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(); }