TurnTimerHandler.cpp 9.1 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].isActive = true;
  35. timers[player].isBattle = false;
  36. lastUpdate[player] = std::numeric_limits<int>::max();
  37. endTurnAllowed[player] = true;
  38. }
  39. }
  40. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  41. {
  42. std::lock_guard<std::recursive_mutex> guard(mx);
  43. assert(player.isValidPlayer());
  44. timers[player].isActive = enabled;
  45. sendTimerUpdate(player);
  46. }
  47. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  48. {
  49. std::lock_guard<std::recursive_mutex> guard(mx);
  50. assert(player.isValidPlayer());
  51. endTurnAllowed[player] = enabled;
  52. }
  53. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  54. {
  55. TurnTimeUpdate ttu;
  56. ttu.player = player;
  57. ttu.turnTimer = timers[player];
  58. gameHandler.sendAndApply(&ttu);
  59. lastUpdate[player] = 0;
  60. }
  61. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  62. {
  63. std::lock_guard<std::recursive_mutex> guard(mx);
  64. if(const auto * si = gameHandler.getStartInfo())
  65. {
  66. if(si->turnTimerInfo.isEnabled())
  67. {
  68. endTurnAllowed[player] = true;
  69. auto & timer = timers[player];
  70. if(si->turnTimerInfo.baseTimer > 0)
  71. timer.baseTimer += timer.turnTimer;
  72. timer.turnTimer = si->turnTimerInfo.turnTimer;
  73. sendTimerUpdate(player);
  74. }
  75. }
  76. }
  77. void TurnTimerHandler::update(int waitTime)
  78. {
  79. std::lock_guard<std::recursive_mutex> guard(mx);
  80. if(const auto * gs = gameHandler.gameState())
  81. {
  82. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  83. if(gs->isPlayerMakingTurn(player))
  84. onPlayerMakingTurn(player, waitTime);
  85. for (auto & battle : gs->currentBattles)
  86. onBattleLoop(battle->battleID, waitTime);
  87. }
  88. }
  89. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  90. {
  91. if(timer > 0)
  92. {
  93. timer -= waitTime;
  94. lastUpdate[player] += waitTime;
  95. int frequency = (timer > turnTimePropagateThreshold
  96. && initialTimer - timer > turnTimePropagateThreshold)
  97. ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
  98. if(lastUpdate[player] >= frequency)
  99. sendTimerUpdate(player);
  100. return true;
  101. }
  102. return false;
  103. }
  104. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  105. {
  106. std::lock_guard<std::recursive_mutex> guard(mx);
  107. const auto * gs = gameHandler.gameState();
  108. const auto * si = gameHandler.getStartInfo();
  109. if(!si || !gs || !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. if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  116. {
  117. if(timer.baseTimer > 0)
  118. {
  119. timer.turnTimer = timer.baseTimer;
  120. timer.baseTimer = 0;
  121. onPlayerMakingTurn(player, 0);
  122. }
  123. else if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  124. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  125. }
  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 = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
  160. timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
  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. bool pvpBattle = isPvpBattle(battleID);
  180. for(auto i : {attacker, defender})
  181. {
  182. if(i.isValidPlayer())
  183. {
  184. auto & timer = timers[i];
  185. timer.isBattle = false;
  186. timer.isActive = true;
  187. if(!pvpBattle)
  188. {
  189. if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
  190. timer.baseTimer = timer.creatureTimer;
  191. else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
  192. timer.turnTimer = timer.creatureTimer;
  193. }
  194. sendTimerUpdate(i);
  195. }
  196. }
  197. }
  198. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  199. {
  200. std::lock_guard<std::recursive_mutex> guard(mx);
  201. const auto * gs = gameHandler.gameState();
  202. const auto * si = gameHandler.getStartInfo();
  203. if(!si || !gs || !gs->getBattle(battleID))
  204. {
  205. assert(0);
  206. return;
  207. }
  208. if (!si->turnTimerInfo.isBattleEnabled())
  209. return;
  210. if(isPvpBattle(battleID))
  211. {
  212. auto player = stack.getOwner();
  213. auto & timer = timers[player];
  214. if(timer.battleTimer == 0)
  215. timer.battleTimer = timer.creatureTimer;
  216. timer.creatureTimer = si->turnTimerInfo.creatureTimer;
  217. sendTimerUpdate(player);
  218. }
  219. }
  220. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  221. {
  222. std::lock_guard<std::recursive_mutex> guard(mx);
  223. const auto * gs = gameHandler.gameState();
  224. const auto * si = gameHandler.getStartInfo();
  225. if(!si || !gs)
  226. {
  227. assert(0);
  228. return;
  229. }
  230. if (!si->turnTimerInfo.isBattleEnabled())
  231. return;
  232. ui8 side = 0;
  233. const CStack * stack = nullptr;
  234. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  235. if(isTactisPhase)
  236. side = gs->getBattle(battleID)->battleGetTacticsSide();
  237. else
  238. {
  239. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  240. if(!stack || !stack->getOwner().isValidPlayer())
  241. return;
  242. side = stack->unitSide();
  243. }
  244. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  245. if(!player.isValidPlayer())
  246. return;
  247. const auto * state = gameHandler.getPlayerState(player);
  248. assert(state && state->status != EPlayerStatus::INGAME);
  249. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  250. return;
  251. auto & timer = timers[player];
  252. if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
  253. {
  254. if(isPvpBattle(battleID))
  255. {
  256. if(timer.battleTimer > 0)
  257. {
  258. timer.creatureTimer = timer.battleTimer;
  259. timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
  260. timer.battleTimer = 0;
  261. }
  262. else
  263. {
  264. BattleAction doNothing;
  265. doNothing.side = side;
  266. if(isTactisPhase)
  267. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  268. else
  269. {
  270. doNothing.actionType = EActionType::DEFEND;
  271. doNothing.stackNumber = stack->unitId();
  272. }
  273. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  274. }
  275. }
  276. else
  277. {
  278. if(timer.turnTimer > 0)
  279. {
  280. timer.creatureTimer = timer.turnTimer;
  281. timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
  282. timer.turnTimer = 0;
  283. }
  284. else if(timer.baseTimer > 0)
  285. {
  286. timer.creatureTimer = timer.baseTimer;
  287. timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
  288. timer.baseTimer = 0;
  289. }
  290. else
  291. {
  292. BattleAction retreat;
  293. retreat.side = side;
  294. retreat.actionType = EActionType::RETREAT; //harsh punishment
  295. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  296. }
  297. }
  298. }
  299. }