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103 lines
2.6 KiB
C++
103 lines
2.6 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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struct PlayerPair
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{
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PlayerColor a;
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PlayerColor b;
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bool operator == (const PlayerPair & other) const
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{
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return (a == other.a && b == other.b) || (a == other.b && b == other.a);
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}
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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 & a;
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h & b;
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}
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};
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std::vector<PlayerPair> blockedContacts;
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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 date on which simturns must end unconditionally
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int simturnsTurnsMaxLimit() const;
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/// Returns date until which simturns must play unconditionally
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int simturnsTurnsMinLimit() const;
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/// Returns true if players are close enough to each other for their heroes to meet on this turn
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bool playersInContact(PlayerColor left, PlayerColor right) const;
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/// Returns true if waiting player can act alongside with currently acting player
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bool computeCanActSimultaneously(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 updateAndNotifyContactStatus();
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std::vector<PlayerPair> computeContactStatus() const;
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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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bool isContactAllowed(PlayerColor left, PlayerColor right) const;
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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 PlayerStartsTurn 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 & blockedContacts;
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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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