Ejemplo n.º 1
0
void playmp_controller::play_side(const unsigned int team_index, bool save)
{
	utils::string_map player;
	player["name"] = current_team().current_player();
	std::string turn_notification_msg = _("$name has taken control");
	turn_notification_msg = utils::interpolate_variables_into_string(turn_notification_msg, &player);
	gui_->send_notification(_("Turn changed"), turn_notification_msg);

	do {
		player_type_changed_ = false;
		if (!skip_next_turn_)
			end_turn_ = false;

		statistics::reset_turn_stats(teams_[team_index-1].save_id());

		// we can't call playsingle_controller::play_side because
		// we need to catch exception here
		if(current_team().is_human()) {
			LOG_NG << "is human...\n";


			try{
				play_ai_turn();
				before_human_turn(save);
				play_human_turn();
				after_human_turn();
			} catch(end_turn_exception& end_turn) {
				if (end_turn.redo == team_index) {
					player_type_changed_ = true;
					// if new controller is not human,
					// reset gui to prev human one
					if (!teams_[team_index-1].is_human()) {
						browse_ = true;
						int t = find_human_team_before(team_index);

						if (t <= 0)
							t = gui_->get_playing_team() + 1;

						gui_->set_team(t-1);
						gui_->recalculate_minimap();
						gui_->invalidate_all();
						gui_->draw(true,true);
					}
				} else {
					after_human_turn();
				}
			}
			LOG_NG << "human finished turn...\n";
		} else if(current_team().is_ai()) {
			play_ai_turn();
		} else if(current_team().is_network()) {
			play_network_turn();
		}
	} while (player_type_changed_);
	//keep looping if the type of a team (human/ai/networked) has changed mid-turn

	skip_next_turn_ = false;
}
void playsingle_controller::play_side(const unsigned int team_index, bool save)
{
	//check for team-specific items in the scenario
	gui_->parse_team_overlays();

	//flag used when we fallback from ai and give temporarily control to human
	do {
		// Although this flag is used only in this method,
		// it has to be a class member since derived classes
		// rely on it
		player_type_changed_ = false;
		if (!skip_next_turn_)
			end_turn_ = false;


		statistics::reset_turn_stats(teams_[team_index - 1].save_id());

		if (current_team().is_human()) {
			try {
				if (save) {
					play_ai_turn();
					if (tent::mode == TOWER_MODE) {
						do_fresh_heros(current_team(), false);
					}
				}
				before_human_turn(save);

				play_human_turn();
				after_human_turn();
			} catch(end_turn_exception& end_turn) {
				if (end_turn.redo == team_index) {
					player_type_changed_ = true;
					// If new controller is not human,
					// reset gui to prev human one
					if (!teams_[team_index-1].is_human()) {
						browse_ = true;
						int t = find_human_team_before(team_index);
						if (t > 0) {
							gui_->set_team(t-1);
							gui_->recalculate_minimap();
							gui_->invalidate_all();
							gui_->draw(true,true);
						}
					}
				}
			}
		} else if(current_team().is_ai()) {
			play_ai_turn();
		}
	} while (player_type_changed_);
	// Keep looping if the type of a team (human/ai/networked)
	// has changed mid-turn
	skip_next_turn_ = false;
}
Ejemplo n.º 3
0
void playsingle_controller::play_side(const unsigned int side_number, bool save)
{
	//check for team-specific items in the scenario
	gui_->parse_team_overlays();

	//flag used when we fallback from ai and give temporarily control to human
	bool temporary_human = false;
	do {
		// Although this flag is used only in this method,
		// it has to be a class member since derived classes
		// rely on it
		player_type_changed_ = false;
		if (!skip_next_turn_)
			end_turn_ = false;


		statistics::reset_turn_stats(teams_[side_number - 1].save_id());

		if(current_team().is_human() || temporary_human) {
			LOG_NG << "is human...\n";
			try{
				before_human_turn(save);
				play_human_turn();
				after_human_turn();
			} catch(end_turn_exception& end_turn) {
				if (end_turn.redo == side_number) {
					player_type_changed_ = true;
					// If new controller is not human,
					// reset gui to prev human one
					if (!teams_[side_number-1].is_human()) {
						browse_ = true;
						int t = find_human_team_before(side_number);
						if (t > 0) {
							update_gui_to_player(t-1);
						}
					}
				}
			}

