possible_end_play_signal playsingle_controller::play_scenario_main_loop(end_level_data & end_level, bool & /*past_prestart*/) { LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks_) << "\n"; // Initialize countdown clock. std::vector<team>::const_iterator t; for(t = gamestate_.board_.teams().begin(); t != gamestate_.board_.teams().end(); ++t) { if (saved_game_.mp_settings().mp_countdown && !loading_game_ ) { t->set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time); } } // if we loaded a save file in linger mode, skip to it. if (linger_) { //determine the bonus gold handling for this scenario end_level.read(level_.child_or_empty("end_level_data")); end_level.transient.carryover_report = false; end_level.transient.disabled = true; end_level_struct els = { SKIP_TO_LINGER }; return possible_end_play_signal ( els ); //throw end_level_exception(SKIP_TO_LINGER); } // Avoid autosaving after loading, but still // allow the first turn to have an autosave. do_autosaves_ = !loading_game_; ai_testing::log_game_start(); for(; ; first_player_ = 1) { PROPOGATE_END_PLAY_SIGNAL( play_turn() ); do_autosaves_ = true; } //end for loop return boost::none; }
possible_end_play_signal replay_controller::play_replay_main_loop() { DBG_REPLAY << "starting main loop\n" << (SDL_GetTicks() - ticks_) << "\n"; for(; !recorder.at_end() && is_playing_; first_player_ = 1) { PROPOGATE_END_PLAY_SIGNAL ( play_turn() ); } return boost::none; }
possible_end_play_signal replay_controller::try_run_to_completion() { for (;;) { HANDLE_END_PLAY_SIGNAL( play_slice() ); if (recorder.at_end()) { return boost::none; } else { if (!is_playing_) { PROPOGATE_END_PLAY_SIGNAL( play_replay() ); } } } }
possible_end_play_signal replay_controller::replay_next_turn(){ is_playing_ = true; replay_ui_playback_should_start(); PROPOGATE_END_PLAY_SIGNAL( play_turn() ); if (!skip_replay_ || !is_playing_){ gui_->scroll_to_leader(player_number_,game_display::ONSCREEN,false); } replay_ui_playback_should_stop(); return boost::none; }
//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; }
possible_end_play_signal playsingle_controller::play_side() { //check for team-specific items in the scenario gui_->parse_team_overlays(); HANDLE_END_PLAY_SIGNAL( maybe_do_init_side(false) ); //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(gamestate_.board_.teams()[player_number_ - 1].save_id()); if(current_team().is_human() || temporary_human) { LOG_NG << "is human...\n"; temporary_human = false; // If a side is dead end the turn, but play at least side=1's // turn in case all sides are dead if (gamestate_.board_.side_units(player_number_) != 0 || (resources::units->size() == 0 && player_number_ == 1)) { possible_end_play_signal signal = before_human_turn(); if (!signal) { signal = play_human_turn(); } if (signal) { switch (boost::apply_visitor(get_signal_type(), *signal)) { case END_LEVEL: return signal; case END_TURN: if (int(boost::apply_visitor(get_redo(),*signal)) == player_number_) { player_type_changed_ = true; // If new controller is not human, // reset gui to prev human one if (!gamestate_.board_.teams()[player_number_-1].is_human()) { browse_ = true; int s = find_human_team_before_current_player(); 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; } catch (end_level_exception & e) { //Don't know at the moment if these two are possible but can't hurt to add return possible_end_play_signal(e.to_struct()); } catch (end_turn_exception & e) { return possible_end_play_signal(e.to_struct()); } if(!player_type_changed_) { recorder.end_turn(); } } else if(current_team().is_network()) { PROPOGATE_END_PLAY_SIGNAL( play_network_turn() ); } else if(current_team().is_idle()) { end_turn_enable(false); do_idle_notification(); possible_end_play_signal signal = before_human_turn(); if (!signal) { signal = play_idle_loop(); } if (signal) { switch (boost::apply_visitor(get_signal_type(), *signal)) { case END_LEVEL: return signal; case END_TURN: LOG_NG << "Escaped from idle state with exception!" << std::endl; if (int(boost::apply_visitor(get_redo(), *signal)) == player_number_) { player_type_changed_ = true; // If new controller is not human, // reset gui to prev human one if (!gamestate_.board_.teams()[player_number_-1].is_human()) { browse_ = true; int s = find_human_team_before_current_player(); if (s <= 0) s = gui_->playing_side(); update_gui_to_player(s-1); } } } } } // 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; return boost::none; }
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; }
possible_end_play_signal playmp_controller::before_human_turn(){ LOG_NG << "playmp::before_human_turn...\n"; PROPOGATE_END_PLAY_SIGNAL( playsingle_controller::before_human_turn() ); turn_data_.send_data(); return boost::none; }