The Battle for Wesnoth  1.15.3+dev
playsingle_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2018 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Logic for single-player game.
19  */
20 
22 
23 #include "actions/undo.hpp"
24 #include "ai/manager.hpp"
25 #include "ai/testing.hpp"
26 #include "display_chat_manager.hpp"
27 #include "game_end_exceptions.hpp"
28 #include "game_events/pump.hpp"
29 #include "preferences/game.hpp"
30 #include "gettext.hpp"
34 #include "log.hpp"
35 #include "map/label.hpp"
36 #include "map/map.hpp"
37 #include "playturn.hpp"
38 #include "random_deterministic.hpp"
39 #include "replay_helper.hpp"
40 #include "resources.hpp"
41 #include "savegame.hpp"
42 #include "sound.hpp"
43 #include "synced_context.hpp"
44 #include "formula/string_utils.hpp"
45 #include "events.hpp"
46 #include "save_blocker.hpp"
48 #include "soundsource.hpp"
49 #include "statistics.hpp"
50 #include "units/unit.hpp"
52 #include "whiteboard/manager.hpp"
53 #include "hotkey/hotkey_item.hpp"
54 #include <boost/dynamic_bitset.hpp>
55 
56 static lg::log_domain log_aitesting("aitesting");
57 #define LOG_AIT LOG_STREAM(info, log_aitesting)
58 //If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
59 
60 static lg::log_domain log_engine("engine");
61 #define ERR_NG LOG_STREAM(err, log_engine)
62 #define LOG_NG LOG_STREAM(info, log_engine)
63 
64 static lg::log_domain log_enginerefac("enginerefac");
65 #define LOG_RG LOG_STREAM(info, log_enginerefac)
66 
68  saved_game& state_of_game, const ter_data_cache & tdata, bool skip_replay)
69  : play_controller(level, state_of_game, tdata, skip_replay)
70  , cursor_setter_(cursor::NORMAL)
71  , textbox_info_()
72  , replay_sender_(*resources::recorder)
73  , network_reader_([this](config& cfg) {return receive_from_wesnothd(cfg);})
76  , skip_next_turn_(false)
77  , ai_fallback_(false)
79 {
80  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version
81 
82 
83  // game may need to start in linger mode
84  linger_ = this->is_regular_game_end();
85 
86  plugins_context_->set_accessor_string("level_result", std::bind(&playsingle_controller::describe_result, this));
87  plugins_context_->set_accessor_int("turn", std::bind(&play_controller::turn, this));
88 }
89 
91 {
92  if(!is_regular_game_end()) {
93  return "NONE";
94  }
95  else if(get_end_level_data_const().is_victory){
96  return "VICTORY";
97  }
98  else {
99  return "DEFEAT";
100  }
101 }
102 
104 {
105  LOG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks()) << "\n";
107 
108  // Scroll to the starting position of the first team. If there is a
109  // human team, use that team; otherwise use team 1. If the map defines
110  // a starting position for the selected team, scroll to that tile. Note
111  // this often does not matter since many scenario start with messages,
112  // which will usually scroll to the speaker. Also note that the map
113  // does not necessarily define the starting positions. While usually
114  // best to use the map, the scenarion may explicitly set the positions,
115  // overriding those found in the map (if any).
116  if(map_start_.valid())
117  {
118  gui_->scroll_to_tile(map_start_, game_display::WARP, false);
119  LOG_NG << "Found good stored ui location " << map_start_ << "\n";
120  }
121  else
122  {
123  int scroll_team = gamestate().first_human_team_ + 1;
124  if (scroll_team == 0) {
125  scroll_team = 1;
126  }
127  map_location loc(gamestate().board_.map().starting_position(scroll_team));
128  if ((loc.x >= 0) && (loc.y >= 0)) {
129  gui_->scroll_to_tile(loc, game_display::WARP);
130  LOG_NG << "Found bad stored ui location " << map_start_ << " using side starting location " << loc << "\n";
131  }
132  else {
133  LOG_NG << "Found bad stored ui location\n";
134  }
135  }
136 
137  update_locker lock_display(gui_->video(), is_skipping_replay());
139 }
140 
141 
143 {
144  // At the beginning of the scenario, save a snapshot as replay_start
147  }
148  start_game();
150  // This won't cause errors later but we should notify the user about it in case he didn't knew it.
