TurnTimerHandler.cpp 8.8 KB

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  1. /*
  2. * TurnTimerHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TurnTimerHandler.h"
  12. #include "CGameHandler.h"
  13. #include "battles/BattleProcessor.h"
  14. #include "queries/QueriesProcessor.h"
  15. #include "processors/TurnOrderProcessor.h"
  16. #include "../lib/battle/BattleInfo.h"
  17. #include "../lib/gameState/CGameState.h"
  18. #include "../lib/networkPacks/PacksForClient.h"
  19. #include "../lib/networkPacks/PacksForClientBattle.h"
  20. #include "../lib/CPlayerState.h"
  21. #include "../lib/CStack.h"
  22. #include "../lib/StartInfo.h"
  23. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  24. gameHandler(gh)
  25. {
  26. }
  27. void TurnTimerHandler::onGameplayStart(PlayerColor player)
  28. {
  29. std::lock_guard<std::recursive_mutex> guard(mx);
  30. if(const auto * si = gameHandler.getStartInfo())
  31. {
  32. timers[player] = si->turnTimerInfo;
  33. timers[player].turnTimer = 0;
  34. timers[player].battleTimer = 0;
  35. timers[player].unitTimer = 0;
  36. timers[player].isActive = true;
  37. timers[player].isBattle = false;
  38. lastUpdate[player] = std::numeric_limits<int>::max();
  39. endTurnAllowed[player] = true;
  40. }
  41. }
  42. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  43. {
  44. std::lock_guard<std::recursive_mutex> guard(mx);
  45. assert(player.isValidPlayer());
  46. timers[player].isActive = enabled;
  47. sendTimerUpdate(player);
  48. }
  49. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  50. {
  51. std::lock_guard<std::recursive_mutex> guard(mx);
  52. assert(player.isValidPlayer());
  53. endTurnAllowed[player] = enabled;
  54. }
  55. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  56. {
  57. TurnTimeUpdate ttu;
  58. ttu.player = player;
  59. ttu.turnTimer = timers[player];
  60. gameHandler.sendAndApply(&ttu);
  61. lastUpdate[player] = 0;
  62. }
  63. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  64. {
  65. std::lock_guard<std::recursive_mutex> guard(mx);
  66. if(const auto * si = gameHandler.getStartInfo())
  67. {
  68. if(si->turnTimerInfo.isEnabled())
  69. {
  70. endTurnAllowed[player] = true;
  71. auto & timer = timers[player];
  72. if(si->turnTimerInfo.accumulatingTurnTimer)
  73. timer.baseTimer += timer.turnTimer;
  74. timer.turnTimer = si->turnTimerInfo.turnTimer;
  75. sendTimerUpdate(player);
  76. }
  77. }
  78. }
  79. void TurnTimerHandler::update(int waitTime)
  80. {
  81. std::lock_guard<std::recursive_mutex> guard(mx);
  82. if(const auto * gs = gameHandler.gameState())
  83. {
  84. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  85. if(gs->isPlayerMakingTurn(player))
  86. onPlayerMakingTurn(player, waitTime);
  87. // create copy for iterations - battle might end during onBattleLoop call
  88. std::vector<BattleID> ongoingBattles;
  89. for (auto & battle : gs->currentBattles)
  90. ongoingBattles.push_back(battle->battleID);
  91. for (auto & battleID : ongoingBattles)
  92. onBattleLoop(battleID, waitTime);
  93. }
  94. }
  95. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  96. {
  97. if(timer > 0)
  98. {
  99. timer -= waitTime;
  100. lastUpdate[player] += waitTime;
  101. if(lastUpdate[player] >= turnTimePropagateFrequency)
  102. sendTimerUpdate(player);
  103. return true;
  104. }
  105. return false;
  106. }
  107. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  108. {
  109. std::lock_guard<std::recursive_mutex> guard(mx);
  110. const auto * gs = gameHandler.gameState();
  111. const auto * si = gameHandler.getStartInfo();
  112. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  113. return;
  114. auto & timer = timers[player];
  115. const auto * state = gameHandler.getPlayerState(player);
  116. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  117. {
  118. // turn timers are only used if turn timer is non-zero
  119. if (si->turnTimerInfo.turnTimer == 0)
  120. return;
  121. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  122. return;
  123. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  124. return;
  125. if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  126. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  127. }
  128. }
  129. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  130. {
  131. const auto * gs = gameHandler.gameState();
  132. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  133. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  134. if(attacker.isValidPlayer() && defender.isValidPlayer())
  135. {
  136. const auto * attackerState = gameHandler.getPlayerState(attacker);
