||
|
||||
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
|
||||
{
|
||||
battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
|
||||
|
@ -49,36 +49,10 @@ class CVCMIServer;
|
||||
class CBaseForGHApply;
|
||||
class PlayerMessageProcessor;
|
||||
class BattleProcessor;
|
||||
class TurnOrderProcessor;
|
||||
class QueriesProcessor;
|
||||
class CObjectVisitQuery;
|
||||
|
||||
struct PlayerStatus
|
||||
{
|
||||
bool makingTurn;
|
||||
|
||||
PlayerStatus():makingTurn(false){};
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & makingTurn;
|
||||
}
|
||||
};
|
||||
class PlayerStatuses
|
||||
{
|
||||
public:
|
||||
std::map<PlayerColor,PlayerStatus> players;
|
||||
boost::mutex mx;
|
||||
boost::condition_variable cv; //notifies when any changes are made
|
||||
|
||||
void addPlayer(PlayerColor player);
|
||||
PlayerStatus operator[](PlayerColor player);
|
||||
bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
|
||||
void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & players;
|
||||
}
|
||||
};
|
||||
|
||||
class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
|
||||
{
|
||||
CVCMIServer * lobby;
|
||||
@ -90,6 +64,7 @@ public:
|
||||
std::unique_ptr<HeroPoolProcessor> heroPool;
|
||||
std::unique_ptr<BattleProcessor> battles;
|
||||
std::unique_ptr<QueriesProcessor> queries;
|
||||
std::unique_ptr<TurnOrderProcessor> turnOrder;
|
||||
|
||||
//use enums as parameters, because doMove(sth, true, false, true) is not readable
|
||||
enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
|
||||
@ -99,13 +74,11 @@ public:
|
||||
std::unique_ptr<PlayerMessageProcessor> playerMessages;
|
||||
|
||||
std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
|
||||
PlayerStatuses states; //player color -> player state
|
||||
|
||||
//queries stuff
|
||||
boost::recursive_mutex gsm;
|
||||
ui32 QID;
|
||||
|
||||
|
||||
SpellCastEnvironment * spellEnv;
|
||||
|
||||
TurnTimerHandler turnTimerHandler;
|
||||
@ -237,6 +210,10 @@ public:
|
||||
void save(const std::string &fname);
|
||||
bool load(const std::string &fname);
|
||||
|
||||
void onPlayerTurnStarted(PlayerColor which);
|
||||
void onPlayerTurnEnded(PlayerColor which);
|
||||
void onNewTurn();
|
||||
|
||||
void handleTimeEvents();
|
||||
void handleTownEvents(CGTownInstance *town, NewTurn &n);
|
||||
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
|
||||
@ -248,14 +225,11 @@ public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & QID;
|
||||
h & states;
|
||||
h & battles;
|
||||
h & heroPool;
|
||||
h & getRandomGenerator();
|
||||
h & playerMessages;
|
||||
|
||||
if (!h.saving)
|
||||
deserializationFix();
|
||||
h & *battles;
|
||||
h & *heroPool;
|
||||
h & *playerMessages;
|
||||
h & *turnOrder;
|
||||
|
||||
#if SCRIPTING_ENABLED
|
||||
JsonNode scriptsState;
|
||||
@ -282,7 +256,6 @@ public:
|
||||
bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
|
||||
|
||||
void run(bool resume);
|
||||
void newTurn();
|
||||
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
|
||||
void spawnWanderingMonsters(CreatureID creatureID);
|
||||
|
||||
@ -298,8 +271,6 @@ public:
|
||||
scripting::Pool * getContextPool() const override;
|
||||
#endif
|
||||
|
||||
std::list<PlayerColor> generatePlayerTurnOrder() const;
|
||||
|
||||
friend class CVCMIServer;
|
||||
private:
|
||||
std::unique_ptr<events::EventBus> serverEventBus;
|
||||
@ -308,7 +279,6 @@ private:
|
||||
#endif
|
||||
|
||||
void reinitScripting();
|
||||
void deserializationFix();
|
||||
|
||||
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
|
||||
|
||||
|
@ -13,6 +13,7 @@ set(server_SRCS
|
||||
|
||||
processors/HeroPoolProcessor.cpp
|
||||
processors/PlayerMessageProcessor.cpp
|
||||
processors/TurnOrderProcessor.cpp
|
||||
|
||||
CGameHandler.cpp
|
||||
