TurnTimerHandler.cpp 4.5 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 "../lib/battle/BattleInfo.h"
  14. #include "../lib/gameState/CGameState.h"
  15. #include "../lib/CPlayerState.h"
  16. #include "../lib/CStack.h"
  17. #include "../lib/StartInfo.h"
  18. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  19. gameHandler(gh)
  20. {
  21. }
  22. void TurnTimerHandler::onGameplayStart(PlayerState & state)
  23. {
  24. if(const auto * si = gameHandler.getStartInfo())
  25. {
  26. if(si->turnTimerInfo.isEnabled())
  27. {
  28. state.turnTimer = si->turnTimerInfo;
  29. state.turnTimer.turnTimer = 0;
  30. }
  31. }
  32. }
  33. void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
  34. {
  35. if(const auto * si = gameHandler.getStartInfo())
  36. {
  37. if(si->turnTimerInfo.isEnabled())
  38. {
  39. state.turnTimer.baseTimer += state.turnTimer.turnTimer;
  40. state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
  41. TurnTimeUpdate ttu;
  42. ttu.player = state.color;
  43. ttu.turnTimer = state.turnTimer;
  44. gameHandler.sendAndApply(&ttu);
  45. }
  46. }
  47. }
  48. void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
  49. {
  50. const auto * gs = gameHandler.gameState();
  51. const auto * si = gameHandler.getStartInfo();
  52. if(!si || !gs)
  53. return;
  54. if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
  55. {
  56. if(state.turnTimer.turnTimer > 0)
  57. {
  58. state.turnTimer.turnTimer -= waitTime;
  59. int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  60. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  61. && state.turnTimer.turnTimer % frequency == 0)
  62. {
  63. TurnTimeUpdate ttu;
  64. ttu.player = state.color;
  65. ttu.turnTimer = state.turnTimer;
  66. gameHandler.sendAndApply(&ttu);
  67. }
  68. }
  69. else if(state.turnTimer.baseTimer > 0)
  70. {
  71. state.turnTimer.turnTimer = state.turnTimer.baseTimer;
  72. state.turnTimer.baseTimer = 0;
  73. onPlayerMakingTurn(state, waitTime);
  74. }
  75. else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
  76. gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
  77. }
  78. }
  79. void TurnTimerHandler::onBattleStart(PlayerState & state)
  80. {
  81. if(const auto * si = gameHandler.getStartInfo())
  82. {
  83. if(si->turnTimerInfo.isBattleEnabled())
  84. {
  85. TurnTimeUpdate ttu;
  86. ttu.player = state.color;
  87. ttu.turnTimer = state.turnTimer;
  88. ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
  89. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  90. gameHandler.sendAndApply(&ttu);
  91. }
  92. }
  93. }
  94. void TurnTimerHandler::onBattleNextStack(PlayerState & state)
  95. {
  96. if(const auto * si = gameHandler.getStartInfo())
  97. {
  98. if(si->turnTimerInfo.isBattleEnabled())
  99. {
  100. TurnTimeUpdate ttu;
  101. ttu.player = state.color;
  102. ttu.turnTimer = state.turnTimer;
  103. if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
  104. ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
  105. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  106. gameHandler.sendAndApply(&ttu);
  107. }
  108. }
  109. }
  110. void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
  111. {
  112. const auto * gs = gameHandler.gameState();
  113. const auto * si = gameHandler.getStartInfo();
  114. if(!si || !gs || !gs->curB)
  115. return;
  116. if(state.human && si->turnTimerInfo.isBattleEnabled())
  117. {
  118. if(state.turnTimer.creatureTimer > 0)
  119. {
  120. state.turnTimer.creatureTimer -= waitTime;
  121. int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  122. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  123. && state.turnTimer.creatureTimer % frequency == 0)
  124. {
  125. TurnTimeUpdate ttu;
  126. ttu.player = state.color;
  127. ttu.turnTimer = state.turnTimer;
  128. gameHandler.sendAndApply(&ttu);
  129. }
  130. }
  131. else if(state.turnTimer.battleTimer > 0)
  132. {
  133. state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
  134. state.turnTimer.battleTimer = 0;
  135. onBattleLoop(state, waitTime);
  136. }
  137. else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
  138. {
  139. BattleAction doNothing;
  140. doNothing.actionType = EActionType::DEFEND;
  141. doNothing.side = stack->unitSide();
  142. doNothing.stackNumber = stack->unitId();
  143. gameHandler.makeAutomaticAction(stack, doNothing);
  144. }
  145. }
  146. }