void replay_controller::replay_next_side(){ is_playing_ = true; replay_ui_playback_should_start(); play_side(player_number_ - 1, false); while (current_team().is_empty()) { play_side(player_number_ - 1, false); } if (!skip_replay_ || !is_playing_) { gui_->scroll_to_leader(units_, player_number_,game_display::ONSCREEN,false); } replay_ui_playback_should_stop(); }
possible_end_play_signal replay_controller::replay_next_side(){ is_playing_ = true; replay_ui_playback_should_start(); HANDLE_END_PLAY_SIGNAL( play_side() ); while (current_team().is_empty()) { HANDLE_END_PLAY_SIGNAL( play_side() ); } if (!skip_replay_ || !is_playing_) { gui_->scroll_to_leader(player_number_,game_display::ONSCREEN,false); } replay_ui_playback_should_stop(); return boost::none; }
void playsingle_controller::play_turn() { whiteboard_manager_->on_gamestate_change(); gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); LOG_NG << "turn: " << turn() << "\n"; if(non_interactive()) { LOG_AIT << "Turn " << turn() << ":" << std::endl; } for (; player_number_ <= int(gamestate_.board_.teams().size()); ++player_number_) { // If a side is empty skip over it. if (current_team().is_empty()) continue; { save_blocker blocker; init_side_begin(false); if(init_side_done_) { //This is the case in a reloaded game where teh side was initilizes before saving the game. init_side_end(); } } ai_testing::log_turn_start(player_number_); play_side(); if(is_regular_game_end()) { return; } finish_side_turn(); if(is_regular_game_end()) { return; } if(non_interactive()) { LOG_AIT << " Player " << player_number_ << ": " << current_team().villages().size() << " Villages" << std::endl; ai_testing::log_turn_end(player_number_); } } //If the loop exits due to the last team having been processed, //player_number_ will be 1 too high //TODO: Why else could the loop exit? if(player_number_ > static_cast<int>(gamestate_.board_.teams().size())) player_number_ = gamestate_.board_.teams().size(); finish_turn(); // Time has run out check_time_over(); }
void play_controller::play_turn() { whiteboard_manager_->on_gamestate_change(); gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); LOG_NG << "turn: " << turn() << "\n"; if(gui_->video().non_interactive()) { LOG_AIT << "Turn " << turn() << ":" << std::endl; } for (; gamestate_->player_number_ <= int(gamestate().board_.teams().size()); ++gamestate_->player_number_) { // If a side is empty skip over it. if (current_team().is_empty()) { continue; } init_side_begin(); if(gamestate_->init_side_done()) { // This is the case in a reloaded game where the side was initialized before saving the game. init_side_end(); } ai_testing::log_turn_start(current_side()); play_side(); if(is_regular_game_end()) { return; } finish_side_turn(); if(is_regular_game_end()) { return; } if(gui_->video().non_interactive()) { LOG_AIT << " Player " << current_side() << ": " << current_team().villages().size() << " Villages" << std::endl; ai_testing::log_turn_end(current_side()); } } // If the loop exits due to the last team having been processed. gamestate_->player_number_ = gamestate().board_.teams().size(); finish_turn(); // Time has run out check_time_over(); }
void replay_controller::play_turn(){ LOG_REPLAY << "turn: " << current_turn_ << "\n"; gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); bool last_team = false; while ( (!last_team) && (!recorder.at_end()) && is_playing_ ){ last_team = static_cast<size_t>(player_number_) == teams_.size(); play_side(player_number_ - 1, false); play_slice(); } }
// @save: It isn't mean this is loaded game. it mean whether execute auto-save. // false: this is first turn of loaded game, true: this isn't first turn or this isn't loaded game. void playsingle_controller::play_turn(bool save) { gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); play_side(); check_victory(); // Time has run out check_time_over(); finish_turn(); }
void replay_controller::replay_next_side(){ is_playing_ = true; buttons_.playback_should_start(); play_side(player_number_ - 1, false); if (static_cast<size_t>(player_number_) > teams_.size()) { player_number_ = 1; current_turn_++; } if (!skip_replay_ || !is_playing_) { gui_->scroll_to_leader(units_, player_number_,game_display::ONSCREEN,false); } buttons_.playback_should_stop(is_playing_); }
//make all sides move, then stop possible_end_play_signal replay_controller::play_turn(){ LOG_REPLAY << "turn: " << current_turn_ << "\n"; gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); bool last_team = false; while ( (!last_team) && (!recorder.at_end()) && is_playing_ ){ last_team = static_cast<size_t>(player_number_) == gamestate_.board_.teams().size(); PROPOGATE_END_PLAY_SIGNAL( play_side() ); HANDLE_END_PLAY_SIGNAL( play_slice() ); } return boost::none; }
