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							- /*
 
-  * TurnTimerHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "TurnTimerHandler.h"
 
- #include "CGameHandler.h"
 
- #include "battles/BattleProcessor.h"
 
- #include "queries/QueriesProcessor.h"
 
- #include "processors/TurnOrderProcessor.h"
 
- #include "../lib/battle/BattleInfo.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/CStack.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/NetPacks.h"
 
- TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
 
- 	gameHandler(gh)
 
- {
 
- 	
 
- }
 
- void TurnTimerHandler::onGameplayStart(PlayerColor player)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	if(const auto * si = gameHandler.getStartInfo())
 
- 	{
 
- 		timers[player] = si->turnTimerInfo;
 
- 		timers[player].turnTimer = 0;
 
- 		timers[player].isActive = true;
 
- 		timers[player].isBattle = false;
 
- 		lastUpdate[player] = std::numeric_limits<int>::max();
 
- 		endTurnAllowed[player] = true;
 
- 	}
 
- }
 
- void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	assert(player.isValidPlayer());
 
- 	timers[player].isActive = enabled;
 
- 	sendTimerUpdate(player);
 
- }
 
- void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	assert(player.isValidPlayer());
 
- 	endTurnAllowed[player] = enabled;
 
- }
 
- void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
 
- {
 
- 	TurnTimeUpdate ttu;
 
- 	ttu.player = player;
 
- 	ttu.turnTimer = timers[player];
 
- 	gameHandler.sendAndApply(&ttu);
 
- 	lastUpdate[player] = 0;
 
- }
 
- void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	if(const auto * si = gameHandler.getStartInfo())
 
- 	{
 
- 		if(si->turnTimerInfo.isEnabled())
 
- 		{
 
- 			endTurnAllowed[player] = true;
 
- 			auto & timer = timers[player];
 
- 			if(si->turnTimerInfo.baseTimer > 0)
 
- 				timer.baseTimer += timer.turnTimer;
 
- 			timer.turnTimer = si->turnTimerInfo.turnTimer;
 
- 			
 
- 			sendTimerUpdate(player);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::update(int waitTime)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	if(const auto * gs = gameHandler.gameState())
 
- 	{
 
- 		for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
 
- 			if(gs->isPlayerMakingTurn(player))
 
- 				onPlayerMakingTurn(player, waitTime);
 
- 		
 
- 		for (auto & battle : gs->currentBattles)
 
- 			onBattleLoop(battle->battleID, waitTime);
 
- 	}
 
- }
 
- bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
 
- {
 
- 	if(timer > 0)
 
- 	{
 
- 		timer -= waitTime;
 
- 		lastUpdate[player] += waitTime;
 
- 		int frequency = (timer > turnTimePropagateThreshold
 
- 						 && initialTimer - timer > turnTimePropagateThreshold)
 
- 		? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
 
- 		
 
- 		if(lastUpdate[player] >= frequency)
 
- 			sendTimerUpdate(player);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs || !si->turnTimerInfo.isEnabled())
 
- 		return;
 
- 	
 
- 	auto & timer = timers[player];
 
- 	const auto * state = gameHandler.getPlayerState(player);
 
- 	if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
 
- 	{
 
- 		if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
 
- 		{
 
- 			if(timer.baseTimer > 0)
 
- 			{
 
- 				timer.turnTimer = timer.baseTimer;
 
- 				timer.baseTimer = 0;
 
- 				onPlayerMakingTurn(player, 0);
 
- 			}
 
- 			else if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
 
- 				gameHandler.turnOrder->onPlayerEndsTurn(state->color);
 
- 		}
 
- 	}
 
- }
 
- bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
 
- {
 
- 	const auto * gs = gameHandler.gameState();
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	if(attacker.isValidPlayer() && defender.isValidPlayer())
 
- 	{
 
- 		const auto * attackerState = gameHandler.getPlayerState(attacker);
 
- 		const auto * defenderState = gameHandler.getPlayerState(defender);
 
- 		if(attackerState && defenderState && attackerState->human && defenderState->human)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void TurnTimerHandler::onBattleStart(const BattleID & battleID)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 		return;
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	
 
- 	bool pvpBattle = isPvpBattle(battleID);
 
