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374 lines
9.5 KiB
C++
374 lines
9.5 KiB
C++
/*
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* TurnOrderProcessor.cpp, 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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#include "StdInc.h"
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#include "TurnOrderProcessor.h"
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#include "PlayerMessageProcessor.h"
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#include "../queries/QueriesProcessor.h"
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#include "../queries/MapQueries.h"
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#include "../CGameHandler.h"
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#include "../CVCMIServer.h"
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#include "../../lib/CPlayerState.h"
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#include "../../lib/pathfinder/CPathfinder.h"
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#include "../../lib/pathfinder/PathfinderOptions.h"
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TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
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gameHandler(owner)
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{
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}
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int TurnOrderProcessor::simturnsTurnsMaxLimit() const
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{
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return gameHandler->getStartInfo()->simturnsInfo.optionalTurns;
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}
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int TurnOrderProcessor::simturnsTurnsMinLimit() const
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{
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return gameHandler->getStartInfo()->simturnsInfo.requiredTurns;
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}
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std::vector<TurnOrderProcessor::PlayerPair> TurnOrderProcessor::computeContactStatus() const
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{
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std::vector<PlayerPair> result;
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assert(actedPlayers.empty());
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assert(actingPlayers.empty());
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for (auto left : awaitingPlayers)
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{
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for(auto right : awaitingPlayers)
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{
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if (left == right)
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continue;
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if (computeCanActSimultaneously(left, right))
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result.push_back({left, right});
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}
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}
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return result;
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}
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void TurnOrderProcessor::updateAndNotifyContactStatus()
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{
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auto newBlockedContacts = computeContactStatus();
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if (newBlockedContacts.empty())
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{
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// Simturns between all players have ended - send single global notification
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if (!blockedContacts.empty())
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gameHandler->playerMessages->broadcastSystemMessage("Simultaneous turns have ended");
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}
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else
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{
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// Simturns between some players have ended - notify each pair
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for (auto const & contact : blockedContacts)
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{
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if (vstd::contains(newBlockedContacts, contact))
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continue;
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MetaString message;
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message.appendRawString("Simultaneous turns between players %s and %s have ended"); // FIXME: we should send MetaString itself and localize it on client side
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message.replaceName(contact.a);
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message.replaceName(contact.b);
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gameHandler->playerMessages->broadcastSystemMessage(message.toString());
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}
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}
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blockedContacts = newBlockedContacts;
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}
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bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) const
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{
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// TODO: refactor, cleanup and optimize
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boost::multi_array<bool, 3> leftReachability;
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boost::multi_array<bool, 3> rightReachability;
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int3 mapSize = gameHandler->getMapSize();
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leftReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
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rightReachability.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
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const auto * leftInfo = gameHandler->getPlayerState(left, false);
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const auto * rightInfo = gameHandler->getPlayerState(right, false);
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for(const auto & hero : leftInfo->heroes)
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{
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CPathsInfo out(mapSize, hero);
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auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
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config->options.ignoreGuards = true;
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config->options.turnLimit = 1;
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CPathfinder pathfinder(gameHandler->gameState(), config);
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pathfinder.calculatePaths();
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for (int z = 0; z < mapSize.z; ++z)
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for (int y = 0; y < mapSize.y; ++y)
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for (int x = 0; x < mapSize.x; ++x)
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if (out.getNode({x,y,z})->reachable())
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leftReachability[z][x][y] = true;
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}
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for(const auto & hero : rightInfo->heroes)
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{
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CPathsInfo out(mapSize, hero);
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auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
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config->options.ignoreGuards = true;
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config->options.turnLimit = 1;
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CPathfinder pathfinder(gameHandler->gameState(), config);
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pathfinder.calculatePaths();
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for (int z = 0; z < mapSize.z; ++z)
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for (int y = 0; y < mapSize.y; ++y)
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for (int x = 0; x < mapSize.x; ++x)
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if (out.getNode({x,y,z})->reachable())
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rightReachability[z][x][y] = true;
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}
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for (int z = 0; z < mapSize.z; ++z)
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for (int y = 0; y < mapSize.y; ++y)
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for (int x = 0; x < mapSize.x; ++x)
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if (leftReachability[z][x][y] && rightReachability[z][x][y])
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return true;
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return false;
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}
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bool TurnOrderProcessor::isContactAllowed(PlayerColor active, PlayerColor waiting) const
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{
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assert(active != waiting);
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return !vstd::contains(blockedContacts, PlayerPair{active, waiting});
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}
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bool TurnOrderProcessor::computeCanActSimultaneously(PlayerColor active, PlayerColor waiting) const
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{
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const auto * activeInfo = gameHandler->getPlayerState(active, false);
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const auto * waitingInfo = gameHandler->getPlayerState(waiting, false);
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assert(active != waiting);
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assert(activeInfo);
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assert(waitingInfo);
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if (gameHandler->hasBothPlayersAtSameConnection(active, waiting))
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{
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if (!gameHandler->getStartInfo()->simturnsInfo.allowHumanWithAI)
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return false;
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// only one AI and one human can play simultaneoulsy from single connection
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if (activeInfo->human == waitingInfo->human)
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return false;
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}
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if (gameHandler->getDate(Date::DAY) < simturnsTurnsMinLimit())
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return true;
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if (gameHandler->getDate(Date::DAY) > simturnsTurnsMaxLimit())
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return false;
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if (playersInContact(active, waiting))
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return false;
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return true;
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}
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bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