ServerSpellCastEnvironment.cpp
|
||||
@ -37,6 +38,7 @@ set(server_HEADERS
|
||||
|
||||
processors/HeroPoolProcessor.h
|
||||
processors/PlayerMessageProcessor.h
|
||||
processors/TurnOrderProcessor.h
|
||||
|
||||
CGameHandler.h
|
||||
ServerSpellCastEnvironment.h
|
||||
|
@ -158,6 +158,16 @@ CVCMIServer::~CVCMIServer()
|
||||
announceLobbyThread->join();
|
||||
}
|
||||
|
||||
void CVCMIServer::setState(EServerState value)
|
||||
{
|
||||
state.store(value);
|
||||
}
|
||||
|
||||
EServerState CVCMIServer::getState() const
|
||||
{
|
||||
return state.load();
|
||||
}
|
||||
|
||||
void CVCMIServer::run()
|
||||
{
|
||||
if(!restartGameplay)
|
||||
@ -1159,7 +1169,7 @@ int main(int argc, const char * argv[])
|
||||
|
||||
try
|
||||
{
|
||||
while(server.state != EServerState::SHUTDOWN)
|
||||
while(server.getState() != EServerState::SHUTDOWN)
|
||||
{
|
||||
server.run();
|
||||
}
|
||||
@ -1168,7 +1178,7 @@ int main(int argc, const char * argv[])
|
||||
catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
|
||||
{
|
||||
logNetwork->error(e.what());
|
||||
server.state = EServerState::SHUTDOWN;
|
||||
server.setState(EServerState::SHUTDOWN);
|
||||
}
|
||||
}
|
||||
catch(boost::system::system_error & e)
|
||||
|
@ -56,10 +56,10 @@ class CVCMIServer : public LobbyInfo
|
||||
boost::recursive_mutex mx;
|
||||
std::shared_ptr<CApplier<CBaseForServerApply>> applier;
|
||||
std::unique_ptr<boost::thread> announceLobbyThread, remoteConnectionsThread;
|
||||
std::atomic<EServerState> state;
|
||||
|
||||
public:
|
||||
std::shared_ptr<CGameHandler> gh;
|
||||
std::atomic<EServerState> state;
|
||||
ui16 port;
|
||||
|
||||
boost::program_options::variables_map cmdLineOptions;
|
||||
@ -101,6 +101,9 @@ public:
|
||||
|
||||
void updateAndPropagateLobbyState();
|
||||
|
||||
void setState(EServerState value);
|
||||
EServerState getState() const;
|
||||
|
||||
// Work with LobbyInfo
|
||||
void setPlayer(PlayerColor clickedColor);
|
||||
void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
|
||||
|
@ -53,7 +53,7 @@ void ClientPermissionsCheckerNetPackVisitor::visitLobbyClientConnected(LobbyClie
|
||||
}
|
||||
}
|
||||
|
||||
if(srv.state == EServerState::LOBBY)
|
||||
if(srv.getState() == EServerState::LOBBY)
|
||||
{
|
||||
result = true;
|
||||
return;
|
||||
@ -115,7 +115,7 @@ void ApplyOnServerAfterAnnounceNetPackVisitor::visitLobbyClientConnected(LobbyCl
|
||||
// Until UUID set we only pass LobbyClientConnected to this client
|
||||
pack.c->uuid = pack.uuid;
|
||||
srv.updateAndPropagateLobbyState();
|
||||
if(srv.state == EServerState::GAMEPLAY)
|
||||
if(srv.getState() == EServerState::GAMEPLAY)
|
||||
{
|
||||
//immediately start game
|
||||
std::unique_ptr<LobbyStartGame> startGameForReconnectedPlayer(new LobbyStartGame);
|
||||
@ -173,13 +173,13 @@ void ApplyOnServerAfterAnnounceNetPackVisitor::visitLobbyClientDisconnected(Lobb
|
||||
if(pack.shutdownServer)
|
||||
{
|
||||
logNetwork->info("Client requested shutdown, server will close itself...");
|
||||
srv.state = EServerState::SHUTDOWN;
|
||||
srv.setState(EServerState::SHUTDOWN);
|
||||
return;
|
||||
}
|
||||
else if(srv.connections.empty())
|
||||
{
|
||||
logNetwork->error("Last connection lost, server will close itself...");
|
||||
srv.state = EServerState::SHUTDOWN;
|
||||
srv.setState(EServerState::SHUTDOWN);
|
||||
}
|
||||
else if(pack.c == srv.hostClient)
|
||||
{
|
||||
@ -198,7 +198,7 @@ void ClientPermissionsCheckerNetPackVisitor::visitLobbyChatMessage(LobbyChatMess
|
||||
|
||||
void ApplyOnServerNetPackVisitor::visitLobbySetMap(LobbySetMap & pack)
|
||||
{
|
||||
if(srv.state != EServerState::LOBBY)
|
||||
if(srv.getState() != EServerState::LOBBY)
|
||||
{
|
||||
result = false;
|
||||
return;
|
||||
