TurnTimerHandler.cpp 9.0 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/CPlayerState.h"
  19. #include "../lib/CStack.h"
  20. #include "../lib/StartInfo.h"
  21. #include "../lib/NetPacks.h"
  22. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  23. gameHandler(gh)
  24. {
  25. }
  26. void TurnTimerHandler::onGameplayStart(PlayerColor player)
  27. {
  28. std::lock_guard<std::recursive_mutex> guard(mx);
  29. if(const auto * si = gameHandler.getStartInfo())
  30. {
  31. timers[player] = si->turnTimerInfo;
  32. timers[player].turnTimer = 0;
  33. timers[player].isActive = true;
  34. timers[player].isBattle = false;
  35. lastUpdate[player] = std::numeric_limits<int>::max();
  36. endTurnAllowed[player] = true;
  37. }
  38. }
  39. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  40. {
  41. std::lock_guard<std::recursive_mutex> guard(mx);
  42. assert(player.isValidPlayer());
  43. timers[player].isActive = enabled;
  44. sendTimerUpdate(player);
  45. }
  46. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  47. {
  48. std::lock_guard<std::recursive_mutex> guard(mx);
  49. assert(player.isValidPlayer());
  50. endTurnAllowed[player] = enabled;
  51. }
  52. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  53. {
  54. TurnTimeUpdate ttu;
  55. ttu.player = player;
  56. ttu.turnTimer = timers[player];
  57. gameHandler.sendAndApply(&ttu);
  58. lastUpdate[player] = 0;
  59. }
  60. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  61. {
  62. std::lock_guard<std::recursive_mutex> guard(mx);
  63. if(const auto * si = gameHandler.getStartInfo())
  64. {
  65. if(si->turnTimerInfo.isEnabled())
  66. {
  67. endTurnAllowed[player] = true;
  68. auto & timer = timers[player];
  69. if(si->turnTimerInfo.baseTimer > 0)
  70. timer.baseTimer += timer.turnTimer;
  71. timer.turnTimer = si->turnTimerInfo.turnTimer;
  72. sendTimerUpdate(player);
  73. }
  74. }
  75. }
  76. void TurnTimerHandler::update(int waitTime)
  77. {
  78. std::lock_guard<std::recursive_mutex> guard(mx);
  79. if(const auto * gs = gameHandler.gameState())
  80. {
  81. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  82. if(gs->isPlayerMakingTurn(player))
  83. onPlayerMakingTurn(player, waitTime);
  84. for (auto & battle : gs->currentBattles)
  85. onBattleLoop(battle->battleID, waitTime);
  86. }
  87. }
  88. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  89. {
  90. if(timer > 0)
  91. {
  92. timer -= waitTime;
  93. lastUpdate[player] += waitTime;
  94. int frequency = (timer > turnTimePropagateThreshold
  95. && initialTimer - timer > turnTimePropagateThreshold)
  96. ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
  97. if(lastUpdate[player] >= frequency)
  98. sendTimerUpdate(player);
  99. return true;
  100. }
  101. return false;
  102. }
  103. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  104. {
  105. std::lock_guard<std::recursive_mutex> guard(mx);
  106. const auto * gs = gameHandler.gameState();
  107. const auto * si = gameHandler.getStartInfo();
  108. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  109. return;
  110. auto & timer = timers[player];
  111. const auto * state = gameHandler.getPlayerState(player);
  112. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  113. {
  114. if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  115. {
  116. if(timer.baseTimer > 0)
  117. {
  118. timer.turnTimer = timer.baseTimer;
  119. timer.baseTimer = 0;
  120. onPlayerMakingTurn(player, 0);
  121. }
  122. else if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  123. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  124. }
  125. }
  126. }
  127. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  128. {
  129. const auto * gs = gameHandler.gameState();
  130. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  131. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  132. if(attacker.isValidPlayer() && defender.isValidPlayer())
  133. {
  134. const auto * attackerState = gameHandler.getPlayerState(attacker);
  135. const auto * defenderState = gameHandler.getPlayerState(defender);
  136. if(attackerState && defenderState && attackerState->human && defenderState->human)
  137. return true;
  138. }
  139. return false;
  140. }
  141. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  142. {
  143. std::lock_guard<std::recursive_mutex> guard(mx);
  144. const auto * gs = gameHandler.gameState();
  145. const auto * si = gameHandler.getStartInfo();
  146. if(!si || !gs)
  147. return;
  148. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  149. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  150. bool pvpBattle = isPvpBattle(battleID);