152  // TODO: find a better title
153  _("Game Error"),
154  _("This multiplayer game uses an alternative random mode, if you don't know what this message means, then most likely someone is cheating or someone reloaded a corrupt game.")
155  );
156  }
157  return;
158 }
159 
161 {
162  LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks()) << "\n";
163 
164 
165  // Avoid autosaving after loading, but still
166  // allow the first turn to have an autosave.
168  if(gamestate().board_.teams().empty())
169  {
170  ERR_NG << "Playing game with 0 teams." << std::endl;
171  }
172  while(true) {
173  try {
174  play_turn();
175  if (is_regular_game_end()) {
177  return;
178  }
179  }
180  catch(const reset_gamestate_exception& ex) {
181  //
182  // TODO:
183  //
184  // The MP replay feature still doesn't work properly (causes OOS)
185  // because:
186  //
187  // 1) The undo stack is not reset along with the gamestate (fixed).
188  // 2) The server_request_number_ is not reset along with the
189  // gamestate (fixed).
190  // 3) chat and other unsynced actions are inserted in the middle of
191  // the replay bringing the replay_pos in unorder (fixed).
192  // 4) untracked changes in side controllers are lost when resetting
193  // gamestate (fixed).
194  // 5) The game should have a stricter check for whether the loaded
195  // game is actually a parent of this game.
196  // 6) If an action was undone after a game was saved it can cause
197  // OOS if the undone action is in the snapshot of the saved
198  // game (luckily this is never the case for autosaves).
199  //
200  boost::dynamic_bitset<> local_players;
201  local_players.resize(gamestate().board_.teams().size(), true);
202  //Preserve side controllers, because we won't get the side controoller updates again when replaying.
203  for(std::size_t i = 0; i < local_players.size(); ++i) {
204  local_players[i] = gamestate().board_.teams()[i].is_local();
205  }
206  if(ex.start_replay) {
207  // MP "Back to turn"
209  } else {
210  // SP replay
212  }
213  reset_gamestate(*ex.level, (*ex.level)["replay_pos"]);
214  for(std::size_t i = 0; i < local_players.size(); ++i) {
215  resources::gameboard->teams()[i].set_local(local_players[i]);
216  }
218  if (replay_controller_ == nullptr) {
219  replay_controller_.reset(new replay_controller(*this, false, ex.level, [this](){ on_replay_end(false); } ));
220  }
221  if(ex.start_replay) {
222  replay_controller_->play_replay();
223  }
224  }
225  } //end for loop
226 }
227 
229 {
230  LOG_NG << "in playsingle_controller::play_scenario()...\n";
231 
232  // Start music.
233  for(const config &m : level.child_range("music")) {
234  sound::play_music_config(m, true);
235  }
237 
238  if(!this->is_skipping_replay() && !this->is_skipping_story()) {
239  // Combine all the [story] tags into a single config. Handle this here since
240  // storyscreen::controller doesn't have a default constructor.
