TurnTimerHandler.cpp 6.4 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/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. if(const auto * si = gameHandler.getStartInfo())
  29. {
  30. std::lock_guard<std::recursive_mutex> guard(mx);
  31. timers[player] = si->turnTimerInfo;
  32. timers[player].turnTimer = 0;
  33. timerEnabled[player] = true;
  34. timerLastUpdate[player] = std::numeric_limits<int>::max();
  35. }
  36. }
  37. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  38. {
  39. std::lock_guard<std::recursive_mutex> guard(mx);
  40. assert(player.isValidPlayer());
  41. timerEnabled[player] = enabled;
  42. }
  43. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  44. {
  45. if(const auto * si = gameHandler.getStartInfo())
  46. {
  47. if(si->turnTimerInfo.isEnabled())
  48. {
  49. std::lock_guard<std::recursive_mutex> guard(mx);
  50. if(si->turnTimerInfo.baseTimer > 0)
  51. timers[player].baseTimer += timers[player].turnTimer;
  52. timers[player].turnTimer = si->turnTimerInfo.turnTimer;
  53. TurnTimeUpdate ttu;
  54. ttu.player = player;
  55. ttu.turnTimer = timers[player];
  56. gameHandler.sendAndApply(&ttu);
  57. timerLastUpdate[player] = 0;
  58. }
  59. }
  60. }
  61. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  62. {
  63. const auto * gs = gameHandler.gameState();
  64. const auto * si = gameHandler.getStartInfo();
  65. if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
  66. return;
  67. std::lock_guard<std::recursive_mutex> guard(mx);
  68. auto & state = gs->players.at(player);
  69. if(state.human && timerEnabled[player])
  70. {
  71. if(timers[player].turnTimer > 0)
  72. {
  73. timers[player].turnTimer -= waitTime;
  74. timerLastUpdate[player] += waitTime;
  75. int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  76. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  77. && timerLastUpdate[player] >= frequency)
  78. {
  79. TurnTimeUpdate ttu;
  80. ttu.player = state.color;
  81. ttu.turnTimer = timers[player];
  82. gameHandler.sendAndApply(&ttu);
  83. timerLastUpdate[player] = 0;
  84. }
  85. }
  86. else if(timers[player].baseTimer > 0)
  87. {
  88. timers[player].turnTimer = timers[player].baseTimer;
  89. timers[player].baseTimer = 0;
  90. onPlayerMakingTurn(player, 0);
  91. }
  92. else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
  93. gameHandler.turnOrder->onPlayerEndsTurn(state.color);
  94. }
  95. }
  96. void TurnTimerHandler::onBattleStart()
  97. {
  98. const auto * gs = gameHandler.gameState();
  99. const auto * si = gameHandler.getStartInfo();
  100. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  101. return;
  102. std::lock_guard<std::recursive_mutex> guard(mx);
  103. auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
  104. auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
  105. for(auto i : {attacker, defender})
  106. {
  107. if(i.isValidPlayer())
  108. {
  109. timers[i].battleTimer = si->turnTimerInfo.battleTimer;
  110. timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
  111. TurnTimeUpdate ttu;
  112. ttu.player = i;
  113. ttu.turnTimer = timers[i];
  114. gameHandler.sendAndApply(&ttu);
  115. timerLastUpdate[i] = 0;
  116. }
  117. }
  118. }
  119. void TurnTimerHandler::onBattleNextStack(const CStack & stack)
  120. {
  121. const auto * gs = gameHandler.gameState();
  122. const auto * si = gameHandler.getStartInfo();
  123. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  124. return;
  125. std::lock_guard<std::recursive_mutex> guard(mx);
  126. auto player = stack.getOwner();
  127. if(!player.isValidPlayer())
  128. return;
  129. if(timers[player].battleTimer == 0)
  130. timers[player].battleTimer = timers[player].creatureTimer;
  131. timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
  132. TurnTimeUpdate ttu;
  133. ttu.player = player;
  134. ttu.turnTimer = timers[player];
  135. gameHandler.sendAndApply(&ttu);
  136. timerLastUpdate[player] = 0;
  137. }
  138. void TurnTimerHandler::onBattleLoop(int waitTime)
  139. {
  140. const auto * gs = gameHandler.gameState();
  141. const auto * si = gameHandler.getStartInfo();
  142. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  143. return;
  144. std::lock_guard<std::recursive_mutex> guard(mx);
  145. ui8 side = 0;
  146. const CStack * stack = nullptr;
  147. bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
  148. if(isTactisPhase)
  149. side = gs->curB.get()->battleGetTacticsSide();
  150. else
  151. {
  152. stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
  153. if(!stack || !stack->getOwner().isValidPlayer())
  154. return;
  155. side = stack->unitSide();
  156. }
  157. auto & state = gs->players.at(gs->curB->getSidePlayer(side));
  158. auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
  159. {
  160. if(tTimer.creatureTimer > 0)
  161. {
  162. tTimer.creatureTimer -= waitTime;
  163. timerLastUpdate[state.color] += waitTime;
  164. int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
  165. && si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
  166. ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
  167. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  168. && timerLastUpdate[state.color] >= frequency)
  169. {
  170. TurnTimeUpdate ttu;
  171. ttu.player = state.color;
  172. ttu.turnTimer = tTimer;
  173. gameHandler.sendAndApply(&ttu);
  174. timerLastUpdate[state.color] = 0;
  175. }
  176. return true;
  177. }
  178. return false;
  179. };
  180. if(state.human && timerEnabled[state.color]
  181. && !turnTimerUpdateApplier(timers[state.color], waitTime))
  182. {
  183. if(timers[state.color].battleTimer > 0)
  184. {
  185. timers[state.color].creatureTimer = timers[state.color].battleTimer;
  186. timers[state.color].battleTimer = 0;
  187. turnTimerUpdateApplier(timers[state.color], 0);
  188. }
  189. else
  190. {
  191. BattleAction doNothing;
  192. doNothing.side = side;
  193. if(isTactisPhase)
  194. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  195. else
  196. {
  197. doNothing.actionType = EActionType::DEFEND;
  198. doNothing.stackNumber = stack->unitId();
  199. }
  200. gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
  201. }
  202. }
  203. }