TurnTimerHandler.cpp 8.9 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(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
  83. return;
  84. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  85. if(gameHandler.gameState()->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 : gameHandler.gameState()->currentBattles)
  90. ongoingBattles.push_back(battle->battleID);
  91. for (auto & battleID : ongoingBattles)
  92. onBattleLoop(battleID, waitTime);
  93. }
  94. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  95. {
  96. if(timer > 0)
  97. {
  98. timer -= waitTime;
  99. lastUpdate[player] += waitTime;
  100. if(lastUpdate[player] >= turnTimePropagateFrequency)
  101. sendTimerUpdate(player);
  102. return true;
  103. }
  104. return false;
  105. }
  106. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  107. {
  108. std::lock_guard<std::recursive_mutex> guard(mx);
  109. const auto * gs = gameHandler.gameState();
  110. const auto * si = gameHandler.getStartInfo();
  111. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  112. return;
  113. auto & timer = timers[player];
  114. const auto * state = gameHandler.getPlayerState(player);
  115. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  116. {
  117. // turn timers are only used if turn timer is non-zero
  118. if (si->turnTimerInfo.turnTimer == 0)
  119. return;
  120. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  121. return;
  122. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  123. return;
  124. if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  125. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  126. }
  127. }
  128. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  129. {
  130. const auto * gs = gameHandler.gameState();
  131. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  132. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  133. if(attacker.isValidPlayer() && defender.isValidPlayer())
  134. {
  135. const auto * attackerState = gameHandler.getPlayerState(attacker);
  136. const auto * defenderState = gameHandler.getPlayerState(defender);
  137. if(attackerState && defenderState && attackerState->human && defenderState->human)
  138. return true;
  139. }
  140. return false;
  141. }
  142. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  143. {
  144. std::lock_guard<std::recursive_mutex> guard(mx);
  145. const auto * gs = gameHandler.gameState();
  146. const auto * si = gameHandler.getStartInfo();
  147. if(!si || !gs)
  148. return;
  149. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  150. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  151. bool pvpBattle = isPvpBattle(battleID);
  152. for(auto i : {attacker, defender})
  153. {
  154. if(i.isValidPlayer())
  155. {
  156. auto & timer = timers[i];
  157. timer.isBattle = true;
  158. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  159. timer.battleTimer = si->turnTimerInfo.battleTimer;
  160. timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
  161. sendTimerUpdate(i);
  162. }
  163. }
  164. }
  165. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  166. {
  167. std::lock_guard<std::recursive_mutex> guard(mx);
  168. const auto * gs = gameHandler.gameState();
  169. const auto * si = gameHandler.getStartInfo();
  170. if(!si || !gs)
  171. {
  172. assert(0);
  173. return;
  174. }
  175. if (!si->turnTimerInfo.isBattleEnabled())
  176. return;
  177. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  178. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  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. sendTimerUpdate(i);
  187. }
  188. }
  189. }
  190. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  191. {
  192. std::lock_guard<std::recursive_mutex> guard(mx);
  193. const auto * gs = gameHandler.gameState();
  194. const auto * si = gameHandler.getStartInfo();
  195. if(!si || !gs || !gs->getBattle(battleID))
  196. {
  197. assert(0);
  198. return;
  199. }
  200. if (!si->turnTimerInfo.isBattleEnabled())
  201. return;
  202. if(isPvpBattle(battleID))
  203. {
  204. auto player = stack.getOwner();
  205. auto & timer = timers[player];
  206. if(timer.accumulatingUnitTimer)
  207. timer.battleTimer += timer.unitTimer;
  208. timer.unitTimer = si->turnTimerInfo.unitTimer;
  209. sendTimerUpdate(player);
  210. }
  211. }
  212. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  213. {
  214. std::lock_guard<std::recursive_mutex> guard(mx);
  215. const auto * gs = gameHandler.gameState();
  216. const auto * si = gameHandler.getStartInfo();
  217. if(!si || !gs)
  218. {
  219. assert(0);
  220. return;
  221. }
  222. if (!si->turnTimerInfo.isBattleEnabled())
  223. return;
  224. ui8 side = 0;
  225. const CStack * stack = nullptr;
  226. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  227. if(isTactisPhase)
  228. side = gs->getBattle(battleID)->battleGetTacticsSide();
  229. else
  230. {
  231. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  232. if(!stack || !stack->getOwner().isValidPlayer())
  233. return;
  234. side = stack->unitSide();
  235. }
  236. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  237. if(!player.isValidPlayer())
  238. return;
  239. const auto * state = gameHandler.getPlayerState(player);
  240. assert(state && state->status == EPlayerStatus::INGAME);
  241. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  242. return;
  243. auto & timer = timers[player];
  244. if(timer.isActive && timer.isBattle)
  245. {
  246. // in pvp battles, timers are only used if unit timer is non-zero
  247. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  248. return;
  249. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  250. return;
  251. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  252. return;
  253. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  254. return;
  255. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  256. return;
  257. if(isPvpBattle(battleID))
  258. {
  259. BattleAction doNothing;
  260. doNothing.side = side;
  261. if(isTactisPhase)
  262. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  263. else
  264. {
  265. doNothing.actionType = EActionType::DEFEND;
  266. doNothing.stackNumber = stack->unitId();
  267. }
  268. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  269. }
  270. else
  271. {
  272. BattleAction retreat;
  273. retreat.side = side;
  274. retreat.actionType = EActionType::RETREAT; //harsh punishment
  275. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  276. }
  277. }
  278. }