241  config cfg;
242  for(const auto& iter : level.child_range("story")) {
243  cfg.append_children(iter);
244  }
245 
246  if(!cfg.empty()) {
248  }
249  }
250  gui_->labels().read(level);
251 
252  // Read sound sources
253  assert(soundsources_manager_ != nullptr);
254  for (const config &s : level.child_range("sound_source")) {
255  try {
257  soundsources_manager_->add(spec);
258  } catch (const bad_lexical_cast &) {
259  ERR_NG << "Error when parsing sound_source config: bad lexical cast." << std::endl;
260  ERR_NG << "sound_source config was: " << s.debug() << std::endl;
261  ERR_NG << "Skipping this sound source..." << std::endl;
262  }
263  }
264  LOG_NG << "entering try... " << (SDL_GetTicks() - ticks()) << "\n";
265  try {
267  // clears level config;
269 
270  if (!is_regular_game_end() && !linger_) {
272  }
274  exit(0);
275  }
276  const bool is_victory = get_end_level_data_const().is_victory;
277 
278  if(gamestate().gamedata_.phase() <= game_data::PRESTART) {
279  gui_->video().clear_screen();
280  }
281 
283 
284  const end_level_data& end_level = get_end_level_data_const();
285 
286  if (gamestate().board_.teams().empty())
287  {
288  //store persistent teams
290 
291  return LEVEL_RESULT::VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
292  }
293  if(linger_) {
294  LOG_NG << "resuming from loaded linger state...\n";
295  //as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
297  if(!is_observer()) {
299  }
300  return LEVEL_RESULT::VICTORY;
301  }
302  pump().fire(is_victory ? "local_victory" : "local_defeat");
303  { // Block for set_scontext_synced_base
305  pump().fire(end_level.proceed_to_next_level ? "victory" : "defeat");
306  pump().fire("scenario_end");
307  }
308  if(end_level.proceed_to_next_level) {
310  }
311  if(is_observer()) {
312  gui2::show_transient_message(_("Game Over"), _("The game is over."));
313  return LEVEL_RESULT::OBSERVER_END;
314  }
315  // If we're a player, and the result is victory/defeat, then send
316  // a message to notify the server of the reason for the game ending.
318  "info", config {
319  "type", "termination",
320  "condition", "game over",
321  "result", is_victory ? "victory" : "defeat",
322  },
323  });
324  // Play victory music once all victory events
325  // are finished, if we aren't observers and the
326  // carryover dialog isn't disabled.
327  //
328  // Some scenario authors may use 'continue'
329  // result for something that is not story-wise
330  // a victory, so let them use [music] tags
331  // instead should they want special music.
332  const std::string& end_music = select_music(is_victory);
333  if((!is_victory || end_level.transient.carryover_report) && !end_music.empty()) {
335  sound::play_music_once(end_music);
336  }
338  LEVEL_RESULT res = LEVEL_RESULT::string_to_enum(end_level.test_result);
339  if(res == LEVEL_RESULT::TEST_NOT_SET) {
340  return is_victory ? LEVEL_RESULT::VICTORY : LEVEL_RESULT::DEFEAT;
341  } else {
342  return res;
343  }
344  } catch(const savegame::load_game_exception &) {
345  // Loading a new game is effectively a quit.
346  saved_game_.clear();
347  throw;
348  } catch(const wesnothd_error& e) {
349  scoped_savegame_snapshot snapshot(*this);
351  if(e.message == "") {
352  save.save_game_interactive(_("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"), savegame::savegame::YES_NO);
353  } else {
354  save.save_game_interactive(_("This game has been ended.\nReason: ")+e.message+_("\nDo you want to save the game?"), savegame::savegame::YES_NO);
355  }
356  if(dynamic_cast<const ingame_wesnothd_error*>(&e)) {
357  return LEVEL_RESULT::QUIT;
358  } else {
359  throw;
360  }
361  }
362 }
363 
365 {
366  while(!should_return_to_play_side()) {
368  SDL_Delay(10);
369  }
370 }
371 
373 {
374  if (!skip_next_turn_) {
376  }
377  if(replay_controller_.get() != nullptr) {
378  init_side_done_now_ = false;
379  REPLAY_RETURN res = replay_controller_->play_side_impl();
380  if(res == REPLAY_FOUND_END_TURN) {
382  }
