-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
playsingle_controller.cpp
844 lines (737 loc) · 23.8 KB
/
playsingle_controller.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
/*
Copyright (C) 2006 - 2015 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
/**
* @file
* Logic for single-player game.
*/
#include "playsingle_controller.hpp"
#include "actions/undo.hpp"
#include "ai/manager.hpp"
#include "ai/game_info.hpp"
#include "ai/testing.hpp"
#include "config_assign.hpp"
#include "dialogs.hpp"
#include "display_chat_manager.hpp"
#include "game_end_exceptions.hpp"
#include "game_events/manager.hpp"
#include "game_events/pump.hpp"
#include "game_preferences.hpp"
#include "gettext.hpp"
#include "gui/dialogs/transient_message.hpp"
#include "hotkey_handler_sp.hpp"
#include "log.hpp"
#include "map_label.hpp"
#include "marked-up_text.hpp"
#include "playturn.hpp"
#include "random_new_deterministic.hpp"
#include "replay_helper.hpp"
#include "savegame.hpp"
#include "sound.hpp"
#include "synced_context.hpp"
#include "formula_string_utils.hpp"
#include "events.hpp"
#include "save_blocker.hpp"
#include "scripting/plugins/context.hpp"
#include "soundsource.hpp"
#include "statistics.hpp"
#include "storyscreen/interface.hpp"
#include "unit.hpp"
#include "unit_animation.hpp"
#include "util.hpp"
#include "whiteboard/manager.hpp"
#include "hotkey/hotkey_item.hpp"
#include <boost/foreach.hpp>
static lg::log_domain log_aitesting("aitesting");
#define LOG_AIT LOG_STREAM(info, log_aitesting)
//If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
static lg::log_domain log_engine("engine");
#define ERR_NG LOG_STREAM(err, log_engine)
#define LOG_NG LOG_STREAM(info, log_engine)
static lg::log_domain log_enginerefac("enginerefac");
#define LOG_RG LOG_STREAM(info, log_enginerefac)
playsingle_controller::playsingle_controller(const config& level,
saved_game& state_of_game, const int ticks,
const config& game_config, const tdata_cache & tdata,
CVideo& video, bool skip_replay)
: play_controller(level, state_of_game, ticks, game_config, tdata, video, skip_replay)
, cursor_setter(cursor::NORMAL)
, textbox_info_()
, replay_sender_(recorder)
, network_reader_()
, turn_data_(replay_sender_, network_reader_)
, end_turn_(false)
, player_type_changed_(false)
, skip_next_turn_(false)
, do_autosaves_(false)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version
// game may need to start in linger mode
linger_ = this->is_regular_game_end();
ai::game_info ai_info;
ai::manager::set_ai_info(ai_info);
ai::manager::add_observer(this) ;
plugins_context_->set_accessor_string("level_result", boost::bind(&playsingle_controller::describe_result, this));
plugins_context_->set_accessor_int("turn", boost::bind(&play_controller::turn, this));
}
std::string playsingle_controller::describe_result() const
{
if(!is_regular_game_end()) {
return "NONE";
}
else if(get_end_level_data_const().is_victory){
return "VICTORY";
}
else {
return "DEFEAT";
}
}
playsingle_controller::~playsingle_controller()
{
ai::manager::remove_observer(this) ;
ai::manager::clear_ais() ;
}
void playsingle_controller::init_gui(){
LOG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks_) << "\n";
play_controller::init_gui();
if(gamestate_.first_human_team_ != -1) {
gui_->scroll_to_tile(gamestate_.board_.map().starting_position(gamestate_.first_human_team_ + 1), game_display::WARP);
}
gui_->scroll_to_tile(gamestate_.board_.map().starting_position(1), game_display::WARP);
update_locker lock_display(gui_->video(), is_skipping_replay());
get_hotkey_command_executor()->set_button_state(*gui_);
events::raise_draw_event();
gui_->draw();
}
void playsingle_controller::report_victory(
std::ostringstream &report, team& t,
int finishing_bonus_per_turn, int turns_left, int finishing_bonus)
{
report << _("Remaining gold: ")
<< utils::half_signed_value(t.gold()) << "\n";
if(t.carryover_bonus()) {
if (turns_left > -1) {
report << _("Early finish bonus: ")
<< finishing_bonus_per_turn
<< " " << _("per turn") << "\n"
<< "<b>" << _("Turns finished early: ")
<< turns_left << "</b>\n"
<< _("Bonus: ")
<< finishing_bonus << "\n";
}
report << _("Gold: ")
<< utils::half_signed_value(t.gold() + finishing_bonus);
}
if (t.gold() > 0) {
report << '\n' << _("Carry over percentage: ") << t.carryover_percentage();
}
if(t.carryover_add()) {
report << "\n<b>" << _("Bonus Gold: ") << utils::half_signed_value(t.carryover_gold()) <<"</b>";
} else {
report << "\n<b>" << _("Retained Gold: ") << utils::half_signed_value(t.carryover_gold()) << "</b>";
}
std::string goldmsg;
utils::string_map symbols;
symbols["gold"] = lexical_cast_default<std::string>(t.carryover_gold());
// Note that both strings are the same in English, but some languages will
// want to translate them differently.