			LOG_NG << "human finished turn...\n";
		} else if(current_team().is_ai()) {
			try {
				play_ai_turn();
			} catch(fallback_ai_to_human_exception&) {
				//give control to human for the rest of this turn
				player_type_changed_ = true;
				temporary_human = true;
			}
		}
	} while (player_type_changed_);
	// Keep looping if the type of a team (human/ai/networked)
	// has changed mid-turn
	skip_next_turn_ = false;
}
Ejemplo n.º 4
0
void playsingle_controller::play_side(const unsigned int side_number, bool save)
{
	//check for team-specific items in the scenario
	gui_->parse_team_overlays();

	//flag used when we fallback from ai and give temporarily control to human
	bool temporary_human = false;
	do {
		// This flag can be set by derived classes (in overridden functions).
		player_type_changed_ = false;
		if (!skip_next_turn_)
			end_turn_ = false;

		statistics::reset_turn_stats(teams_[side_number - 1].save_id());

		if(current_team().is_human() || temporary_human) {
			LOG_NG << "is human...\n";
			temporary_human = false;
			try{
				before_human_turn(save);
				play_human_turn();
			} catch(end_turn_exception& end_turn) {
				if (end_turn.redo == side_number) {
					player_type_changed_ = true;
					// If new controller is not human,
					// reset gui to prev human one
					if (!teams_[side_number-1].is_human()) {
						browse_ = true;
						int s = find_human_team_before(side_number);
						if (s <= 0)
							s = gui_->playing_side();
						update_gui_to_player(s-1);
					}
				}
			}
			// Ending the turn commits all moves.
			undo_stack_->clear();
			if ( !player_type_changed_ )
				after_human_turn();
			LOG_NG << "human finished turn...\n";

		} else if(current_team().is_ai()) {
			try {
				play_ai_turn();
			} catch(fallback_ai_to_human_exception&) {
				// Give control to a human for this turn.
				player_type_changed_ = true;
				temporary_human = true;
			}

		} else if(current_team().is_network()) {
			play_network_turn();
		}

		// Else current_team().is_empty(), so do nothing.

	} while (player_type_changed_);
	// Keep looping if the type of a team (human/ai/networked)
	// has changed mid-turn
	skip_next_turn_ = false;
}
Ejemplo n.º 5
0
void playsingle_controller::play_side()
{
	//check for team-specific items in the scenario
	gui_->parse_team_overlays();

	int end_ticks = calculate_end_ticks();
	while (unit_map::main_ticks < end_ticks && !player_type_changed_) {
		VALIDATE(!unit::actor, "playsingle_controller::play_side, unit::actor isn't NULL!");

		unit* u = &units_.current_unit();
		if (!tent::turn_based) {
			int past_ticks = u->backward_ticks(u->ticks());
			if (unit_map::main_ticks + past_ticks >= end_ticks) {
				units_.do_escape_ticks_uh(teams_, *gui_, end_ticks - unit_map::main_ticks, false);
				autosave_ticks_ = -1;
				continue;
			}
			u = NULL;
			units_.do_escape_ticks_uh(teams_, *gui_, past_ticks, true);
		} else {
			if (u->side() < player_number_) {
				unit_map::main_ticks = end_ticks;
				player_number_ = 1;
				continue;
			}
		}
		
		bool new_side = do_prefix_unit(end_ticks, loading_game_, true);

		if (actor_can_continue_action(units_, player_number_)) {
			team& t = teams_[player_number_ - 1];
			// Although this flag is used only in this method,
			// it has to be a class member since derived classes
			// rely on it
			player_type_changed_ = false;
			if (!skip_next_turn_) {
				end_turn_ = false;
			}

			if (t.is_human()) {
				try {
					if (!loading_game_ && unit::actor->human_team_can_ai()) {
						play_ai_turn(NULL);
					}
					before_human_turn(new_side);
					play_human_turn();
					after_human_turn();

