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UpkeepPhase.cpp
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UpkeepPhase.cpp
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#include "stdafx.h"
#include "UpkeepPhase.h"
#include "LiveGame.h"
#include "CmdStack.h"
#include "Cmd.h"
#include "Controller.h"
#include "Output.h"
#include "Player.h"
#include "StartRoundRecord.h"
#include "CommitSession.h"
#include "GraveyardCmd.h"
#include "IncomeRecord.h"
#include "InfluenceRecord.h"
#include "AutoInfluenceCmd.h"
UpkeepPhase::UpkeepPhase(LiveGame* pGame) : Phase(pGame)
{
if (pGame)
for (auto& team : pGame->GetTeams())
{
VERIFY_MODEL_MSG("Team has no colour", team->GetColour() != Colour::None);
auto pair = m_cmdStacks.insert(std::make_pair(team->GetColour(), CmdStackPtr(new CmdStack)));
VERIFY_MODEL(pair.second);
}
}
CmdStack& UpkeepPhase::GetCmdStack(Colour c)
{
auto it = m_cmdStacks.find(c);
VERIFY_MODEL(it != m_cmdStacks.end());
return *it->second;
}
void UpkeepPhase::StartCmd(CmdPtr pCmd, CommitSession& session)
{
VERIFY_MODEL(!pCmd->IsAction());
__super::StartCmd(std::move(pCmd), session);
}
void UpkeepPhase::Init(CommitSession& session)
{
auto& game = session.GetGame();
std::set<Colour> influenceableHexes; // Team -> hex IDs.
for (auto& pair : game.GetMap().GetHexes())
{
auto& hex = pair.second;
// "If you have at least one Ship in a hex that has no population, remove the previous controller’s Influence Disc."
if (hex->IsOwned() && !hex->HasPopulation() && hex->HasForeignShip(hex->GetColour()))
session.DoAndPushRecord(RecordPtr(new InfluenceRecord(hex->GetColour(), &hex->GetPos(), nullptr)));
// If at the end of the Combat Phase your Ship is in a hex without an Influence Disc, you may place a disc there."
Colour c = AutoInfluenceCmd::GetAutoInfluenceColour(*hex);
if (c != Colour::None)
influenceableHexes.insert(c);
}
for (auto& c : influenceableHexes)
StartCmd(CmdPtr(new AutoInfluenceCmd(c, game)), session); // TODO: Stop user undoing.
}
void UpkeepPhase::UpdateClient(const Controller& controller, const Player* pPlayer) const
{
for (auto& team : GetGame().GetTeams())
{
const Player& playerSend = team->GetPlayer();
if (!pPlayer || pPlayer == &playerSend)
{
const Colour c = team->GetColour();
const CmdStack& cmdStack = GetCmdStack(c);
if (const Cmd* pCmd = cmdStack.GetCurrentCmd())
pCmd->UpdateClient(controller, GetGame());
else if (m_finished.find(c) == m_finished.end())
controller.SendMessage(Output::ChooseUpkeep(*team, cmdStack.CanRemoveCmd()), playerSend);
else
controller.SendMessage(Output::ChooseFinished(), playerSend);
}
}
}
std::vector<const Team*> UpkeepPhase::GetCurrentTeams() const
{
std::vector<const Team*> teams;
for (auto& team : GetGame().GetTeams())
if (m_finished.find(team->GetColour()) == m_finished.end())
teams.push_back(team.get());
return teams;
}
void UpkeepPhase::FinishUpkeep(CommitSession& session, const Player& player)
{
const Team& team = GetGame().GetTeam(player);
session.DoAndPushRecord(RecordPtr(new IncomeRecord(team.GetColour())));
if (team.GetGraveyard().IsEmpty())
FinishGraveyard(session, player);
else
StartCmd(CmdPtr(new GraveyardCmd(team.GetColour(), GetGame())), session);
}
void UpkeepPhase::OnCmdFinished(const Cmd& cmd, CommitSession& session)
{
if (dynamic_cast<const GraveyardCmd*>(&cmd))
FinishGraveyard(session, session.GetGame().GetTeam(cmd.GetColour()).GetPlayer());
}
void UpkeepPhase::FinishGraveyard(CommitSession& session, const Player& player)
{
LiveGame& game = GetGame();
const Colour c = game.GetTeam(player).GetColour();
VERIFY_MODEL(GetCurrentCmd(c) == nullptr);
bool bOK = m_finished.insert(c).second;
VERIFY_MODEL(bOK);
const Controller& controller = session.GetController();
UpdateClient(controller, &player);
if (m_finished.size() == game.GetTeams().size())
{
session.DoAndPushRecord(RecordPtr(new StartRoundRecord));
if (game.HasFinished())
game.StartScorePhase(); // Deletes this.
else
game.StartActionPhase(); // Deletes this.
game.GetPhase().UpdateClient(controller, nullptr);
}
session.GetController().SendMessage(Output::UpdateCurrentPlayers(session.GetGame()), session.GetGame());
}
void UpkeepPhase::Save(Serial::SaveNode& node) const
{
__super::Save(node);
node.SaveMap("command_stacks", m_cmdStacks, Serial::EnumSaver(), Serial::ClassPtrSaver());
node.SaveCntr("finished", m_finished, Serial::EnumSaver());
}
void UpkeepPhase::Load(const Serial::LoadNode& node)
{
__super::Load(node);
node.LoadMap("command_stacks", m_cmdStacks, Serial::EnumLoader(), Serial::ClassPtrLoader());
node.LoadCntr("finished", m_finished, Serial::EnumLoader());
}
REGISTER_DYNAMIC(UpkeepPhase)