if(t.carryover_add()) {
if(t.carryover_gold() > 0) {
goldmsg = vngettext(
"You will start the next scenario with $gold "
"on top of the defined minimum starting gold.",
"You will start the next scenario with $gold "
"on top of the defined minimum starting gold.",
t.carryover_gold(), symbols);
} else {
goldmsg = vngettext(
"You will start the next scenario with "
"the defined minimum starting gold.",
"You will start the next scenario with "
"the defined minimum starting gold.",
t.carryover_gold(), symbols);
}
} else {
goldmsg = vngettext(
"You will start the next scenario with $gold "
"or its defined minimum starting gold, "
"whichever is higher.",
"You will start the next scenario with $gold "
"or its defined minimum starting gold, "
"whichever is higher.",
t.carryover_gold(), symbols);
}
// xgettext:no-c-format
report << '\n' << goldmsg;
}
void playsingle_controller::play_scenario_init() {
// At the beginning of the scenario, save a snapshot as replay_start
if(saved_game_.replay_start().empty()){
saved_game_.replay_start() = to_config();
}
try {
fire_preload();
} catch (end_level_exception &e) {
if(e.is_quit) {
this->reset_end_level_data();
}
return;
}
assert(recorder.at_end());
if(!loading_game_ )
{
assert(recorder.empty());
recorder.add_start();
recorder.get_next_action();
//we can only use a set_scontext_synced with a non empty recorder.
set_scontext_synced sync;
try {
fire_prestart();
} catch (end_level_exception &e) {
if(e.is_quit) {
this->reset_end_level_data();
}
return;
}
init_gui();
LOG_NG << "first_time..." << (is_skipping_replay() ? "skipping" : "no skip") << "\n";
events::raise_draw_event();
try {
fire_start();
} catch (end_level_exception &e) {
if(e.is_quit) {
this->reset_end_level_data();
}
return;
}
sync.do_final_checkup();
gui_->recalculate_minimap();
}
else
{
init_gui();
events::raise_draw_event();
gamestate_.gamedata_.set_phase(game_data::PLAY);
gui_->recalculate_minimap();
}
if( saved_game_.classification().random_mode != "" && (network::nconnections() != 0)) {
// This won't cause errors later but we should notify the user about it in case he didn't knew it.
gui2::show_transient_message(
gui_->video(),
// TODO: find a better title
_("Game Error"),
_("This multiplayer game uses an alternative random mode, if you don't know what this message means, then most likeley someone is cheating or someone reloaded a corrupt game.")
);
}
return;
}
void playsingle_controller::play_scenario_main_loop() {
LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks_) << "\n";
// Initialize countdown clock.
BOOST_FOREACH(const team& t, gamestate_.board_.teams())
{
if (saved_game_.mp_settings().mp_countdown && !loading_game_ ){
t.set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time);
}
}
// Avoid autosaving after loading, but still
// allow the first turn to have an autosave.
do_autosaves_ = !loading_game_;
ai_testing::log_game_start();
if(gamestate_.board_.teams().empty())
{
ERR_NG << "Playing game with 0 teams." << std::endl;
}
for(; ; first_player_ = 1) {
possible_end_play_signal signal = play_turn();
if (signal) {
if(signal->is_quit) {
reset_end_level_data();
}
return;
}
do_autosaves_ = true;
} //end for loop
}
LEVEL_RESULT playsingle_controller::play_scenario(
const config::const_child_itors &story)
{
LOG_NG << "in playsingle_controller::play_scenario()...\n";
// Start music.