383  if (player_type_changed_) {
384  replay_controller_.reset();
385  }
386  } else if((current_team().is_local_human() && current_team().is_proxy_human())) {
387  LOG_NG << "is human...\n";
388  // If a side is dead end the turn, but play at least side=1's
389  // turn in case all sides are dead
390  if (gamestate().board_.side_units(current_side()) == 0 && !(gamestate().board_.units().empty() && current_side() == 1)) {
392  }
393 
395  if (end_turn_ == END_TURN_NONE) {
396  play_human_turn();
397  }
400  }
401  LOG_NG << "human finished turn...\n";
402 
403  } else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
404  play_ai_turn();
405  } else if(current_team().is_network()) {
407  } else if(current_team().is_local_human() && current_team().is_idle()) {
408  end_turn_enable(false);
411  if (end_turn_ == END_TURN_NONE) {
412  play_idle_loop();
413  }
414  }
415  else {
416  // we should have skipped over empty controllers before so this shouldn't be possible
417  ERR_NG << "Found invalid side controller " << current_team().controller().to_string() << " (" << current_team().proxy_controller().to_string() << ") for side " << current_team().side() << "\n";
418  }
419 }
420 
422 {
423  log_scope("player turn");
424  assert(!linger_);
426  return;
427  }
428 
430  scoped_savegame_snapshot snapshot(*this);
433  }
434 
435  if(preferences::turn_bell()) {
437  }
438 }
439 
442  blindfold b(*gui_, true); //apply a blindfold for the duration of this dialog
443  gui_->redraw_everything();
444  gui_->recalculate_minimap();
445  std::string message = _("It is now $name|’s turn");
446  utils::string_map symbols;
447  symbols["name"] = gamestate().board_.get_team(current_side()).side_name();
448  message = utils::interpolate_variables_into_string(message, &symbols);
449  gui2::show_transient_message("", message);
450  }
451 }
452 
454 {
456  {
457  return;
458  }
459  try
460  {
462  }
463  catch (const return_to_play_side_exception&)
464  {
465  }
466 }
467 
470 
472  execute_gotos();
473  }
474 
475  end_turn_enable(true);
476  while(!should_return_to_play_side()) {
479  }
480 
481 }
482 
484 {
485  LOG_NG << "beginning end-of-scenario linger\n";
486  linger_ = true;
487 
488  // If we need to set the status depending on the completion state
489  // the key to it is here.
490  gui_->set_game_mode(game_display::LINGER);
491 
492  // change the end-turn button text to its alternate label
493  gui_->get_theme().refresh_title2("button-endturn", "title2");
494  gui_->invalidate_theme();
495  gui_->redraw_everything();
496 
497  // End all unit moves
499  try {
500  // Same logic as single-player human turn, but
501  // *not* the same as multiplayer human turn.
502  end_turn_enable(true);
504  while(end_turn_ == END_TURN_NONE) {
505  play_slice();
506  }
507  } catch(const savegame::load_game_exception &) {
508  // Loading a new game is effectively a quit.
509  saved_game_.clear();
510  throw;
511  }
512 
513  // revert the end-turn button text to its normal label
514  gui_->get_theme().refresh_title2("button-endturn", "title");
515  gui_->invalidate_theme();
516  gui_->redraw_everything();
517  gui_->set_game_mode(game_display::RUNNING);
518 
519  LOG_NG << "ending end-of-scenario linger\n";
520 }
521 
523 {
524  gui_->enable_menu("endturn", enable);
526 }
527 
528 
530 {
531  // Clear moves from the GUI.
532  gui_->set_route(nullptr);
533  gui_->unhighlight_reach();
534 }
535 
537 {
538  LOG_NG << "is ai...\n";
539 
540  end_turn_enable(false);
541  gui_->recalculate_minimap();
542 
543  const cursor::setter cursor_setter(cursor::WAIT);
544 
545  // Correct an oddball case where a human could have left delayed shroud
546  // updates on before giving control to the AI. (The AI does not bother
547  // with the undo stack, so it cannot delay shroud updates.)
548  team & cur_team = current_team();
549  if ( !cur_team.auto_shroud_updates() ) {
550  // We just took control, so the undo stack is empty. We still need
551  // to record this change for the replay though.
