TurnTimerHandler.cpp 5.0 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 "../lib/battle/BattleInfo.h"
  16. #include "../lib/gameState/CGameState.h"
  17. #include "../lib/CPlayerState.h"
  18. #include "../lib/CStack.h"
  19. #include "../lib/StartInfo.h"
  20. #include "../lib/NetPacks.h"
  21. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  22. gameHandler(gh)
  23. {
  24. }
  25. void TurnTimerHandler::onGameplayStart(PlayerState & state)
  26. {
  27. if(const auto * si = gameHandler.getStartInfo())
  28. {
  29. if(si->turnTimerInfo.isEnabled())
  30. {
  31. state.turnTimer = si->turnTimerInfo;
  32. state.turnTimer.turnTimer = 0;
  33. }
  34. }
  35. }
  36. void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
  37. {
  38. if(const auto * si = gameHandler.getStartInfo())
  39. {
  40. if(si->turnTimerInfo.isEnabled())
  41. {
  42. state.turnTimer.baseTimer += state.turnTimer.turnTimer;
  43. state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
  44. TurnTimeUpdate ttu;
  45. ttu.player = state.color;
  46. ttu.turnTimer = state.turnTimer;
  47. gameHandler.sendAndApply(&ttu);
  48. }
  49. }
  50. }
  51. void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
  52. {
  53. const auto * gs = gameHandler.gameState();
  54. const auto * si = gameHandler.getStartInfo();
  55. if(!si || !gs)
  56. return;
  57. if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
  58. {
  59. if(state.turnTimer.turnTimer > 0)
  60. {
  61. state.turnTimer.turnTimer -= waitTime;
  62. int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  63. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  64. && state.turnTimer.turnTimer % frequency == 0)
  65. {
  66. TurnTimeUpdate ttu;
  67. ttu.player = state.color;
  68. ttu.turnTimer = state.turnTimer;
  69. gameHandler.sendAndApply(&ttu);
  70. }
  71. }
  72. else if(state.turnTimer.baseTimer > 0)
  73. {
  74. state.turnTimer.turnTimer = state.turnTimer.baseTimer;
  75. state.turnTimer.baseTimer = 0;
  76. onPlayerMakingTurn(state, waitTime);
  77. }
  78. else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
  79. gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
  80. }
  81. }
  82. void TurnTimerHandler::onBattleStart(PlayerState & state)
  83. {
  84. if(const auto * si = gameHandler.getStartInfo())
  85. {
  86. if(si->turnTimerInfo.isBattleEnabled())
  87. {
  88. TurnTimeUpdate ttu;
  89. ttu.player = state.color;
  90. ttu.turnTimer = state.turnTimer;
  91. ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
  92. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  93. gameHandler.sendAndApply(&ttu);
  94. }
  95. }
  96. }
  97. void TurnTimerHandler::onBattleNextStack(const CStack & stack)
  98. {
  99. const auto * gs = gameHandler.gameState();
  100. const auto * si = gameHandler.getStartInfo();
  101. if(!si || !gs)
  102. return;
  103. const auto & state = gs->players.at(stack.getOwner());
  104. if(si->turnTimerInfo.isBattleEnabled())
  105. {
  106. TurnTimeUpdate ttu;
  107. ttu.player = state.color;
  108. ttu.turnTimer = state.turnTimer;
  109. if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
  110. ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
  111. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  112. gameHandler.sendAndApply(&ttu);
  113. }
  114. }
  115. void TurnTimerHandler::onBattleLoop(int waitTime)
  116. {
  117. const auto * gs = gameHandler.gameState();
  118. const auto * si = gameHandler.getStartInfo();
  119. if(!si || !gs || !gs->curB)
  120. return;
  121. const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
  122. if(!stack)
  123. return;
  124. auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
  125. auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
  126. {
  127. TurnTimerInfo turnTimerUpdate = tTimer;
  128. if(tTimer.creatureTimer > 0)
  129. {
  130. turnTimerUpdate.creatureTimer -= waitTime;
  131. int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  132. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  133. && turnTimerUpdate.creatureTimer % frequency == 0)
  134. {
  135. TurnTimeUpdate ttu;
  136. ttu.player = state.color;
  137. ttu.turnTimer = turnTimerUpdate;
  138. gameHandler.sendAndApply(&ttu);
  139. }
  140. return true;
  141. }
  142. return false;
  143. };
  144. if(state.human && si->turnTimerInfo.isBattleEnabled())
  145. {
  146. TurnTimerInfo turnTimer = state.turnTimer;
  147. if(!turnTimerUpdateApplier(turnTimer))
  148. {
  149. if(turnTimer.battleTimer > 0)
  150. {
  151. turnTimer.creatureTimer = turnTimer.battleTimer;
  152. turnTimer.battleTimer = 0;
  153. turnTimerUpdateApplier(turnTimer);
  154. }
  155. else
  156. {
  157. BattleAction doNothing;
  158. doNothing.actionType = EActionType::DEFEND;
  159. doNothing.side = stack->unitSide();
  160. doNothing.stackNumber = stack->unitId();
  161. gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
  162. }
  163. }
  164. }
  165. }