@ -300,7 +300,7 @@ void ApplyOnServerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
|
||||
pack.initializedStartInfo = std::make_shared<StartInfo>(*srv.gh->getStartInfo(true));
|
||||
pack.initializedGameState = srv.gh->gameState();
|
||||
|
||||
srv.state = EServerState::GAMEPLAY_STARTING;
|
||||
srv.setState(EServerState::GAMEPLAY_STARTING);
|
||||
result = true;
|
||||
}
|
||||
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "battles/BattleProcessor.h"
|
||||
#include "processors/HeroPoolProcessor.h"
|
||||
#include "processors/PlayerMessageProcessor.h"
|
||||
#include "processors/TurnOrderProcessor.h"
|
||||
#include "queries/QueriesProcessor.h"
|
||||
|
||||
#include "../lib/IGameCallback.h"
|
||||
@ -36,24 +37,10 @@ void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
|
||||
|
||||
void ApplyGhNetPackVisitor::visitEndTurn(EndTurn & pack)
|
||||
{
|
||||
PlayerColor currentPlayer = gs.currentPlayer;
|
||||
if(pack.player != currentPlayer)
|
||||
{
|
||||
if(gh.getPlayerStatus(pack.player) == EPlayerStatus::INGAME)
|
||||
gh.throwAndComplain(&pack, "pack.player attempted to end turn for another pack.player!");
|
||||
if (!gh.hasPlayerAt(pack.player, pack.c))
|
||||
gh.throwAndComplain(&pack, "No such pack.player!");
|
||||
|
||||
logGlobal->debug("pack.player attempted to end turn after game over. Ignoring this request.");
|
||||
|
||||
result = true;
|
||||
return;
|
||||
}
|
||||
|
||||
gh.throwOnWrongPlayer(&pack, pack.player);
|
||||
if(gh.queries->topQuery(pack.player))
|
||||
gh.throwAndComplain(&pack, "Cannot end turn before resolving queries!");
|
||||
|
||||
gh.states.setFlag(gs.currentPlayer, &PlayerStatus::makingTurn, false);
|
||||
result = true;
|
||||
result = gh.turnOrder->onPlayerEndsTurn(pack.player);
|
||||
}
|
||||
|
||||
void ApplyGhNetPackVisitor::visitDismissHero(DismissHero & pack)
|
||||
@ -274,8 +261,6 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
|
||||
if(pack.qid == QueryID(-1))
|
||||
gh.throwAndComplain(&pack, "Cannot answer the query with pack.id -1!");
|
||||
|
||||
assert(vstd::contains(gh.states.players, pack.player));
|
||||
|
||||
result = gh.queryReply(pack.qid, pack.reply, pack.player);
|
||||
}
|
||||
|
||||
|
@ -16,11 +16,10 @@ class ApplyGhNetPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
|
||||
private:
|
||||
bool result;
|
||||
CGameHandler & gh;
|
||||
CGameState & gs;
|
||||
|
||||
public:
|
||||
ApplyGhNetPackVisitor(CGameHandler & gh, CGameState & gs)
|
||||
:gh(gh), gs(gs), result(false)
|
||||
ApplyGhNetPackVisitor(CGameHandler & gh)
|
||||
:gh(gh), result(false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "CGameHandler.h"
|
||||
#include "battles/BattleProcessor.h"
|
||||
#include "queries/QueriesProcessor.h"
|
||||
#include "processors/TurnOrderProcessor.h"
|
||||
#include "../lib/battle/BattleInfo.h"
|
||||
#include "../lib/gameState/CGameState.h"
|
||||
#include "../lib/CPlayerState.h"
|
||||
@ -84,7 +85,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
|
||||
onPlayerMakingTurn(state, waitTime);
|
||||
}
|
||||
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
|
||||
gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
|
||||
gameHandler.turnOrder->onPlayerEndsTurn(state.color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -499,6 +499,7 @@ bool BattleActionProcessor::dispatchBattleAction(const BattleAction & ba)
|
||||
{
|
||||
switch(ba.actionType)
|
||||
{
|
||||
case EActionType::BAD_MORALE:
|
||||
case EActionType::NO_ACTION:
|
||||
return doEmptyAction(ba);
|
||||
case EActionType::END_TACTIC_PHASE:
|
||||
|
@ -286,7 +286,6 @@ const CStack * BattleFlowProcessor::getNextStack()
|
||||
|
||||
void BattleFlowProcessor::activateNextStack()
|
||||
{
|
||||
//TODO: activate next round if next == nullptr
|
||||
const auto & curB = *gameHandler->gameState()->curB;