553  }
554  undo_stack().clear();
555 
557  try {
558  try {
561  }
562  }
563  catch (const return_to_play_side_exception&) {
564  }
565  catch (const fallback_ai_to_human_exception&) {
567  player_type_changed_ = true;
568  ai_fallback_ = true;
569  }
570  }
571  catch(...) {
573  throw;
574  }
577  }
579  gui_->recalculate_minimap();
580  gui_->invalidate_unit();
581  gui_->invalidate_game_status();
582  gui_->invalidate_all();
583 }
584 
585 
586 /**
587  * Will handle sending a networked notification in descendent classes.
588  */
590 {
591  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "Wesnoth", 0,
592  "This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
594 }
595 
596 /**
597  * Will handle networked turns in descendent classes.
598  */
600 {
601  // There should be no networked sides in single-player.
602  ERR_NG << "Networked team encountered by playsingle_controller." << std::endl;
603 }
604 
605 
606 void playsingle_controller::handle_generic_event(const std::string& name){
607  if (name == "ai_user_interact"){
608  play_slice(false);
609  }
610 }
611 
612 
613 
615  if (linger_)
617  else if (!is_browsing() && menu_handler_.end_turn(current_side())){
619  }
620 }
621 
623  skip_next_turn_ = true;
625 }
626 
628 {
629  if (!gamestate().board_.teams().empty()) {
630  const team &t = gamestate().board_.teams()[gui_->viewing_team()];
631 
632  if (!is_regular_game_end() && !is_browsing() && t.objectives_changed()) {
633  show_objectives();
634  }
635  }
636 }
637 
638 
640 {
641  // mouse_handler expects at least one team for linger mode to work.
642  assert(is_regular_game_end());
643  if (get_end_level_data_const().transient.linger_mode && !gamestate().board_.teams().empty()) {
644  linger();
645  }
646 }
647 
649 {
650  //We cannot add [end_turn] to the recorder while executing another action.
652  if(end_turn_ == END_TURN_REQUIRED && current_team().is_local())
653  {
654  //TODO: we should also send this immediately.
655  resources::recorder->end_turn(gamestate_->next_player_number_);
657  }
658 
659  assert(end_turn_ == END_TURN_SYNCED);
660  skip_next_turn_ = false;
661 
662  if(ai_fallback_) {
663  current_team().make_ai();
664  ai_fallback_ = false;
665  }
666 }
667 
669 {
670  if(replay_controller_ && replay_controller_->is_controlling_view()) {
671  replay_controller_->update_viewing_player();
672  }
673  //Update viewing team in case it has changed during the loop.
674  else if(int side_num = play_controller::find_last_visible_team()) {
675  if(side_num != this->gui_->viewing_side()) {
676  update_gui_to_player(side_num - 1);
677  }
678  }
679 }
680 
682 {
683  if(replay_controller_ && replay_controller_->allow_reset_replay()) {
684  replay_controller_->stop_replay();
685  throw reset_gamestate_exception(replay_controller_->get_reset_state(), {}, false);
686  }
687  else {
688  ERR_NG << "received invalid reset replay\n";
689  }
690 }
691 
693 {
694  replay_controller_.reset(new replay_controller(*this, gamestate().has_human_sides(), std::shared_ptr<config>( new config(saved_game_.get_replay_starting_point())), std::bind(&playsingle_controller::on_replay_end, this, is_unit_test)));
695  if(is_unit_test) {
696  replay_controller_->play_replay();
697  }
698 }
699 
701 {
703  return true;
704  }
705  else if (end_turn_ == END_TURN_NONE || replay_controller_.get() != 0 || current_team().is_network()) {
706  return false;
707  }
708  else {
709  return true;
710  }
711 }
712 
714 {
715  if(is_networked_mp()) {
717  }
718  else if(is_unit_test) {
719  replay_controller_->return_to_play_side();
720  if(!is_regular_game_end()) {
722  e.proceed_to_next_level = false;
723  e.is_victory = false;
725  }
726  }
727 }
bool disable_auto_moves()
Definition: general.cpp:920
void empty_playlist()
Definition: sound.cpp:611
void end_turn(int next_player_number)
Definition: replay.cpp:301
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:220
void set_all_units_user_end_turn()
Definition: game_board.cpp:80
An error occurred during when trying to coommunicate with the wesnothd server.