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{
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const auto * leftInfo = gameHandler->getPlayerState(left, false);
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const auto * rightInfo = gameHandler->getPlayerState(right, false);
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assert(left != right);
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assert(leftInfo && rightInfo);
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if (!leftInfo)
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return false;
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if (!rightInfo)
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return true;
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if (leftInfo->isHuman() && !rightInfo->isHuman())
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return true;
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if (!leftInfo->isHuman() && rightInfo->isHuman())
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return false;
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return false;
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}
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bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
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{
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for (auto player : awaitingPlayers)
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{
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if (player != which && mustActBefore(player, which))
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return false;
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}
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for (auto player : actingPlayers)
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{
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if (player != which && isContactAllowed(player, which))
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return false;
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}
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return true;
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}
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void TurnOrderProcessor::doStartNewDay()
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{
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assert(awaitingPlayers.empty());
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assert(actingPlayers.empty());
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bool activePlayer = false;
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for (auto player : actedPlayers)
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{
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if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
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activePlayer = true;
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}
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if(!activePlayer)
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{
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gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
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return;
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}
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std::swap(actedPlayers, awaitingPlayers);
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gameHandler->onNewTurn();
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updateAndNotifyContactStatus();
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tryStartTurnsForPlayers();
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}
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void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
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{
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assert(gameHandler->getPlayerState(which));
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assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
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//Note: on game load, "actingPlayer" might already contain list of players
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actingPlayers.insert(which);
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awaitingPlayers.erase(which);
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gameHandler->onPlayerTurnStarted(which);
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auto turnQuery = std::make_shared<TimerPauseQuery>(gameHandler, which);
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gameHandler->queries->addQuery(turnQuery);
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PlayerStartsTurn pst;
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pst.player = which;
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pst.queryID = turnQuery->queryID;
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gameHandler->sendAndApply(&pst);
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assert(!actingPlayers.empty());
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}
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void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
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{
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assert(isPlayerMakingTurn(which));
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assert(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME);
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actingPlayers.erase(which);
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actedPlayers.insert(which);
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PlayerEndsTurn pet;
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pet.player = which;
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gameHandler->sendAndApply(&pet);
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if (!awaitingPlayers.empty())
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tryStartTurnsForPlayers();
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if (actingPlayers.empty())
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doStartNewDay();
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assert(!actingPlayers.empty());
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}
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void TurnOrderProcessor::addPlayer(PlayerColor which)
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{
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awaitingPlayers.insert(which);
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}
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void TurnOrderProcessor::onPlayerEndsGame(PlayerColor which)
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{
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awaitingPlayers.erase(which);
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actingPlayers.erase(which);
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actedPlayers.erase(which);
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if (!awaitingPlayers.empty())
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tryStartTurnsForPlayers();
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if (actingPlayers.empty())
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doStartNewDay();
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}
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bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
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{
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if (!isPlayerMakingTurn(which))
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{
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gameHandler->complain("Can not end turn for player that is not acting!");
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return false;
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}
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if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
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{
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gameHandler->complain("Can not end turn for player that is not in game!");
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return false;
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}
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if(gameHandler->queries->topQuery(which) != nullptr)
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{
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gameHandler->complain("Cannot end turn before resolving queries!");
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return false;
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}
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gameHandler->onPlayerTurnEnded(which);
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// it is possible that player have lost - e.g. spent 7 days without town
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// in this case - don't call doEndPlayerTurn - turn transfer was already handled by onPlayerEndsGame
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if(gameHandler->getPlayerStatus(which) == EPlayerStatus::INGAME)
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doEndPlayerTurn(which);
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return true;
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}
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void TurnOrderProcessor::onGameStarted()
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{
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if (actingPlayers.empty())
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blockedContacts = computeContactStatus();
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// this may be game load - send notification to players that they can act
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auto actingPlayersCopy = actingPlayers;
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for (auto player : actingPlayersCopy)
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doStartPlayerTurn(player);
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tryStartTurnsForPlayers();
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}
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void TurnOrderProcessor::tryStartTurnsForPlayers()
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{
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auto awaitingPlayersCopy = awaitingPlayers;
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for (auto player : awaitingPlayersCopy)
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{
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if (canStartTurn(player))
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doStartPlayerTurn(player);
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}
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}
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bool TurnOrderProcessor::isPlayerAwaitsTurn(PlayerColor which) const
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{
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return vstd::contains(awaitingPlayers, which);
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}
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bool TurnOrderProcessor::isPlayerMakingTurn(PlayerColor which) const
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{
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return vstd::contains(actingPlayers, which);
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}
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bool TurnOrderProcessor::isPlayerAwaitsNewDay(PlayerColor which) const
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{
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return vstd::contains(actedPlayers, which);
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}
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