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vcmi/server/processors/TurnOrderProcessor.cpp
2023-08-28 18:56:36 +04:00

219 lines
5.2 KiB
C++

/*
* 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 "../queries/MapQueries.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);
auto turnQuery = std::make_shared<PlayerStartsTurnQuery>(gameHandler, which);
gameHandler->queries->addQuery(turnQuery);
YourTurn yt;
yt.player = which;
yt.queryID = turnQuery->queryID;
gameHandler->sendAndApply(&yt);
assert(actingPlayers.size() == 1); // No simturns yet :(
assert(gameHandler->isPlayerMakingTurn(*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->isPlayerMakingTurn(*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->isPlayerMakingTurn(*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);
}