TurnTimerHandler.cpp 8.4 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/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. if(const auto * si = gameHandler.getStartInfo())
  30. {
  31. timers[player] = si->turnTimerInfo;
  32. timers[player].turnTimer = 0;
  33. timers[player].battleTimer = 0;
  34. timers[player].unitTimer = 0;
  35. timers[player].isActive = true;
  36. timers[player].isBattle = false;
  37. lastUpdate[player] = std::numeric_limits<int>::max();
  38. endTurnAllowed[player] = true;
  39. }
  40. }
  41. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  42. {
  43. assert(player.isValidPlayer());
  44. timers[player].isActive = enabled;
  45. sendTimerUpdate(player);
  46. }
  47. void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
  48. {
  49. assert(player.isValidPlayer());
  50. endTurnAllowed[player] = enabled;
  51. }
  52. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  53. {
  54. TurnTimeUpdate ttu;
  55. ttu.player = player;
  56. ttu.turnTimer = timers[player];
  57. gameHandler.sendAndApply(&ttu);
  58. lastUpdate[player] = 0;
  59. }
  60. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  61. {
  62. if(const auto * si = gameHandler.getStartInfo())
  63. {
  64. if(si->turnTimerInfo.isEnabled())
  65. {
  66. endTurnAllowed[player] = true;
  67. auto & timer = timers[player];
  68. if(si->turnTimerInfo.accumulatingTurnTimer)
  69. timer.baseTimer += timer.turnTimer;
  70. timer.turnTimer = si->turnTimerInfo.turnTimer;
  71. sendTimerUpdate(player);
  72. }
  73. }
  74. }
  75. void TurnTimerHandler::update(int waitTime)
  76. {
  77. if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
  78. return;
  79. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  80. if(gameHandler.gameState()->isPlayerMakingTurn(player))
  81. onPlayerMakingTurn(player, waitTime);
  82. // create copy for iterations - battle might end during onBattleLoop call
  83. std::vector<BattleID> ongoingBattles;
  84. for (auto & battle : gameHandler.gameState()->currentBattles)
  85. ongoingBattles.push_back(battle->battleID);
  86. for (auto & battleID : ongoingBattles)
  87. onBattleLoop(battleID, waitTime);
  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. if(lastUpdate[player] >= turnTimePropagateFrequency)
  96. sendTimerUpdate(player);
  97. return true;
  98. }
  99. return false;
  100. }
  101. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  102. {
  103. const auto * gs = gameHandler.gameState();
  104. const auto * si = gameHandler.getStartInfo();
  105. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  106. return;
  107. auto & timer = timers[player];
  108. const auto * state = gameHandler.getPlayerState(player);
  109. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  110. {
  111. // turn timers are only used if turn timer is non-zero
  112. if (si->turnTimerInfo.turnTimer == 0)
  113. return;
  114. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  115. return;
  116. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  117. return;
  118. if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  119. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  120. }
  121. }
  122. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  123. {
  124. const auto * gs = gameHandler.gameState();
  125. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  126. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  127. if(attacker.isValidPlayer() && defender.isValidPlayer())
  128. {
  129. const auto * attackerState = gameHandler.getPlayerState(attacker);
  130. const auto * defenderState = gameHandler.getPlayerState(defender);
  131. if(attackerState && defenderState && attackerState->human && defenderState->human)
  132. return true;
  133. }
  134. return false;
  135. }
  136. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  137. {
  138. const auto * gs = gameHandler.gameState();
  139. const auto * si = gameHandler.getStartInfo();
  140. if(!si || !gs)
  141. return;
  142. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  143. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  144. bool pvpBattle = isPvpBattle(battleID);
  145. for(auto i : {attacker, defender})
  146. {
  147. if(i.isValidPlayer())
  148. {
  149. auto & timer = timers[i];
  150. timer.isBattle = true;
  151. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  152. timer.battleTimer = si->turnTimerInfo.battleTimer;
  153. timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
  154. sendTimerUpdate(i);
  155. }
  156. }
  157. }
  158. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  159. {
  160. const auto * gs = gameHandler.gameState();
  161. const auto * si = gameHandler.getStartInfo();
  162. if(!si || !gs)
  163. {
  164. assert(0);
  165. return;
  166. }
  167. if (!si->turnTimerInfo.isBattleEnabled())
  168. return;
  169. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  170. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  171. for(auto i : {attacker, defender})
  172. {
  173. if(i.isValidPlayer())
  174. {
  175. auto & timer = timers[i];
  176. timer.isBattle = false;
  177. timer.isActive = true;
  178. sendTimerUpdate(i);
  179. }
  180. }
  181. }
  182. void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
  183. {
  184. const auto * gs = gameHandler.gameState();
  185. const auto * si = gameHandler.getStartInfo();
  186. if(!si || !gs || !gs->getBattle(battleID))
  187. {
  188. assert(0);
  189. return;
  190. }
  191. if (!si->turnTimerInfo.isBattleEnabled())
  192. return;
  193. if(isPvpBattle(battleID))
  194. {
  195. auto player = stack.getOwner();
  196. auto & timer = timers[player];
  197. if(timer.accumulatingUnitTimer)
  198. timer.battleTimer += timer.unitTimer;
  199. timer.unitTimer = si->turnTimerInfo.unitTimer;
  200. sendTimerUpdate(player);
  201. }
  202. }
  203. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  204. {
  205. const auto * gs = gameHandler.gameState();
  206. const auto * si = gameHandler.getStartInfo();
  207. if(!si || !gs)
  208. {
  209. assert(0);
  210. return;
  211. }
  212. if (!si->turnTimerInfo.isBattleEnabled())
  213. return;
  214. ui8 side = 0;
  215. const CStack * stack = nullptr;
  216. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  217. if(isTactisPhase)
  218. side = gs->getBattle(battleID)->battleGetTacticsSide();
  219. else
  220. {
  221. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  222. if(!stack || !stack->getOwner().isValidPlayer())
  223. return;
  224. side = stack->unitSide();
  225. }
  226. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  227. if(!player.isValidPlayer())
  228. return;
  229. const auto * state = gameHandler.getPlayerState(player);
  230. assert(state && state->status == EPlayerStatus::INGAME);
  231. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  232. return;
  233. auto & timer = timers[player];
  234. if(timer.isActive && timer.isBattle)
  235. {
  236. // in pvp battles, timers are only used if unit timer is non-zero
  237. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  238. return;
  239. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  240. return;
  241. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  242. return;
  243. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  244. return;
  245. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  246. return;
  247. if(isPvpBattle(battleID))
  248. {
  249. BattleAction doNothing;
  250. doNothing.side = side;
  251. if(isTactisPhase)
  252. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  253. else
  254. {
  255. doNothing.actionType = EActionType::DEFEND;
  256. doNothing.stackNumber = stack->unitId();
  257. }
  258. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  259. }
  260. else
  261. {
  262. BattleAction retreat;
  263. retreat.side = side;
  264. retreat.actionType = EActionType::RETREAT; //harsh punishment
  265. gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
  266. }
  267. }
  268. }