TurnTimerHandler.cpp 8.4 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. if(const auto * si = gameHandler.getStartInfo())
  30. {
  31. timers[player] = si->turnTimerInfo;
  32. timers[player].turnTimer = 0;
  33. timers[player].battleTimer = 0;
  34. timers[player].unitTimer = 0;
  35. timers[player].isActive = true;
  36. timers[player].isBattle = false;
  37. lastUpdate[player] = std::numeric_limits<int>::max();
  38. endTurnAllowed[player] = true;
  39. }
  40. }
  41. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  42. {
  43. assert(player.isValidPlayer());
  44. timers[player].isActive = enabled;
  45. sendTimerUpdate(player);
  46. }
  47. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  48. {
  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. if(const auto * si = gameHandler.getStartInfo())
  63. {
  64. if(si->turnTimerInfo.isEnabled())
  65. {
  66. endTurnAllowed[player] = true;
  67. auto & timer = timers[player];
  68. if(si->turnTimerInfo.accumulatingTurnTimer)
  69. timer.baseTimer += timer.turnTimer;
  70. timer.turnTimer = si->turnTimerInfo.turnTimer;
  71. sendTimerUpdate(player);
  72. }
  73. }
  74. }
  75. void TurnTimerHandler::prolongTimers(int durationMs)
  76. {
  77. for (auto & timer : timers)
  78. timer.second.baseTimer += durationMs;
  79. }
  80. void TurnTimerHandler::update(int waitTimeMs)
  81. {
  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, waitTimeMs);
  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, waitTimeMs);
  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. const auto * si = gameHandler.getStartInfo();
  109. if(!si || !si->turnTimerInfo.isEnabled())
  110. return;
  111. auto & timer = timers[player];
  112. const auto * state = gameHandler.getPlayerState(player);
  113. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  114. {
  115. // turn timers are only used if turn timer is non-zero
  116. if (si->turnTimerInfo.turnTimer == 0)
  117. return;
  118. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  119. return;
  120. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  121. return;
  122. 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. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  127. {
  128. const auto & gs = gameHandler.gameState();
  129. auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  130. auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  131. if(attacker.isValidPlayer() && defender.isValidPlayer())
  132. {
  133. const auto * attackerState = gameHandler.getPlayerState(attacker);
  134. const auto * defenderState = gameHandler.getPlayerState(defender);
  135. if(attackerState && defenderState && attackerState->human && defenderState->human)
  136. return true;
  137. }
  138. return false;
  139. }
  140. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  141. {
  142. const auto & gs = gameHandler.gameState();
  143. const auto * si = gameHandler.getStartInfo();
  144. if(!si)
  145. return;
  146. auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  147. auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  148. bool pvpBattle = isPvpBattle(battleID);
  149. for(auto i : {attacker, defender})
  150. {
  151. if(i.isValidPlayer())
  152. {
  153. auto & timer = timers[i];
  154. timer.isBattle = true;
  155. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  156. timer.battleTimer = si->turnTimerInfo.battleTimer;
  157. timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
  158. sendTimerUpdate(i);
  159. }
  160. }
  161. }
  162. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  163. {
  164. const auto & gs = gameHandler.gameState();
  165. const auto * si = gameHandler.getStartInfo();
  166. if(!si)
  167. {
  168. assert(0);
  169. return;
  170. }
  171. if (!si->turnTimerInfo.isBattleEnabled())
  172. return;
  173. auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  174. auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  175. for(auto i : {attacker, defender})
  176. {
  177. if(i.isValidPlayer())
  178. {
  179. auto & timer = timers[i];
  180. timer.isBattle = false;
  181. timer.isActive = true;
  182. sendTimerUpdate(i);
  183. }
  184. }
  185. }
  186. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  187. {
  188. const auto & gs = gameHandler.gameState();
  189. const auto * si = gameHandler.getStartInfo();
  190. if(!si || !gs.getBattle(battleID))
  191. {
  192. assert(0);
  193. return;
  194. }
  195. if (!si->turnTimerInfo.isBattleEnabled())
  196. return;
  197. if(isPvpBattle(battleID))
  198. {
  199. auto player = stack.getOwner();
  200. auto & timer = timers[player];
  201. if(timer.accumulatingUnitTimer)
  202. timer.battleTimer += timer.unitTimer;
  203. timer.unitTimer = si->turnTimerInfo.unitTimer;
  204. sendTimerUpdate(player);
  205. }
  206. }
  207. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  208. {
  209. const auto & gs = gameHandler.gameState();
  210. const auto * si = gameHandler.getStartInfo();
  211. if(!si)
  212. {
  213. assert(0);
  214. return;
  215. }
  216. if (!si->turnTimerInfo.isBattleEnabled())
  217. return;
  218. BattleSide side = BattleSide::NONE;
  219. const CStack * stack = nullptr;
  220. bool isTactisPhase = gs.getBattle(battleID)->battleTacticDist() > 0;
  221. if(isTactisPhase)
  222. side = gs.getBattle(battleID)->battleGetTacticsSide();
  223. else
  224. {
  225. stack = gs.getBattle(battleID)->battleGetStackByID(gs.getBattle(battleID)->getActiveStackID());
  226. if(!stack || !stack->getOwner().isValidPlayer())
  227. return;
  228. side = stack->unitSide();
  229. }
  230. auto player = gs.getBattle(battleID)->getSidePlayer(side);
  231. if(!player.isValidPlayer())
  232. return;
  233. const auto * state = gameHandler.getPlayerState(player);
  234. assert(state && state->status == EPlayerStatus::INGAME);
  235. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  236. return;
  237. auto & timer = timers[player];
  238. if(timer.isActive && timer.isBattle)
  239. {
  240. // in pvp battles, timers are only used if unit timer is non-zero
  241. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  242. return;
  243. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  244. return;
  245. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  246. return;
  247. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  248. return;
  249. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  250. return;
  251. if(isPvpBattle(battleID))
  252. {
  253. BattleAction doNothing;
  254. doNothing.side = side;
  255. if(isTactisPhase)
  256. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  257. else
  258. {
  259. doNothing.actionType = EActionType::DEFEND;
  260. doNothing.stackNumber = stack->unitId();
  261. }
  262. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  263. }
  264. else
  265. {
  266. // battle vs neutrals - no-op, let battle run till the end
  267. // once battle is over player turn will be over due to running out of timer on adventure map
  268. }
  269. }
  270. }