  137. const auto * defenderState = gameHandler.getPlayerState(defender);
  138. if(attackerState && defenderState && attackerState->human && defenderState->human)
  139. return true;
  140. }
  141. return false;
  142. }
  143. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  144. {
  145. std::lock_guard<std::recursive_mutex> guard(mx);
  146. const auto * gs = gameHandler.gameState();
  147. const auto * si = gameHandler.getStartInfo();
  148. if(!si || !gs)
  149. return;
  150. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  151. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  152. bool pvpBattle = isPvpBattle(battleID);
  153. for(auto i : {attacker, defender})
  154. {
  155. if(i.isValidPlayer())
  156. {
  157. auto & timer = timers[i];
  158. timer.isBattle = true;
  159. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  160. timer.battleTimer = si->turnTimerInfo.battleTimer;
  161. timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
  162. sendTimerUpdate(i);
  163. }
  164. }
  165. }
  166. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  167. {
  168. std::lock_guard<std::recursive_mutex> guard(mx);
  169. const auto * gs = gameHandler.gameState();
  170. const auto * si = gameHandler.getStartInfo();
  171. if(!si || !gs)
  172. {
  173. assert(0);
  174. return;
  175. }
  176. if (!si->turnTimerInfo.isBattleEnabled())
  177. return;
  178. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  179. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  180. for(auto i : {attacker, defender})
  181. {
  182. if(i.isValidPlayer())
  183. {
  184. auto & timer = timers[i];
  185. timer.isBattle = false;
  186. timer.isActive = true;
  187. sendTimerUpdate(i);
  188. }
  189. }
  190. }
  191. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  192. {
  193. std::lock_guard<std::recursive_mutex> guard(mx);
  194. const auto * gs = gameHandler.gameState();
  195. const auto * si = gameHandler.getStartInfo();
  196. if(!si || !gs || !gs->getBattle(battleID))
  197. {
  198. assert(0);
  199. return;
  200. }
  201. if (!si->turnTimerInfo.isBattleEnabled())
  202. return;
  203. if(isPvpBattle(battleID))
  204. {
  205. auto player = stack.getOwner();
  206. auto & timer = timers[player];
  207. if(timer.accumulatingUnitTimer)
  208. timer.battleTimer += timer.unitTimer;
  209. timer.unitTimer = si->turnTimerInfo.unitTimer;
  210. sendTimerUpdate(player);
  211. }
  212. }
  213. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  214. {
  215. std::lock_guard<std::recursive_mutex> guard(mx);
  216. const auto * gs = gameHandler.gameState();
  217. const auto * si = gameHandler.getStartInfo();
  218. if(!si || !gs)
  219. {
  220. assert(0);
  221. return;
  222. }
  223. if (!si->turnTimerInfo.isBattleEnabled())
  224. return;
  225. ui8 side = 0;
  226. const CStack * stack = nullptr;
  227. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  228. if(isTactisPhase)
  229. side = gs->getBattle(battleID)->battleGetTacticsSide();
  230. else
  231. {
  232. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  233. if(!stack || !stack->getOwner().isValidPlayer())
  234. return;
  235. side = stack->unitSide();
  236. }
  237. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  238. if(!player.isValidPlayer())
  239. return;
  240. const auto * state = gameHandler.getPlayerState(player);
  241. assert(state && state->status == EPlayerStatus::INGAME);
  242. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  243. return;
  244. auto & timer = timers[player];
  245. if(timer.isActive && timer.isBattle)
  246. {
  247. // in pvp battles, timers are only used if unit timer is non-zero
  248. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  249. return;
  250. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  251. return;
  252. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  253. return;
  254. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  255. return;
  256. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  257. return;
  258. if(isPvpBattle(battleID))
  259. {
  260. BattleAction doNothing;
  261. doNothing.side = side;
  262. if(isTactisPhase)
  263. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  264. else
  265. {
  266. doNothing.actionType = EActionType::DEFEND;
  267. doNothing.stackNumber = stack->unitId();
  268. }
  269. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  270. }
  271. else
  272. {
  273. BattleAction retreat;
  274. retreat.side = side;
  275. retreat.actionType = EActionType::RETREAT; //harsh punishment
  276. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  277. }
  278. }
  279. }