int autosavemax()
Definition: game.cpp:833
std::unique_ptr< soundsource::manager > soundsources_manager_
bool turn_bell()
Definition: general.cpp:616
static void display(const std::string &scenario_name, const config &story)
static bool run_and_store(const std::string &commandname, const config &data, bool use_undo=true, bool show=true, synced_command::error_handler_function error_handler=default_error_function)
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
std::string interpolate_variables_into_string(const std::string &str, const string_map *const symbols)
Function which will interpolate variables, starting with &#39;$&#39; in the string &#39;str&#39; with the equivalent ...
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:92
void heal_all_survivors()
Definition: game_board.cpp:86
std::map< std::string, t_string > string_map
virtual const unit_map & units() const override
Definition: game_board.hpp:114
int find_last_visible_team() const
returns 0 if no such team was found.
std::unique_ptr< game_display > gui_
events::mouse_handler mouse_handler_
static manager & get_singleton()
Definition: manager.hpp:151
std::unique_ptr< plugins_context > plugins_context_
bool is_network() const
Definition: team.hpp:262
config & replay_start()
Definition: saved_game.hpp:111
bool is_skipping_replay() const
const std::string & side_name() const
Definition: team.hpp:308
virtual void play_side_impl() override
Class for autosaves.
Definition: savegame.hpp:289
game_events::wml_event_pump & pump()
const int INFINITE_AUTO_SAVES
Definition: game.hpp:192
std::unique_ptr< hotkey_handler > hotkey_handler_
int first_human_team_
Definition: game_state.hpp:72
child_itors child_range(config_key_type key)
Definition: config.cpp:362
virtual void init_gui() override
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup, const bool restore_background)
Shows a transient message to the user.
bool objectives_changed() const
Definition: team.hpp:241
PROCESS_DATA_RESULT sync_network()
Definition: playturn.cpp:61
static lg::log_domain log_aitesting("aitesting")
static config get_auto_shroud(bool turned_on)
Records that the player has toggled automatic shroud updates.
Gather statistics important for AI testing and output them.
And endturn was required eigher by the player, by the ai or by [end_turn].
playsingle_controller(const config &level, saved_game &state_of_game, const ter_data_cache &tdata, bool skip_replay)
void clear()
Definition: saved_game.cpp:791
void enable_replay(bool is_unit_test=false)
virtual void play_slice(bool is_delay_enabled=true)
Class for "normal" midgame saves.
Definition: savegame.hpp:262
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:559
void play_music_once(const std::string &file)
Definition: sound.cpp:602
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:241
static void log_game_end()
Definition: testing.cpp:102
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:373
const end_level_data & get_end_level_data_const() const
persist_manager persist_
void reset_current_scenario()
Reset the stats of the current scenario to the beginning.
Definition: statistics.cpp:794
void send_data()
Definition: playturn.cpp:80
An extension of play_controller::hotkey_handler, which has support for SP wesnoth features like white...
events::menu_handler menu_handler_
virtual void do_idle_notification()
Will handle sending a networked notification in descendent classes.
#define b
void make_human()
Definition: team.hpp:273
std::unique_ptr< game_state > gamestate_
REPLAY_RETURN
Definition: replay.hpp:153
-file pathfind.hpp
no linger overlay, show fog and shroud.
std::string turn_bell
saved_game & saved_game_
void end_turn_enable(bool enable)
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
bool end_turn(int side_num)
virtual void check_objectives() override
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
virtual bool should_return_to_play_side() const override
team & get_team(int i)
Definition: game_board.hpp:104
std::string test_result
result to use if this is a unit test
bool disable_autosave
config to_config() const
Builds the snapshot config from members and their respective configs.
bool valid() const
Definition: location.hpp:93
game_board * gameboard
Definition: resources.cpp:20
bool is_regular_game_end() const
std::shared_ptr< config > stats_
virtual void init_gui()
void read_stats(const config &cfg)
Definition: statistics.cpp:770
std::string describe_result() const
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
#define LOG_NG
replay * recorder
Definition: resources.cpp:28
void play_turn(side_number side)
Plays a turn for the specified side using its active AI.