void replay_controller::replay_next_side(){ is_playing_ = true; play_side(player_number_ - 1, false); if (static_cast<size_t>(player_number_) > teams_.size()) { player_number_ = 1; current_turn_++; } if (!skip_replay_) { gui_->scroll_to_leader(units_, player_number_,game_display::ONSCREEN,false); } is_playing_ = false; gui::button* b = gui_->find_button("button-nextside"); if (b != NULL) { b->release(); } }
// @save: It isn't mean this is loaded game. it mean whether execute auto-save. // false: this is first turn of loaded game, true: this isn't first turn or this isn't loaded game. void playsingle_controller::play_turn(bool save) { gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); for (player_number_ = first_player_; player_number_ <= int(teams_.size()); ++player_number_) { unit_display::player_number_ = player_number_; // If a side is empty skip over it. if (current_team().is_empty()) continue; try { save_blocker blocker; init_side(player_number_ - 1, false, save || (player_number_ != first_player_)); } catch (end_turn_exception) { if (current_team().is_network() == false) { turn_info turn_data(player_number_, replay_sender_, undo_stack_); recorder.end_turn(); turn_data.sync_network(); } continue; } // If a side is dead end the turn. if (current_team().is_human() && side_units(player_number_) == 0) { turn_info turn_data(player_number_, replay_sender_, undo_stack_); recorder.end_turn(); turn_data.sync_network(); continue; } play_side(player_number_, save); finish_side_turn(); check_victory(); //if loading a savegame, network turns might not have reset this yet loading_game_ = false; } // Time has run out check_time_over(); finish_turn(); }
void playsingle_controller::play_turn(bool save) { resources::whiteboard->on_gamestate_change(); gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); LOG_NG << "turn: " << turn() << "\n"; if(non_interactive()) std::cout << "Turn " << turn() << ":" << std::endl; for (player_number_ = first_player_; player_number_ <= int(teams_.size()); ++player_number_) { // If a side is empty skip over it. if (current_team().is_empty()) continue; try { save_blocker blocker; init_side(player_number_ - 1); } catch (end_turn_exception) { if (current_team().is_network() == false) { turn_info turn_data(player_number_, replay_sender_); recorder.end_turn(); turn_data.sync_network(); } continue; } if (replaying_) { LOG_NG << "doing replay " << player_number_ << "\n"; replaying_ = ::do_replay(player_number_); LOG_NG << "result of replay: " << (replaying_?"true":"false") << "\n"; } else { // If a side is dead end the turn, but play at least side=1's // turn in case all sides are dead if (current_team().is_human() && side_units(player_number_) == 0 && (resources::units->size() != 0 || player_number_ != 1)) { turn_info turn_data(player_number_, replay_sender_); recorder.end_turn(); turn_data.sync_network(); continue; } ai_testing::log_turn_start(player_number_); play_side(player_number_, save); } finish_side_turn(); if(non_interactive()) { std::cout << " Player " << player_number_ << ": " << current_team().villages().size() << " Villages" << std::endl; ai_testing::log_turn_end(player_number_); } check_victory(); //if loading a savegame, network turns might not have reset this yet loading_game_ = false; } finish_turn(); // Time has run out check_time_over(); }
possible_end_play_signal playsingle_controller::play_turn() { whiteboard_manager_->on_gamestate_change(); gui_->new_turn(); gui_->invalidate_game_status(); events::raise_draw_event(); LOG_NG << "turn: " << turn() << "\n"; if(non_interactive()) { LOG_AIT << "Turn " << turn() << ":" << std::endl; } for (player_number_ = first_player_; player_number_ <= int(gamestate_.board_.teams().size()); ++player_number_) { // If a side is empty skip over it. if (current_team().is_empty()) continue; possible_end_play_signal signal; { save_blocker blocker; signal = init_side(); } if (signal) { switch (boost::apply_visitor(get_signal_type(), *signal)) { case END_TURN: if (current_team().is_network() == false) { turn_data_.send_data(); recorder.end_turn(); turn_data_.sync_network(); } continue; case END_LEVEL: return signal; } } if (replaying_) { LOG_NG << "doing replay " << player_number_ << "\n"; HANDLE_END_PLAY_SIGNAL ( replaying_ = ::do_replay() == REPLAY_FOUND_END_TURN ); LOG_NG << "result of replay: " << (replaying_?"true":"false") << "\n"; } else { ai_testing::log_turn_start(player_number_); PROPOGATE_END_PLAY_SIGNAL ( play_side() ); } finish_side_turn(); if(non_interactive()) { LOG_AIT << " Player " << player_number_ << ": " << current_team().villages().size() << " Villages" << std::endl; ai_testing::log_turn_end(player_number_); } HANDLE_END_PLAY_SIGNAL ( check_victory() ); //if loading a savegame, network turns might not have reset this yet loading_game_ = false; } //If the loop exits due to the last team having been processed, //player_number_ will be 1 too high if(player_number_ > static_cast<int>(gamestate_.board_.teams().size())) player_number_ = gamestate_.board_.teams().size(); finish_turn(); // Time has run out PROPOGATE_END_PLAY_SIGNAL ( check_time_over() ); return boost::none; }