BOOST_FOREACH(const config &m, level_.child_range("music")) {
sound::play_music_config(m);
}
sound::commit_music_changes();
if(!this->is_skipping_replay()) {
show_story(*gui_, get_scenario_name(), story);
}
gui_->labels().read(level_);
// Read sound sources
assert(soundsources_manager_ != NULL);
BOOST_FOREACH(const config &s, level_.child_range("sound_source")) {
try {
soundsource::sourcespec spec(s);
soundsources_manager_->add(spec);
} catch (bad_lexical_cast &) {
ERR_NG << "Error when parsing sound_source config: bad lexical cast." << std::endl;
ERR_NG << "sound_source config was: " << s.debug() << std::endl;
ERR_NG << "Skipping this sound source..." << std::endl;
}
}
set_victory_when_enemies_defeated(level_["victory_when_enemies_defeated"].to_bool(true));
set_remove_from_carryover_on_defeat(level_["remove_from_carryover_on_defeat"].to_bool(true));
LOG_NG << "entering try... " << (SDL_GetTicks() - ticks_) << "\n";
try {
play_scenario_init();
//FIXME: This ignores QUITs during play_scenario_init()
if (!is_regular_game_end() && !linger_) {
play_scenario_main_loop();
}
if (game_config::exit_at_end) {
exit(0);
}
if (!is_regular_game_end()) {
return QUIT;
}
const bool is_victory = get_end_level_data_const().is_victory;
if(this->gamestate_.gamedata_.phase() <= game_data::PRESTART) {
sdl::draw_solid_tinted_rectangle(
0, 0, gui_->video().getx(), gui_->video().gety(), 0, 0, 0, 1.0,
gui_->video().getSurface()
);
update_rect(0, 0, gui_->video().getx(), gui_->video().gety());
}
ai_testing::log_game_end();
const end_level_data& end_level = get_end_level_data_const();
if (!end_level.transient.custom_endlevel_music.empty()) {
if (!is_victory) {
set_defeat_music_list(end_level.transient.custom_endlevel_music);
} else {
set_victory_music_list(end_level.transient.custom_endlevel_music);
}
}
if (gamestate_.board_.teams().empty())
{
//store persistent teams
saved_game_.set_snapshot(config());
return VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
}
if(linger_) {
LOG_NG << "resuming from loaded linger state...\n";
//as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
saved_game_.set_snapshot(config());
if(!is_observer()) {
persist_.end_transaction();
}
return VICTORY;
}
pump().fire(is_victory ? "victory" : "defeat");
{ // Block for set_scontext_synced_base
set_scontext_synced_base sync;
pump().fire("scenario_end");
}
if(end_level.proceed_to_next_level) {
gamestate_.board_.heal_all_survivors();
}
if(is_observer()) {
gui2::show_transient_message(gui_->video(), _("Game Over"), _("The game is over."));
return OBSERVER_END;
}
// If we're a player, and the result is victory/defeat, then send
// a message to notify the server of the reason for the game ending.
network::send_data(config_of
("info", config_of
("type", "termination")
("condition", "game over")
("result", is_victory ? "victory" : "defeat")
));
// Play victory music once all victory events
// are finished, if we aren't observers.
//
// Some scenario authors may use 'continue'
// result for something that is not story-wise
// a victory, so let them use [music] tags
// instead should they want special music.
const std::string& end_music = is_victory ? select_victory_music() : select_defeat_music();
if(end_music.empty() != true) {
sound::play_music_once(end_music);
}
persist_.end_transaction();
return is_victory ? VICTORY : DEFEAT;
} catch(const game::load_game_exception &) {
// Loading a new game is effectively a quit.
