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; }
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; }
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; }
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; }
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; }