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67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
/*
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* TurnOrderProcessor.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/GameConstants.h"
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class CGameHandler;
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class TurnOrderProcessor : boost::noncopyable
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{
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CGameHandler * gameHandler;
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std::set<PlayerColor> awaitingPlayers;
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std::set<PlayerColor> actingPlayers;
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std::set<PlayerColor> actedPlayers;
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/// Returns true if waiting player can act alongside with currently acting player
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bool canActSimultaneously(PlayerColor active, PlayerColor waiting) const;
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/// Returns true if left player must act before right player
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bool mustActBefore(PlayerColor left, PlayerColor right) const;
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/// Returns true if player is ready to start turn
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bool canStartTurn(PlayerColor which) const;
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/// Starts turn for all players that can start turn
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void tryStartTurnsForPlayers();
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void doStartNewDay();
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void doStartPlayerTurn(PlayerColor which);
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void doEndPlayerTurn(PlayerColor which);
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bool isPlayerAwaitsTurn(PlayerColor which) const;
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bool isPlayerMakingTurn(PlayerColor which) const;
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bool isPlayerAwaitsNewDay(PlayerColor which) const;
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public:
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TurnOrderProcessor(CGameHandler * owner);
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/// Add new player to handle (e.g. on game start)
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void addPlayer(PlayerColor which);
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/// NetPack call-in
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bool onPlayerEndsTurn(PlayerColor which);
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/// Ends player turn and removes this player from turn order
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void onPlayerEndsGame(PlayerColor which);
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/// Start game (or resume from save) and send YourTurn pack to player(s)
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void onGameStarted();
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template<typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & awaitingPlayers;
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h & actingPlayers;
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h & actedPlayers;
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}
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};
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