|
||||
|
||||
// Find next stack that requires manual control
|
||||
|
@ -219,6 +219,7 @@ void BattleProcessor::updateGateState()
|
||||
bool BattleProcessor::makePlayerBattleAction(PlayerColor player, const BattleAction &ba)
|
||||
{
|
||||
bool result = actionsProcessor->makePlayerBattleAction(player, ba);
|
||||
if (!resultProcessor->battleIsEnding() && gameHandler->gameState()->curB != nullptr)
|
||||
flowProcessor->onActionMade(ba);
|
||||
return result;
|
||||
}
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "HeroPoolProcessor.h"
|
||||
|
||||
#include "TurnOrderProcessor.h"
|
||||
#include "../CGameHandler.h"
|
||||
|
||||
#include "../../lib/CHeroHandler.h"
|
||||
@ -32,29 +33,6 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
|
||||
{
|
||||
}
|
||||
|
||||
bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
|
||||
{
|
||||
// our player is acting right now and have not ended turn
|
||||
if (player == gameHandler->gameState()->currentPlayer)
|
||||
return false;
|
||||
|
||||
auto turnOrder = gameHandler->generatePlayerTurnOrder();
|
||||
|
||||
for (auto const & entry : turnOrder)
|
||||
{
|
||||
// our player is yet to start turn
|
||||
if (entry == gameHandler->gameState()->currentPlayer)
|
||||
return false;
|
||||
|
||||
// our player have finished turn
|
||||
if (entry == player)
|
||||
return true;
|
||||
}
|
||||
|
||||
assert(false);
|
||||
return false;
|
||||
}
|
||||
|
||||
TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
|
||||
{
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
@ -90,9 +68,6 @@ TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player,
|
||||
void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
|
||||
{
|
||||
SetAvailableHero sah;
|
||||
if (playerEndedTurn(color))
|
||||
sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
|
||||
else
|
||||
sah.roleID = TavernSlotRole::SURRENDERED;
|
||||
|
||||
sah.slotID = selectSlotForRole(color, sah.roleID);
|
||||
@ -104,9 +79,6 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer
|
||||
void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
|
||||
{
|
||||
SetAvailableHero sah;
|
||||
if (playerEndedTurn(color))
|
||||
sah.roleID = TavernSlotRole::RETREATED_TODAY;
|
||||
else
|
||||
sah.roleID = TavernSlotRole::RETREATED;
|
||||
|
||||
sah.slotID = selectSlotForRole(color, sah.roleID);
|
||||
@ -161,25 +133,9 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
|
||||
|
||||
void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
|
||||
{
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroes = heroesPool->getHeroesFor(color);
|
||||
|
||||
const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
|
||||
const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
|
||||
|
||||
bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
|
||||
bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
|
||||
|
||||
if (resetNativeSlot)
|
||||
clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
|
||||
|
||||
if (resetRandomSlot)
|
||||
clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
|
||||
|
||||
if (resetNativeSlot)
|
||||
selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
|
||||
|
||||
if (resetRandomSlot)
|
||||
selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
|
||||
}
|
||||
|
||||
|
@ -43,7 +43,6 @@ class HeroPoolProcessor : boost::noncopyable
|
||||
|
||||
TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
|
||||
|
||||
bool playerEndedTurn(const PlayerColor & player);
|
||||
public:
|
||||
CGameHandler * gameHandler;
|
||||
|
||||
|
@ -71,7 +71,7 @@ bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::st
|
||||
if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
|
||||
{
|
||||
broadcastSystemMessage("game was terminated");
|
||||
