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@@ -10,8 +10,10 @@
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#include "StdInc.h"
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#include "StdInc.h"
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#include "TurnTimerHandler.h"
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#include "TurnTimerHandler.h"
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#include "CGameHandler.h"
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#include "CGameHandler.h"
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-#include "../lib/CPlayerState.h"
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+#include "../lib/battle/BattleInfo.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/CGameState.h"
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+#include "../lib/CPlayerState.h"
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+#include "../lib/CStack.h"
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#include "../lib/StartInfo.h"
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#include "../lib/StartInfo.h"
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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@@ -30,7 +32,7 @@ void TurnTimerHandler::onGameplayStart(PlayerState & state)
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ttu.player = state.color;
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ttu.player = state.color;
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ttu.turnTimer = si->turnTimerInfo;
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ttu.turnTimer = si->turnTimerInfo;
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ttu.turnTimer.turnTimer = 0;
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ttu.turnTimer.turnTimer = 0;
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- gameHandler.applyAndSend(&ttu);
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+ gameHandler.sendAndApply(&ttu);
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}
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}
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}
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}
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}
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}
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@@ -47,7 +49,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
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TurnTimeUpdate ttu;
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.turnTimer = state.turnTimer;
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- gameHandler.applyAndSend(&ttu);
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+ gameHandler.sendAndApply(&ttu);
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}
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}
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}
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}
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}
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}
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@@ -64,14 +66,15 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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if(state.turnTimer.turnTimer > 0)
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if(state.turnTimer.turnTimer > 0)
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{
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{
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state.turnTimer.turnTimer -= waitTime;
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state.turnTimer.turnTimer -= waitTime;
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+ int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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- && state.turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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+ && state.turnTimer.turnTimer % frequency == 0)
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{
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{
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TurnTimeUpdate ttu;
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.turnTimer = state.turnTimer;
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- gameHandler.applyAndSend(&ttu);
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+ gameHandler.sendAndApply(&ttu);
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}
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}
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}
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}
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else if(state.turnTimer.baseTimer > 0)
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else if(state.turnTimer.baseTimer > 0)
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@@ -84,3 +87,76 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
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gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
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}
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}
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}
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}
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+
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+void TurnTimerHandler::onBattleStart(PlayerState & state)
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+{
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+ if(const auto * si = gameHandler.getStartInfo())
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+ {
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+ if(si->turnTimerInfo.isBattleEnabled())
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+ {
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+ TurnTimeUpdate ttu;
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+ ttu.player = state.color;
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+ ttu.turnTimer = state.turnTimer;
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+ ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
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+ ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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+ gameHandler.sendAndApply(&ttu);
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+ }
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+ }
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+}
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+
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+void TurnTimerHandler::onBattleNextStack(PlayerState & state)
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+{
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+ if(const auto * si = gameHandler.getStartInfo())
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+ {
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+ if(si->turnTimerInfo.isBattleEnabled())
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+ {
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+ TurnTimeUpdate ttu;
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+ ttu.player = state.color;
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+ ttu.turnTimer = state.turnTimer;
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+ if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
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+ ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
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+ ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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+ gameHandler.sendAndApply(&ttu);
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+ }
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+ }
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+}
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+
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+void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
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+{
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+ const auto * gs = gameHandler.gameState();
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+ const auto * si = gameHandler.getStartInfo();
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+ if(!si || !gs || !gs->curB)
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+ return;
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+
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+ if(si->turnTimerInfo.isBattleEnabled())
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+ {
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+ if(state.turnTimer.creatureTimer > 0)
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+ {
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+ state.turnTimer.creatureTimer -= waitTime;
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+ int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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+
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+ if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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+ && state.turnTimer.creatureTimer % frequency == 0)
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+ {
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+ TurnTimeUpdate ttu;
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+ ttu.player = state.color;
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+ ttu.turnTimer = state.turnTimer;
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+ gameHandler.sendAndApply(&ttu);
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+ }
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+ }
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+ else if(state.turnTimer.battleTimer > 0)
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+ {
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+ state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
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+ state.turnTimer.battleTimer = 0;
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+ onBattleLoop(state, waitTime);
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+ }
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+ else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
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+ {
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+ BattleAction doNothing;
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+ doNothing.actionType = EActionType::DEFEND;
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+ doNothing.side = stack->unitSide();
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+ doNothing.stackNumber = stack->unitId();
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+ gameHandler.makeAutomaticAction(stack, doNothing);
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+ }
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+ }
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+}
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