//
if ( game::load_game_exception::game != "" ) {
saved_game_ = saved_game();
}
throw;
} catch(network::error& e) {
bool disconnect = false;
if(e.socket) {
e.disconnect();
disconnect = true;
}
update_savegame_snapshot();
savegame::ingame_savegame save(saved_game_, *gui_, preferences::save_compression_format());
save.save_game_interactive(gui_->video(), _("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"), gui::YES_NO);
if(disconnect) {
throw network::error();
} else {
return QUIT;
}
}
return QUIT;
}
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;
init_side_begin(false);
if(init_side_done_) {
init_side_end();
}
loading_game_ = false;
}
ai_testing::log_turn_start(player_number_);
PROPOGATE_END_PLAY_SIGNAL ( play_side() );
HANDLE_END_PLAY_SIGNAL(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_);
}
}
//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
PROPOGATE_END_PLAY_SIGNAL ( check_time_over() );
return boost::none;
}
possible_end_play_signal playsingle_controller::play_idle_loop()
{
while(!end_turn_ && !player_type_changed_) {
HANDLE_END_PLAY_SIGNAL( play_slice() );
gui_->draw();
SDL_Delay(10);
}
return boost::none;
}
possible_end_play_signal playsingle_controller::play_side()
{
//check for team-specific items in the scenario
gui_->parse_team_overlays();
try {
maybe_do_init_side();
} catch (end_level_exception & e) {
return possible_end_play_signal(e.to_struct());
}
//flag used when we fallback from ai and give temporarily control to human
bool temporary_human = false;
do {
//Update viewing team in case it has changed during the loop.
if(int side_num = play_controller::find_last_visible_team()) {
if(side_num != this->gui_->viewing_side()) {
update_gui_to_player(side_num - 1);
}
}
// 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_local_human() && current_team().is_proxy_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
|| (gamestate_.board_.units().size() == 0 && player_number_ == 1))
{
before_human_turn();
if (!end_turn_) {
if(possible_end_play_signal signal = play_idle_loop()) {
return signal;
}
}
}
if ( !player_type_changed_ )
after_human_turn();
LOG_NG << "human finished turn...\n";
} else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
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) {
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_local_human() && current_team().is_idle()) {
end_turn_enable(false);
do_idle_notification();
before_human_turn();
if (!end_turn_) {
if(possible_end_play_signal signal = play_idle_loop()) {
return signal;
}
}
}
else {
assert(current_team().is_empty()); // 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;
}
void playsingle_controller::before_human_turn()
{
log_scope("player turn");
linger_ = false;
if(end_turn_) {
return;
}
//TODO: why do we need the next line?
ai::manager::raise_turn_started();
if(do_autosaves_ && !is_regular_game_end()) {
update_savegame_snapshot();
savegame::autosave_savegame save(saved_game_, *gui_, preferences::save_compression_format());
save.autosave(game_config::disable_autosave, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
}
if(preferences::turn_bell() && !is_regular_game_end()) {
sound::play_bell(game_config::sounds::turn_bell);
}
}
void playsingle_controller::show_turn_dialog(){
if(preferences::turn_dialog() && !is_regular_game_end() ) {
blindfold b(*gui_, true); //apply a blindfold for the duration of this dialog
gui_->redraw_everything();
gui_->recalculate_minimap();
std::string message = _("It is now $name|’s turn");
utils::string_map symbols;
symbols["name"] = gamestate_.board_.teams()[player_number_ - 1].current_player();
message = utils::interpolate_variables_into_string(message, &symbols);
gui2::show_transient_message(gui_->video(), "", message);
}
}
void playsingle_controller::execute_gotos(){
menu_handler_.execute_gotos(mouse_handler_, player_number_);
}
possible_end_play_signal playsingle_controller::play_human_turn() {
show_turn_dialog();
if (!preferences::disable_auto_moves()) {
HANDLE_END_PLAY_SIGNAL(execute_gotos());
}
end_turn_enable(true);
while(!end_turn_ && !player_type_changed_) {
HANDLE_END_PLAY_SIGNAL( play_slice() );
gui_->draw();
}
return boost::none;
}
void playsingle_controller::linger()
{
LOG_NG << "beginning end-of-scenario linger\n";
linger_ = true;
// If we need to set the status depending on the completion state
// the key to it is here.
gui_->set_game_mode(game_display::LINGER_SP);
// change the end-turn button text to its alternate label
gui_->get_theme().refresh_title2("button-endturn", "title2");
gui_->invalidate_theme();
gui_->redraw_everything();
// End all unit moves
gamestate_.board_.set_all_units_user_end_turn();
try {
// Same logic as single-player human turn, but
// *not* the same as multiplayer human turn.
end_turn_enable(true);
end_turn_ = false;
while(!end_turn_) {
// Reset the team number to make sure we're the right team.
player_number_ = first_player_;
play_slice();
gui_->draw();
}
} catch(const game::load_game_exception &) {
// Loading a new game is effectively a quit.