gameHandler->gameLobby()->state = EServerState::SHUTDOWN;
|
||||
gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
213
server/processors/TurnOrderProcessor.cpp
Normal file
213
server/processors/TurnOrderProcessor.cpp
Normal file
@ -0,0 +1,213 @@
|
||||
/*
|
||||
* TurnOrderProcessor.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "TurnOrderProcessor.h"
|
||||
|
||||
#include "../queries/QueriesProcessor.h"
|
||||
#include "../CGameHandler.h"
|
||||
#include "../CVCMIServer.h"
|
||||
|
||||
#include "../../lib/CPlayerState.h"
|
||||
#include "../../lib/NetPacks.h"
|
||||
|
||||
TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
|
||||
gameHandler(owner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
|
||||
{
|
||||
const auto * leftInfo = gameHandler->getPlayerState(left, false);
|
||||
const auto * rightInfo = gameHandler->getPlayerState(right, false);
|
||||
|
||||
assert(left != right);
|
||||
assert(leftInfo && rightInfo);
|
||||
|
||||
if (!leftInfo)
|
||||
return false;
|
||||
if (!rightInfo)
|
||||
return true;
|
||||
|
||||
if (leftInfo->isHuman() && !rightInfo->isHuman())
|
||||
return true;
|
||||
|
||||
if (!leftInfo->isHuman() && rightInfo->isHuman())
|
||||
return false;
|
||||
|
||||
return left < right;
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
|
||||
{
|
||||
for (auto player : awaitingPlayers)
|
||||
{
|
||||
if (player != which && mustActBefore(player, which))
|
||||
return false;
|
||||
}
|
||||
|
||||
for (auto player : actingPlayers)
|
||||
{
|
||||
if (!canActSimultaneously(player, which))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doStartNewDay()
|
||||
{
|
||||
assert(awaitingPlayers.empty());
|
||||
assert(actingPlayers.empty());
|
||||
|
||||
bool activePlayer = false;
|
||||
for (auto player : actedPlayers)
|
||||
{
|
||||
if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
|
||||
activePlayer = true;
|
||||
}
|
||||
|
||||
if(!activePlayer)
|
||||
gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
|
||||
|
||||
std::swap(actedPlayers, awaitingPlayers);
|
||||
|
||||
gameHandler->onNewTurn();
|
||||
tryStartTurnsForPlayers();
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
|
||||
{
|
||||
assert(gameHandler->getPlayerState(which));
|
||||
assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
|
||||
|
||||
//Note: on game load, "actingPlayer" might already contain list of players
|
||||
actingPlayers.insert(which);
|
||||
awaitingPlayers.erase(which);
|
||||
gameHandler->onPlayerTurnStarted(which);
|
||||
|
||||
YourTurn yt;
|
||||
yt.player = which;
|
||||
gameHandler->sendAndApply(&yt);
|
||||
|
||||
assert(actingPlayers.size() == 1); // No simturns yet :(
|
||||
assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
|
||||
{
|
||||
assert(isPlayerMakingTurn(which));
|
||||
assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
|
||||
|
||||
actingPlayers.erase(which);
|
||||
actedPlayers.insert(which);
|
||||
|
||||
if (!awaitingPlayers.empty())
|
||||
tryStartTurnsForPlayers();
|
||||
|
||||
if (actingPlayers.empty())
|
||||
doStartNewDay();
|
||||
|
||||
assert(!actingPlayers.empty());
|
||||
assert(actingPlayers.size() == 1); // No simturns yet :(
|
||||
assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::addPlayer(PlayerColor which)
|
||||
{
|
||||
awaitingPlayers.insert(which);
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
|
||||
{
|
||||
awaitingPlayers.erase(which);
|
||||
actingPlayers.erase(which);
|
||||
actedPlayers.erase(which);
|
||||
|
||||
if (!awaitingPlayers.empty())
|
||||
tryStartTurnsForPlayers();
|
||||
|
||||
if (actingPlayers.empty())
|
||||
doStartNewDay();
|
||||
|
||||
assert(!actingPlayers.empty());
|
||||
assert(actingPlayers.size() == 1); // No simturns yet :(
|
||||
assert(gameHandler->getCurrentPlayer() == *actingPlayers.begin());
