TurnTimerHandler.cpp 8.6 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].battleTimer = 0;
  35. timers[player].unitTimer = 0;
  36. timers[player].isActive = true;
  37. timers[player].isBattle = false;
  38. lastUpdate[player] = std::numeric_limits<int>::max();
  39. endTurnAllowed[player] = true;
  40. }
  41. }
  42. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  43. {
  44. std::lock_guard<std::recursive_mutex> guard(mx);
  45. assert(player.isValidPlayer());
  46. timers[player].isActive = enabled;
  47. sendTimerUpdate(player);
  48. }
  49. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  50. {
  51. std::lock_guard<std::recursive_mutex> guard(mx);
  52. assert(player.isValidPlayer());
  53. endTurnAllowed[player] = enabled;
  54. }
  55. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  56. {
  57. TurnTimeUpdate ttu;
  58. ttu.player = player;
  59. ttu.turnTimer = timers[player];
  60. gameHandler.sendAndApply(&ttu);
  61. lastUpdate[player] = 0;
  62. }
  63. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  64. {
  65. std::lock_guard<std::recursive_mutex> guard(mx);
  66. if(const auto * si = gameHandler.getStartInfo())
  67. {
  68. if(si->turnTimerInfo.isEnabled())
  69. {
  70. endTurnAllowed[player] = true;
  71. auto & timer = timers[player];
  72. if(si->turnTimerInfo.accumulatingTurnTimer)
  73. timer.baseTimer += timer.turnTimer;
  74. timer.turnTimer = si->turnTimerInfo.turnTimer;
  75. sendTimerUpdate(player);
  76. }
  77. }
  78. }
  79. void TurnTimerHandler::update(int waitTime)
  80. {
  81. std::lock_guard<std::recursive_mutex> guard(mx);
  82. if(const auto * gs = gameHandler.gameState())
  83. {
  84. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  85. if(gs->isPlayerMakingTurn(player))
  86. onPlayerMakingTurn(player, waitTime);
  87. for (auto & battle : gs->currentBattles)
  88. onBattleLoop(battle->battleID, waitTime);
  89. }
  90. }
  91. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  92. {
  93. if(timer > 0)
  94. {
  95. timer -= waitTime;
  96. lastUpdate[player] += waitTime;
  97. if(lastUpdate[player] >= turnTimePropagateFrequency)
  98. sendTimerUpdate(player);
  99. return true;
  100. }
  101. return false;
  102. }
  103. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  104. {
  105. std::lock_guard<std::recursive_mutex> guard(mx);
  106. const auto * gs = gameHandler.gameState();
  107. const auto * si = gameHandler.getStartInfo();
  108. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  109. return;
  110. auto & timer = timers[player];
  111. const auto * state = gameHandler.getPlayerState(player);
  112. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  113. {
  114. // turn timers are only used if turn timer is non-zero
  115. if (si->turnTimerInfo.turnTimer == 0)
  116. return;
  117. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  118. return;
  119. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  120. return;
  121. if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  122. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  123. }
  124. }
  125. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  126. {
  127. const auto * gs = gameHandler.gameState();
  128. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  129. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  130. if(attacker.isValidPlayer() && defender.isValidPlayer())
  131. {
  132. const auto * attackerState = gameHandler.getPlayerState(attacker);
  133. const auto * defenderState = gameHandler.getPlayerState(defender);
  134. if(attackerState && defenderState && attackerState->human && defenderState->human)
  135. return true;
  136. }
  137. return false;
  138. }
  139. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  140. {
  141. std::lock_guard<std::recursive_mutex> guard(mx);
  142. const auto * gs = gameHandler.gameState();
  143. const auto * si = gameHandler.getStartInfo();
  144. if(!si || !gs)
  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. std::lock_guard<std::recursive_mutex> guard(mx);
  165. const auto * gs = gameHandler.gameState();
  166. const auto * si = gameHandler.getStartInfo();
  167. if(!si || !gs)
  168. {
  169. assert(0);
  170. return;
  171. }
  172. if (!si->turnTimerInfo.isBattleEnabled())
  173. return;
  174. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  175. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  176. for(auto i : {attacker, defender})
  177. {
  178. if(i.isValidPlayer())
  179. {
  180. auto & timer = timers[i];
  181. timer.isBattle = false;
  182. timer.isActive = true;
  183. sendTimerUpdate(i);
  184. }
  185. }
  186. }
  187. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  188. {
  189. std::lock_guard<std::recursive_mutex> guard(mx);
  190. const auto * gs = gameHandler.gameState();
  191. const auto * si = gameHandler.getStartInfo();
  192. if(!si || !gs || !gs->getBattle(battleID))
  193. {
  194. assert(0);
  195. return;
  196. }
  197. if (!si->turnTimerInfo.isBattleEnabled())
  198. return;
  199. if(isPvpBattle(battleID))
  200. {
  201. auto player = stack.getOwner();
  202. auto & timer = timers[player];
  203. if(timer.accumulatingUnitTimer)
  204. timer.battleTimer += timer.unitTimer;
  205. timer.unitTimer = si->turnTimerInfo.unitTimer;
  206. sendTimerUpdate(player);
  207. }
  208. }
  209. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  210. {
  211. std::lock_guard<std::recursive_mutex> guard(mx);
  212. const auto * gs = gameHandler.gameState();
  213. const auto * si = gameHandler.getStartInfo();
  214. if(!si || !gs)
  215. {
  216. assert(0);
  217. return;
  218. }
  219. if (!si->turnTimerInfo.isBattleEnabled())
  220. return;
  221. ui8 side = 0;
  222. const CStack * stack = nullptr;
  223. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  224. if(isTactisPhase)
  225. side = gs->getBattle(battleID)->battleGetTacticsSide();
  226. else
  227. {
  228. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  229. if(!stack || !stack->getOwner().isValidPlayer())
  230. return;
  231. side = stack->unitSide();
  232. }
  233. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  234. if(!player.isValidPlayer())
  235. return;
  236. const auto * state = gameHandler.getPlayerState(player);
  237. assert(state && state->status == EPlayerStatus::INGAME);
  238. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  239. return;
  240. auto & timer = timers[player];
  241. if(timer.isActive && timer.isBattle)
  242. {
  243. // in pvp battles, timers are only used if unit timer is non-zero
  244. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  245. return;
  246. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  247. return;
  248. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  249. return;
  250. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  251. return;
  252. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  253. return;
  254. if(isPvpBattle(battleID))
  255. {
  256. BattleAction doNothing;
  257. doNothing.side = side;
  258. if(isTactisPhase)
  259. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  260. else
  261. {
  262. doNothing.actionType = EActionType::DEFEND;
  263. doNothing.stackNumber = stack->unitId();
  264. }
  265. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  266. }
  267. else
  268. {
  269. BattleAction retreat;
  270. retreat.side = side;
  271. retreat.actionType = EActionType::RETREAT; //harsh punishment
  272. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  273. }
  274. }
  275. }