if ( game::load_game_exception::game != "" ) {
saved_game_ = saved_game();
}
throw;
}
// revert the end-turn button text to its normal label
gui_->get_theme().refresh_title2("button-endturn", "title");
gui_->invalidate_theme();
gui_->redraw_everything();
gui_->set_game_mode(game_display::RUNNING);
LOG_NG << "ending end-of-scenario linger\n";
}
void playsingle_controller::end_turn_enable(bool enable)
{
gui_->enable_menu("endturn", enable);
get_hotkey_command_executor()->set_button_state(*gui_);
}
void playsingle_controller::after_human_turn()
{
// Mark the turn as done.
if (!linger_)
{
recorder.end_turn();
}
// Clear moves from the GUI.
gui_->set_route(NULL);
gui_->unhighlight_reach();
}
void playsingle_controller::play_ai_turn()
{
LOG_NG << "is ai...\n";
end_turn_enable(false);
gui_->recalculate_minimap();
const cursor::setter cursor_setter(cursor::WAIT);
// Correct an oddball case where a human could have left delayed shroud
// updates on before giving control to the AI. (The AI does not bother
// with the undo stack, so it cannot delay shroud updates.)
team & cur_team = current_team();
if ( !cur_team.auto_shroud_updates() ) {
// We just took control, so the undo stack is empty. We still need
// to record this change for the replay though.
synced_context::run_in_synced_context("auto_shroud", replay_helper::get_auto_shroud(true));
}
undo_stack_->clear();
turn_data_.send_data();
try {
ai::manager::play_turn(player_number_);
}
catch(...) {
turn_data_.sync_network();
throw;
}
turn_data_.sync_network();
gui_->recalculate_minimap();
gui_->invalidate_unit();
gui_->invalidate_game_status();
gui_->invalidate_all();
gui_->draw();
gui_->delay(100);
}
/**
* Will handle sending a networked notification in descendent classes.
*/
void playsingle_controller::do_idle_notification()
{
gui_->get_chat_manager().add_chat_message(time(NULL), "Wesnoth", 0,
"This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
events::chat_handler::MESSAGE_PUBLIC, false);
}
/**
* Will handle networked turns in descendent classes.
*/
possible_end_play_signal playsingle_controller::play_network_turn()
{
// There should be no networked sides in single-player.
ERR_NG << "Networked team encountered by playsingle_controller." << std::endl;
return boost::none;
}
void playsingle_controller::handle_generic_event(const std::string& name){
if (name == "ai_user_interact"){
play_slice(false);
}
}
possible_end_play_signal playsingle_controller::check_time_over(){
bool time_left = gamestate_.tod_manager_.next_turn(gamestate_.gamedata_);
it_is_a_new_turn_ = true;
if(!time_left) {
LOG_NG << "firing time over event...\n";
set_scontext_synced_base sync;
pump().fire("time over");
LOG_NG << "done firing time over event...\n";
//if turns are added while handling 'time over' event
if (gamestate_.tod_manager_.is_time_left()) {
return boost::none;
}
if(non_interactive()) {
LOG_AIT << "time over (draw)\n";
ai_testing::log_draw();
}
HANDLE_END_PLAY_SIGNAL( check_victory() );
end_level_data e;
e.proceed_to_next_level = false;
e.is_victory = false;
set_end_level_data(e);
end_level_struct els = { false };
return possible_end_play_signal (els);
}
return boost::none;
}
void playsingle_controller::end_turn(){
if (linger_)
end_turn_ = true;
else if (!is_browsing()){
end_turn_ = menu_handler_.end_turn(player_number_);
}
}
void playsingle_controller::force_end_turn(){
skip_next_turn_ = true;
end_turn_ = true;
}
void playsingle_controller::check_end_level()
{
if (!is_regular_game_end() || linger_)
{
const team &t = gamestate_.board_.teams()[gui_->viewing_team()];
if (!is_browsing() && t.objectives_changed()) {
dialogs::show_objectives(get_scenario_name().str(), t.objectives());
t.reset_objectives_changed();
}
return;
}
throw end_level_exception();
}
bool playsingle_controller::is_host() const
{
return turn_data_.is_host();
}
void playsingle_controller::maybe_linger()
{
// mouse_handler expects at least one team for linger mode to work.
assert(is_regular_game_end());
if (get_end_level_data_const().transient.linger_mode && !gamestate_.board_.teams().empty()) {
linger();
}
}