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@@ -0,0 +1,86 @@
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+/*
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+ * TurnTimerHandler.cpp, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+#include "StdInc.h"
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+#include "TurnTimerHandler.h"
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+#include "CGameHandler.h"
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+#include "../lib/CPlayerState.h"
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+#include "../lib/gameState/CGameState.h"
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+#include "../lib/StartInfo.h"
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+
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+TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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+ gameHandler(gh)
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+{
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+
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+}
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+
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+void TurnTimerHandler::onGameplayStart(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.isEnabled())
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+ {
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+ TurnTimeUpdate ttu;
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+ ttu.player = state.color;
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+ ttu.turnTimer = si->turnTimerInfo;
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+ ttu.turnTimer.turnTimer = 0;
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+ gameHandler.applyAndSend(&ttu);
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+ }
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+ }
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+}
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+
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+void TurnTimerHandler::onPlayerGetTurn(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.isEnabled())
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+ {
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+ state.turnTimer.baseTimer += state.turnTimer.turnTimer;
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+ state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
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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.applyAndSend(&ttu);
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+ }
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+ }
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+}
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+
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+void TurnTimerHandler::onPlayerMakingTurn(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)
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+ return;
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+
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+ if(si->turnTimerInfo.isEnabled() && !gs->curB)
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+ {
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+ if(state.turnTimer.turnTimer > 0)
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+ {
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+ state.turnTimer.turnTimer -= waitTime;
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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.turnTimer % turnTimePropagateFrequency == 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.applyAndSend(&ttu);
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+ }
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+ }
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+ else if(state.turnTimer.baseTimer > 0)
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+ {
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+ state.turnTimer.turnTimer = state.turnTimer.baseTimer;
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+ state.turnTimer.baseTimer = 0;
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+ onPlayerMakingTurn(state, waitTime);
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+ }
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+ else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
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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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