- 	
 
- 	for(auto i : {attacker, defender})
 
- 	{
 
- 		if(i.isValidPlayer())
 
- 		{
 
- 			auto & timer = timers[i];
 
- 			timer.isBattle = true;
 
- 			timer.isActive = si->turnTimerInfo.isBattleEnabled();
 
- 			timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
 
- 			timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
 
- 			
 
- 			sendTimerUpdate(i);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	
 
- 	auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
 
- 	auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
 
- 	
 
- 	bool pvpBattle = isPvpBattle(battleID);
 
- 	
 
- 	for(auto i : {attacker, defender})
 
- 	{
 
- 		if(i.isValidPlayer())
 
- 		{
 
- 			auto & timer = timers[i];
 
- 			timer.isBattle = false;
 
- 			timer.isActive = true;
 
- 			if(!pvpBattle)
 
- 			{
 
- 				if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
 
- 					timer.baseTimer = timer.creatureTimer;
 
- 				else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
 
- 					timer.turnTimer = timer.creatureTimer;
 
- 			}
 
- 			sendTimerUpdate(i);
 
- 		}
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs || !gs->getBattle(battleID))
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	
 
- 	if(isPvpBattle(battleID))
 
- 	{
 
- 		auto player = stack.getOwner();
 
- 		
 
- 		auto & timer = timers[player];
 
- 		if(timer.battleTimer == 0)
 
- 			timer.battleTimer = timer.creatureTimer;
 
- 		timer.creatureTimer = si->turnTimerInfo.creatureTimer;
 
- 		
 
- 		sendTimerUpdate(player);
 
- 	}
 
- }
 
- void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
 
- {
 
- 	std::lock_guard<std::recursive_mutex> guard(mx);
 
- 	const auto * gs = gameHandler.gameState();
 
- 	const auto * si = gameHandler.getStartInfo();
 
- 	if(!si || !gs)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	
 
- 	if (!si->turnTimerInfo.isBattleEnabled())
 
- 		return;
 
- 	ui8 side = 0;
 
- 	const CStack * stack = nullptr;
 
- 	bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
 
- 	
 
- 	if(isTactisPhase)
 
- 		side = gs->getBattle(battleID)->battleGetTacticsSide();
 
- 	else
 
- 	{
 
- 		stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
 
- 		if(!stack || !stack->getOwner().isValidPlayer())
 
- 			return;
 
- 		side = stack->unitSide();
 
- 	}
 
- 	
 
- 	auto player = gs->getBattle(battleID)->getSidePlayer(side);
 
- 	if(!player.isValidPlayer())
 
- 		return;
 
- 	
 
- 	const auto * state = gameHandler.getPlayerState(player);
 
- 	assert(state && state->status != EPlayerStatus::INGAME);
 
- 	if(!state || state->status != EPlayerStatus::INGAME || !state->human)
 
- 		return;
 
- 	
 
- 	auto & timer = timers[player];
 
- 	if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
 
- 	{
 
- 		if(isPvpBattle(battleID))
 
- 		{
 
- 			if(timer.battleTimer > 0)
 
- 			{
 
- 				timer.creatureTimer = timer.battleTimer;
 
- 				timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
 
- 				timer.battleTimer = 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				BattleAction doNothing;
 
- 				doNothing.side = side;
 
- 				if(isTactisPhase)
 
- 					doNothing.actionType = EActionType::END_TACTIC_PHASE;
 
- 				else
 
- 				{
 
- 					doNothing.actionType = EActionType::DEFEND;
 
- 					doNothing.stackNumber = stack->unitId();
 
- 				}
 
- 				gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			if(timer.turnTimer > 0)
 
- 			{
 
- 				timer.creatureTimer = timer.turnTimer;
 
- 				timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
 
- 				timer.turnTimer = 0;
 
- 			}
 
- 			else if(timer.baseTimer > 0)
 
- 			{
 
- 				timer.creatureTimer = timer.baseTimer;
 
- 				timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
 
- 				timer.baseTimer = 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				BattleAction retreat;
 
- 				retreat.side = side;
 
- 				retreat.actionType = EActionType::RETREAT; //harsh punishment
 
- 				gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
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