  151. for(auto i : {attacker, defender})
  152. {
  153. if(i.isValidPlayer())
  154. {
  155. auto & timer = timers[i];
  156. timer.isBattle = true;
  157. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  158. timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
  159. timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
  160. sendTimerUpdate(i);
  161. }
  162. }
  163. }
  164. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  165. {
  166. std::lock_guard<std::recursive_mutex> guard(mx);
  167. const auto * gs = gameHandler.gameState();
  168. const auto * si = gameHandler.getStartInfo();
  169. if(!si || !gs)
  170. {
  171. assert(0);
  172. return;
  173. }
  174. if (!si->turnTimerInfo.isBattleEnabled())
  175. return;
  176. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  177. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  178. bool pvpBattle = isPvpBattle(battleID);
  179. for(auto i : {attacker, defender})
  180. {
  181. if(i.isValidPlayer())
  182. {
  183. auto & timer = timers[i];
  184. timer.isBattle = false;
  185. timer.isActive = true;
  186. if(!pvpBattle)
  187. {
  188. if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
  189. timer.baseTimer = timer.creatureTimer;
  190. else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
  191. timer.turnTimer = timer.creatureTimer;
  192. }
  193. sendTimerUpdate(i);
  194. }
  195. }
  196. }
  197. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  198. {
  199. std::lock_guard<std::recursive_mutex> guard(mx);
  200. const auto * gs = gameHandler.gameState();
  201. const auto * si = gameHandler.getStartInfo();
  202. if(!si || !gs || !gs->getBattle(battleID))
  203. {
  204. assert(0);
  205. return;
  206. }
  207. if (!si->turnTimerInfo.isBattleEnabled())
  208. return;
  209. if(isPvpBattle(battleID))
  210. {
  211. auto player = stack.getOwner();
  212. auto & timer = timers[player];
  213. if(timer.battleTimer == 0)
  214. timer.battleTimer = timer.creatureTimer;
  215. timer.creatureTimer = si->turnTimerInfo.creatureTimer;
  216. sendTimerUpdate(player);
  217. }
  218. }
  219. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  220. {
  221. std::lock_guard<std::recursive_mutex> guard(mx);
  222. const auto * gs = gameHandler.gameState();
  223. const auto * si = gameHandler.getStartInfo();
  224. if(!si || !gs)
  225. {
  226. assert(0);
  227. return;
  228. }
  229. if (!si->turnTimerInfo.isBattleEnabled())
  230. return;
  231. ui8 side = 0;
  232. const CStack * stack = nullptr;
  233. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  234. if(isTactisPhase)
  235. side = gs->getBattle(battleID)->battleGetTacticsSide();
  236. else
  237. {
  238. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  239. if(!stack || !stack->getOwner().isValidPlayer())
  240. return;
  241. side = stack->unitSide();
  242. }
  243. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  244. if(!player.isValidPlayer())
  245. return;
  246. const auto * state = gameHandler.getPlayerState(player);
  247. assert(state && state->status != EPlayerStatus::INGAME);
  248. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  249. return;
  250. auto & timer = timers[player];
  251. if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
  252. {
  253. if(isPvpBattle(battleID))
  254. {
  255. if(timer.battleTimer > 0)
  256. {
  257. timer.creatureTimer = timer.battleTimer;
  258. timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
  259. timer.battleTimer = 0;
  260. }
  261. else
  262. {
  263. BattleAction doNothing;
  264. doNothing.side = side;
  265. if(isTactisPhase)
  266. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  267. else
  268. {
  269. doNothing.actionType = EActionType::DEFEND;
  270. doNothing.stackNumber = stack->unitId();
  271. }
  272. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  273. }
  274. }
  275. else
  276. {
  277. if(timer.turnTimer > 0)
  278. {
  279. timer.creatureTimer = timer.turnTimer;
  280. timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
  281. timer.turnTimer = 0;
  282. }
  283. else if(timer.baseTimer > 0)
  284. {
  285. timer.creatureTimer = timer.baseTimer;
  286. timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
  287. timer.baseTimer = 0;
  288. }
  289. else
  290. {
  291. BattleAction retreat;
  292. retreat.side = side;
  293. retreat.actionType = EActionType::RETREAT; //harsh punishment
  294. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  295. }
  296. }
  297. }
  298. }