				} catch(end_turn_exception& end_turn) {
					if (end_turn.redo == player_number_ - 1) {
						player_type_changed_ = true;
						// If new controller is not human,
						// reset gui to prev human one
						if (!teams_[player_number_ - 2].is_human()) {
							browse_ = true;
							int t = find_human_team_before(player_number_ - 1);
							if (t > 0) {
								gui_->set_team(t-1);
								gui_->recalculate_minimap();
								gui_->invalidate_all();
								gui_->draw(true,true);
							}
						}
					}
				}
			} else if (t.is_ai()) {
				play_ai_turn(NULL);

			}
		}

		do_post_unit(false);

		if (!gui_->access_is_null(game_display::taccess_list::TROOP)) {
			gui_->verify_access_troops();
		}
		
		loading_game_ = false;
	}
	// Keep looping if the type of a team (human/ai/networked)
	// has changed mid-turn
	skip_next_turn_ = false;
}
Ejemplo n.º 6
0
void playmp_controller::play_side()
{
	utils::string_map player;
	player["name"] = current_team().current_player();
	std::string turn_notification_msg = _("$name has taken control");
	turn_notification_msg = utils::interpolate_variables_into_string(turn_notification_msg, &player);
	gui_->send_notification(_("Turn changed"), turn_notification_msg);

	int end_ticks = calculate_end_ticks();

	player_type_changed_ = false;
	while (unit_map::main_ticks < end_ticks && !player_type_changed_) {
		VALIDATE(!unit::actor, "playmp_controller::play_side, unit::actor isn't NULL!");

		if (!skip_next_turn_) {
			end_turn_ = false;
		}

		unit* u = &units_.current_unit();
		if (!tent::turn_based) {
			int past_ticks = u->backward_ticks(u->ticks());
			if (unit_map::main_ticks + past_ticks >= end_ticks) {
				units_.do_escape_ticks_uh(teams_, *gui_, end_ticks - unit_map::main_ticks, false);
				autosave_ticks_ = -1;
				continue;
			}
			units_.do_escape_ticks_uh(teams_, *gui_, past_ticks, true);
		} else {
			if (u->side() < player_number_) {
				unit_map::main_ticks = end_ticks;
				player_number_ = 1;
				continue;
			}
		}
		// if exist spirit feature/technology, second maybe goto first. need reget
		u = &units_.current_unit();

		player_number_ = u->side(); // init_turn_data need player_number_ be valid.
		team& t = teams_[player_number_ - 1];

		bool local = t.is_local();
		bool new_side = false;
		if (local || loading_game_) {
			if (local) {
				init_turn_data();
			}
			new_side = do_prefix_unit(end_ticks, loading_game_, false);
		}

		if (t.is_network()) {
			play_network_turn();

		} else if (actor_can_continue_action(units_, player_number_)) {
			// we can't call playsingle_controller::play_side because
			// we need to catch exception here
			if (t.is_human()) {
				try {
					if (!loading_game_ && unit::actor->human_team_can_ai()) {
						play_ai_turn(turn_data_);
					}
					before_human_turn(new_side);
					play_human_turn();
					after_human_turn();
				} catch (end_turn_exception& end_turn) {
					if (end_turn.redo == player_number_ - 1) {
						player_type_changed_ = true;
						// if new controller is not human,
						// reset gui to prev human one
						if (!teams_[player_number_ - 2].is_human()) {
							browse_ = true;
							int t = find_human_team_before(player_number_ - 1);

							if (t <= 0)
								t = gui_->get_playing_team() + 1;

							gui_->set_team(t-1);
							gui_->recalculate_minimap();
							gui_->invalidate_all();
							gui_->draw(true,true);
						}
					} else {
						after_human_turn();
					}
				}

			} else if (t.is_ai()) {
				play_ai_turn(turn_data_);

			}
		}

		if (local) {
			do_post_unit(false);
			release_turn_data();
		}

		loading_game_ = false;
	}
	//keep looping if the type of a team (human/ai/networked) has changed mid-turn

	skip_next_turn_ = false;
}