|
@@ -10,11 +10,14 @@
|
|
|
#include "StdInc.h"
|
|
|
#include "TurnTimerHandler.h"
|
|
|
#include "CGameHandler.h"
|
|
|
+#include "battles/BattleProcessor.h"
|
|
|
+#include "queries/QueriesProcessor.h"
|
|
|
#include "../lib/battle/BattleInfo.h"
|
|
|
#include "../lib/gameState/CGameState.h"
|
|
|
#include "../lib/CPlayerState.h"
|
|
|
#include "../lib/CStack.h"
|
|
|
#include "../lib/StartInfo.h"
|
|
|
+#include "../lib/NetPacks.h"
|
|
|
|
|
|
TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
|
|
|
gameHandler(gh)
|
|
@@ -80,7 +83,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
|
|
|
state.turnTimer.baseTimer = 0;
|
|
|
onPlayerMakingTurn(state, waitTime);
|
|
|
}
|
|
|
- else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
|
|
|
+ else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
|
|
|
gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
|
|
|
}
|
|
|
}
|
|
@@ -101,59 +104,80 @@ void TurnTimerHandler::onBattleStart(PlayerState & state)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void TurnTimerHandler::onBattleNextStack(PlayerState & state)
|
|
|
+void TurnTimerHandler::onBattleNextStack(const CStack & stack)
|
|
|
{
|
|
|
- if(const auto * si = gameHandler.getStartInfo())
|
|
|
+ const auto * gs = gameHandler.gameState();
|
|
|
+ const auto * si = gameHandler.getStartInfo();
|
|
|
+ if(!si || !gs)
|
|
|
+ return;
|
|
|
+
|
|
|
+ const auto & state = gs->players.at(stack.getOwner());
|
|
|
+
|
|
|
+ if(si->turnTimerInfo.isBattleEnabled())
|
|
|
{
|
|
|
- if(si->turnTimerInfo.isBattleEnabled())
|
|
|
- {
|
|
|
- TurnTimeUpdate ttu;
|
|
|
- ttu.player = state.color;
|
|
|
- ttu.turnTimer = state.turnTimer;
|
|
|
- if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
|
|
|
- ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
|
|
|
- ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
|
|
|
- gameHandler.sendAndApply(&ttu);
|
|
|
- }
|
|
|
+ TurnTimeUpdate ttu;
|
|
|
+ ttu.player = state.color;
|
|
|
+ ttu.turnTimer = state.turnTimer;
|
|
|
+ if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
|
|
|
+ ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
|
|
|
+ ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
|
|
|
+ gameHandler.sendAndApply(&ttu);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
|
|
|
+void TurnTimerHandler::onBattleLoop(int waitTime)
|
|
|
{
|
|
|
const auto * gs = gameHandler.gameState();
|
|
|
const auto * si = gameHandler.getStartInfo();
|
|
|
if(!si || !gs || !gs->curB)
|
|
|
return;
|
|
|
|
|
|
- if(state.human && si->turnTimerInfo.isBattleEnabled())
|
|
|
+ const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
|
|
|
+ if(!stack)
|
|
|
+ return;
|
|
|
+
|
|
|
+ auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
|
|
|
+
|
|
|
+ auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
|
|
|
{
|
|
|
- if(state.turnTimer.creatureTimer > 0)
|
|
|
+ TurnTimerInfo turnTimerUpdate = tTimer;
|
|
|
+ if(tTimer.creatureTimer > 0)
|
|
|
{
|
|
|
- state.turnTimer.creatureTimer -= waitTime;
|
|
|
- int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
|
|
|
+ turnTimerUpdate.creatureTimer -= waitTime;
|
|
|
+ int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
|
|
|
|
|
|
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
|
|
|
- && state.turnTimer.creatureTimer % frequency == 0)
|
|
|
+ && turnTimerUpdate.creatureTimer % frequency == 0)
|
|
|
{
|
|
|
TurnTimeUpdate ttu;
|
|
|
ttu.player = state.color;
|
|
|
- ttu.turnTimer = state.turnTimer;
|
|
|
+ ttu.turnTimer = turnTimerUpdate;
|
|
|
gameHandler.sendAndApply(&ttu);
|
|
|
}
|
|
|
+ return true;
|
|
|
}
|
|
|
- else if(state.turnTimer.battleTimer > 0)
|
|
|
- {
|
|
|
- state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
|
|
|
- state.turnTimer.battleTimer = 0;
|
|
|
- onBattleLoop(state, waitTime);
|
|
|
- }
|
|
|
- else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
|
|
|
+ return false;
|
|
|
+ };
|
|
|
+
|
|
|
+ if(state.human && si->turnTimerInfo.isBattleEnabled())
|
|
|
+ {
|
|
|
+ TurnTimerInfo turnTimer = state.turnTimer;
|
|
|
+ if(!turnTimerUpdateApplier(turnTimer))
|
|
|
{
|
|
|
- BattleAction doNothing;
|
|
|
- doNothing.actionType = EActionType::DEFEND;
|
|
|
- doNothing.side = stack->unitSide();
|
|
|
- doNothing.stackNumber = stack->unitId();
|
|
|
- gameHandler.makeAutomaticAction(stack, doNothing);
|
|
|
+ if(turnTimer.battleTimer > 0)
|
|
|
+ {
|
|
|
+ turnTimer.creatureTimer = turnTimer.battleTimer;
|
|
|
+ turnTimer.battleTimer = 0;
|
|
|
+ turnTimerUpdateApplier(turnTimer);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ BattleAction doNothing;
|
|
|
+ doNothing.actionType = EActionType::DEFEND;
|
|
|
+ doNothing.side = stack->unitSide();
|
|
|
+ doNothing.stackNumber = stack->unitId();
|
|
|
+ gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
}
|