| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322 | /* * 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::prolongTimers(int durationMs){	for (auto & timer : timers)		timer.second.baseTimer += durationMs;}void TurnTimerHandler::update(int waitTimeMs){	if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())		return;	for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)		if(gameHandler.gameState()->isPlayerMakingTurn(player))			onPlayerMakingTurn(player, waitTimeMs);	// 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, waitTimeMs);}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);		}	}}
 |