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							- /*
 
-  * TurnTimerHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "TurnTimerHandler.h"
 
- #include "CGameHandler.h"
 
- #include "battles/BattleProcessor.h"
 
- #include "queries/QueriesProcessor.h"
 
- #include "processors/TurnOrderProcessor.h"
 
- #include "../lib/battle/BattleInfo.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/networkPacks/PacksForClient.h"
 
- #include "../lib/networkPacks/PacksForClientBattle.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/CStack.h"
 
- #include "../lib/StartInfo.h"
 
- TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
 
- 	gameHandler(gh)
 
- {
 
- 	
 
- }
 
- void TurnTimerHandler::onGameplayStart(PlayerColor player)
 
- {
 
- 	if(const auto * si = gameHandler.getStartInfo())
 
- 	{
 
- 		timers[player] = si->turnTimerInfo;
 
- 		timers[player].turnTimer = 0;
 
- 		timers[player].battleTimer = 0;
 
- 		timers[player].unitTimer = 0;
 
- 		timers[player].isActive = true;
 
- 		timers[player].isBattle = false;
 
- 		lastUpdate[player] = std::numeric_limits<int>::max();
 
- 		endTurnAllowed[player] = true;
 
- 	}
 
- }
 
- void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
 
- {
 
- 	assert(player.isValidPlayer());
 
- 	timers[player].isActive = enabled;
 
- 	sendTimerUpdate(player);
 
- }
 
- void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
 
- {
 
- 	assert(player.isValidPlayer());
 
- 	endTurnAllowed[player] = enabled;
 
- }
 
- void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
 
- {
 
- 	TurnTimeUpdate ttu;
 
- 	ttu.player = player;
 
- 	ttu.turnTimer = timers[player];
 
- 	gameHandler.sendAndApply(&ttu);
 
- 	lastUpdate[player] = 0;
 
- }
 
- void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
 
- {
 
- 	if(const auto * si = gameHandler.getStartInfo())
 
- 	{
 
- 		if(si->turnTimerInfo.isEnabled())
 
- 		{
 
- 			endTurnAllowed[player] = true;
 
- 			auto & timer = timers[player];
 
- 			if(si->turnTimerInfo.accumulatingTurnTimer)
 
- 				timer.baseTimer += timer.turnTimer;
 
- 			timer.turnTimer = si->turnTimerInfo.turnTimer;
 
- 			
 
- 			sendTimerUpdate(player);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::update(int waitTime)
 
- {
 
- 	if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
 
- 		return;
 
- 	for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
 
- 		if(gameHandler.gameState()->isPlayerMakingTurn(player))
 
- 			onPlayerMakingTurn(player, waitTime);
 
- 	// create copy for iterations - battle might end during onBattleLoop call
 
- 	std::vector<BattleID> ongoingBattles;
 
- 	for (auto & battle : gameHandler.gameState()->currentBattles)
 
- 		ongoingBattles.push_back(battle->battleID);
 
- 	for (auto & battleID : ongoingBattles)
 
- 		onBattleLoop(battleID, waitTime);
 
- }
 
- bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
 
- {
 
- 	if(timer > 0)
 
- 	{
 
- 		timer -= waitTime;
 
- 		lastUpdate[player] += waitTime;
 
- 		
 
- 		if(lastUpdate[player] >= turnTimePropagateFrequency)
 
- 			sendTimerUpdate(player);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs || !si->turnTimerInfo.isEnabled())
 
- 		return;
 
- 	
 
- 	auto & timer = timers[player];
 
- 	const auto * state = gameHandler.getPlayerState(player);
 
- 	if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
 
- 	{
 
- 		// turn timers are only used if turn timer is non-zero
 
- 		if (si->turnTimerInfo.turnTimer == 0)
 
- 			return;
 
- 		if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
 
- 			return;
 
- 		if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
 
- 			return;
 
- 		if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
 
- 			gameHandler.turnOrder->onPlayerEndsTurn(state->color);
 
- 	}
 
- }
 
- bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	if(attacker.isValidPlayer() && defender.isValidPlayer())
 
- 	{
 
- 		const auto * attackerState = gameHandler.getPlayerState(attacker);
 
- 		const auto * defenderState = gameHandler.getPlayerState(defender);
 
- 		if(attackerState && defenderState && attackerState->human && defenderState->human)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void TurnTimerHandler::onBattleStart(const BattleID & battleID)
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 		return;
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	
 
- 	bool pvpBattle = isPvpBattle(battleID);
 
- 	
 
- 	for(auto i : {attacker, defender})
 
- 	{
 
- 		if(i.isValidPlayer())
 
- 		{
 
- 			auto & timer = timers[i];
 
- 			timer.isBattle = true;
 
- 			timer.isActive = si->turnTimerInfo.isBattleEnabled();
 
- 			timer.battleTimer = si->turnTimerInfo.battleTimer;
 
- 			timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
 
- 			
 
- 			sendTimerUpdate(i);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	
 
- 	for(auto i : {attacker, defender})
 
- 	{
 
- 		if(i.isValidPlayer())
 
- 		{
 
- 			auto & timer = timers[i];
 
- 			timer.isBattle = false;
 
- 			timer.isActive = true;
 
- 			sendTimerUpdate(i);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs || !gs->getBattle(battleID))
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	
 
- 	if(isPvpBattle(battleID))
 
- 	{
 
- 		auto player = stack.getOwner();
 
- 		
 
- 		auto & timer = timers[player];
 
- 		if(timer.accumulatingUnitTimer)
 
- 			timer.battleTimer += timer.unitTimer;
 
- 		timer.unitTimer = si->turnTimerInfo.unitTimer;
 
- 		
 
- 		sendTimerUpdate(player);
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	ui8 side = 0;
 
- 	const CStack * stack = nullptr;
 
- 	bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
 
- 	
 
- 	if(isTactisPhase)
 
- 		side = gs->getBattle(battleID)->battleGetTacticsSide();
 
- 	else
 
- 	{
 
- 		stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
 
- 		if(!stack || !stack->getOwner().isValidPlayer())
 
- 			return;
 
- 		side = stack->unitSide();
 
- 	}
 
- 	
 
- 	auto player = gs->getBattle(battleID)->getSidePlayer(side);
 
- 	if(!player.isValidPlayer())
 
- 		return;
 
- 	
 
- 	const auto * state = gameHandler.getPlayerState(player);
 
- 	assert(state && state->status == EPlayerStatus::INGAME);
 
- 	if(!state || state->status != EPlayerStatus::INGAME || !state->human)
 
- 		return;
 
- 	
 
- 	auto & timer = timers[player];
 
- 	if(timer.isActive && timer.isBattle)
 
- 	{
 
- 		// in pvp battles, timers are only used if unit timer is non-zero
 
- 		if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
 
- 			return;
 
- 		if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
 
- 			return;
 
- 		if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
 
- 			return;
 
- 		if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
 
- 			return;
 
- 		if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
 
- 			return;
 
- 		if(isPvpBattle(battleID))
 
- 		{
 
- 			BattleAction doNothing;
 
- 			doNothing.side = side;
 
- 			if(isTactisPhase)
 
- 				doNothing.actionType = EActionType::END_TACTIC_PHASE;
 
- 			else
 
- 			{
 
- 				doNothing.actionType = EActionType::DEFEND;
 
- 				doNothing.stackNumber = stack->unitId();
 
- 			}
 
- 			gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleAction retreat;
 
- 			retreat.side = side;
 
- 			retreat.actionType = EActionType::RETREAT; //harsh punishment
 
- 			gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
 
- 		}
 
- 	}
 
- }
 
 
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