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
|
||||
{
|
||||
if (!isPlayerMakingTurn(which))
|
||||
{
|
||||
gameHandler->complain("Can not end turn for player that is not acting!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
|
||||
{
|
||||
gameHandler->complain("Can not end turn for player that is not in game!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(gameHandler->queries->topQuery(which) != nullptr)
|
||||
{
|
||||
gameHandler->complain("Cannot end turn before resolving queries!");
|
||||
return false;
|
||||
}
|
||||
|
||||
gameHandler->onPlayerTurnEnded(which);
|
||||
|
||||
// it is possible that player have lost - e.g. spent 7 days without town
|
||||
// in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
|
||||
if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
|
||||
doEndPlayerTurn(which);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::onGameStarted()
|
||||
{
|
||||
// this may be game load - send notification to players that they can act
|
||||
auto actingPlayersCopy = actingPlayers;
|
||||
for (auto player : actingPlayersCopy)
|
||||
doStartPlayerTurn(player);
|
||||
|
||||
tryStartTurnsForPlayers();
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::tryStartTurnsForPlayers()
|
||||
{
|
||||
auto awaitingPlayersCopy = awaitingPlayers;
|
||||
for (auto player : awaitingPlayersCopy)
|
||||
{
|
||||
if (canStartTurn(player))
|
||||
doStartPlayerTurn(player);
|
||||
}
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(awaitingPlayers, which);
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(actingPlayers, which);
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(actedPlayers, which);
|
||||
}
|
66
server/processors/TurnOrderProcessor.h
Normal file
66
server/processors/TurnOrderProcessor.h
Normal file
@ -0,0 +1,66 @@
|
||||
/*
|
||||
* TurnOrderProcessor.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/GameConstants.h"
|
||||
|
||||
class CGameHandler;
|
||||
|
||||
class TurnOrderProcessor : boost::noncopyable
|
||||
{
|
||||
CGameHandler * gameHandler;
|
||||
|
||||
std::set<PlayerColor> awaitingPlayers;
|
||||
std::set<PlayerColor> actingPlayers;
|
||||
std::set<PlayerColor> actedPlayers;
|
||||
|
||||
/// Returns true if waiting player can act alongside with currently acting player
|
||||
bool canActSimultaneously(PlayerColor active, PlayerColor waiting) const;
|
||||
|
||||
/// Returns true if left player must act before right player
|
||||
bool mustActBefore(PlayerColor left, PlayerColor right) const;
|
||||
|
||||
/// Returns true if player is ready to start turn
|
||||
bool canStartTurn(PlayerColor which) const;
|
||||
|
||||
/// Starts turn for all players that can start turn
|
||||
void tryStartTurnsForPlayers();
|
||||
|
||||
void doStartNewDay();
|
||||
void doStartPlayerTurn(PlayerColor which);
|
||||
void doEndPlayerTurn(PlayerColor which);
|
||||
|
||||
bool isPlayerAwaitsTurn(PlayerColor which) const;
|
||||
bool isPlayerMakingTurn(PlayerColor which) const;
|
||||
bool isPlayerAwaitsNewDay(PlayerColor which) const;
|
||||
|
||||
public:
|
||||
TurnOrderProcessor(CGameHandler * owner);
|
||||
|
||||
/// Add new player to handle (e.g. on game start)
|
||||
void addPlayer(PlayerColor which);
|
||||
|
||||
/// NetPack call-in
|
||||
bool onPlayerEndsTurn(PlayerColor which);
|
||||
|
||||
/// Ends player turn and removes this player from turn order
|
||||
void onPlayerEndsGame(PlayerColor which);
|
||||
|
||||
/// Start game (or resume from save) and send YourTurn pack to player(s)
|
||||
void onGameStarted();
|
||||
|
||||
template<typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & awaitingPlayers;
|
||||
h & actingPlayers;
|
||||
h & actedPlayers;
|
||||
}
|
||||
};
|
Loading…
Reference in New Issue
Block a user