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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/networkPacks/PacksForClient.h"
- #include "../lib/networkPacks/PacksForClientBattle.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/CStack.h"
- #include "../lib/StartInfo.h"
- TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
- gameHandler(gh)
- {
-
- }
- void TurnTimerHandler::onGameplayStart(PlayerColor player)
- {
- if(const auto * si = gameHandler.getStartInfo())
- {
- timers[player] = si->turnTimerInfo;
- timers[player].turnTimer = 0;
- timers[player].battleTimer = 0;
- timers[player].unitTimer = 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)
- {
- assert(player.isValidPlayer());
- timers[player].isActive = enabled;
- sendTimerUpdate(player);
- }
- void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
- {
- 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)
- {
- if(const auto * si = gameHandler.getStartInfo())
- {
- if(si->turnTimerInfo.isEnabled())
- {
- endTurnAllowed[player] = true;
- auto & timer = timers[player];
- if(si->turnTimerInfo.accumulatingTurnTimer)
- timer.baseTimer += timer.turnTimer;
- timer.turnTimer = si->turnTimerInfo.turnTimer;
-
- sendTimerUpdate(player);
- }
- }
- }
- void TurnTimerHandler::prolongTimers(int durationMs)
- {
- for (auto & timer : timers)
- timer.second.baseTimer += durationMs;
- }
- void TurnTimerHandler::update(int waitTimeMs)
- {
- if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
- return;
- for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
- if(gameHandler.gameState()->isPlayerMakingTurn(player))
- onPlayerMakingTurn(player, waitTimeMs);
- // create copy for iterations - battle might end during onBattleLoop call
- std::vector<BattleID> ongoingBattles;
- for (auto & battle : gameHandler.gameState()->currentBattles)
- ongoingBattles.push_back(battle->battleID);
- for (auto & battleID : ongoingBattles)
- onBattleLoop(battleID, waitTimeMs);
- }
- bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
- {
- if(timer > 0)
- {
- timer -= waitTime;
- lastUpdate[player] += waitTime;
-
- if(lastUpdate[player] >= turnTimePropagateFrequency)
- sendTimerUpdate(player);
- return true;
- }
- return false;
- }
- void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
- {
- 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)
- {
- // turn timers are only used if turn timer is non-zero
- if (si->turnTimerInfo.turnTimer == 0)
- return;
- if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
- return;
- if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
- return;
- 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)
- {
- 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 = si->turnTimerInfo.battleTimer;
- timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
-
- sendTimerUpdate(i);
- }
- }
- }
- void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
- {
- 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);
-
- for(auto i : {attacker, defender})
- {
- if(i.isValidPlayer())
- {
- auto & timer = timers[i];
- timer.isBattle = false;
- timer.isActive = true;
- sendTimerUpdate(i);
- }
- }
- }
- void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
- {
- 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.accumulatingUnitTimer)
- timer.battleTimer += timer.unitTimer;
- timer.unitTimer = si->turnTimerInfo.unitTimer;
-
- sendTimerUpdate(player);
- }
- }
- void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
- {
- const auto * gs = gameHandler.gameState();
- const auto * si = gameHandler.getStartInfo();
- if(!si || !gs)
- {
- assert(0);
- return;
- }
-
- if (!si->turnTimerInfo.isBattleEnabled())
- return;
- BattleSide side = BattleSide::NONE;
- 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)
- {
- // in pvp battles, timers are only used if unit timer is non-zero
- if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
- return;
- if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
- return;
- if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
- return;
- if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
- return;
- if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
- return;
- if(isPvpBattle(battleID))
- {
- 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
- {
- // battle vs neutrals - no-op, let battle run till the end
- // once battle is over player turn will be over due to running out of timer on adventure map
- }
- }
- }
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