Definition: manager.cpp:736
static lg::log_domain log_enginerefac("enginerefac")
bool carryover_report
Should a summary of the scenario outcome be displayed?
An object which will lock the display for the duration of its lifetime.
Definition: video.hpp:296
virtual void play_network_turn()
Will handle networked turns in descendent classes.
static void log_game_start()
Definition: testing.cpp:90
LEVEL_RESULT play_scenario(const config &level)
bool is_browsing() const override
bool is_observer() const
void update_gui_to_player(const int team_index, const bool observe=false)
Changes the UI for this client to the passed side index.
Encapsulates the map of the game.
Definition: location.hpp:42
void on_replay_end(bool is_unit_test)
bool auto_shroud_updates() const
Definition: team.hpp:338
void make_ai()
Definition: team.hpp:274
Sound source info class.
void set_end_level_data(const end_level_data &data)
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:93
transient_end_level transient
virtual bool is_networked_mp() const
const config & get_replay_starting_point()
Definition: saved_game.cpp:588
std::size_t i
Definition: function.cpp:933
const std::string & select_music(bool victory) const
map_location map_start_
void execute_gotos(mouse_handler &mousehandler, int side_num)
#define ERR_NG
static map_location::DIRECTION s
std::unique_ptr< replay_controller > replay_controller_
void reset_gamestate(const config &level, int replay_pos)
Define the game&#39;s event mechanism.
#define log_scope(description)
Definition: log.hpp:186
bool empty() const
Definition: map.hpp:446
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
t_string get_scenario_name() const
Additional information on the game outcome which can be provided by WML.
actions::undo_list & undo_stack()
static void save(LexState *ls, int c)
Definition: llex.cpp:57
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:486
virtual bool receive_from_wesnothd(config &) const
void update_viewing_player() override
compression::format save_compression_format()
Definition: game.cpp:885
void play_bell(const std::string &files)
Definition: sound.cpp:1035
game_state & gamestate()
double t
Definition: astarsearch.cpp:64
playturn_network_adapter network_reader_
void play_music_config(const config &music_node, bool allow_interrupt_current_track, int i)
Definition: sound.cpp:704
game_classification & classification()
Definition: saved_game.hpp:55
PROXY_CONTROLLER proxy_controller() const
Definition: team.hpp:282
game_board board_
Definition: game_state.hpp:46
Various functions that implement the undoing (and redoing) of in-game commands.
Standard logging facilities (interface).
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:593
int current_side() const
Returns the number of the side whose turn it is.
bool is_skipping_story() const
replay_network_sender replay_sender_
std::string message
Definition: exceptions.hpp:31
std::shared_ptr< config > level
#define e
std::size_t turn() const
void commit_music_changes()
Definition: sound.cpp:822
void remove_snapshot()
Definition: saved_game.cpp:577
int side() const
Definition: team.hpp:188
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
static lg::log_domain log_engine("engine")
bool turn_dialog()
Definition: game.cpp:443
Thrown when a lexical_cast fails.
bool empty() const
Definition: config.cpp:884
virtual void send_to_wesnothd(const config &, const std::string &="unknown") const
virtual void handle_generic_event(const std::string &name) override
An [end_turn] was added to the replay.
void show_objectives() const
bool init_side_done_now_
Whether we did init sides in this session (false = we did init sides before we reloaded the game)...
CONTROLLER controller() const
Definition: team.hpp:255
std::shared_ptr< terrain_type_data > ter_data_cache