TurnTimerHandler.cpp 8.5 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 "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::prolongTimers(int durationMs)
  76. {
  77. for (auto & timer : timers)
  78. timer.second.baseTimer += durationMs;
  79. }
  80. void TurnTimerHandler::update(int waitTimeMs)
  81. {
  82. if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
  83. return;
  84. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  85. if(gameHandler.gameState()->isPlayerMakingTurn(player))
  86. onPlayerMakingTurn(player, waitTimeMs);
  87. // create copy for iterations - battle might end during onBattleLoop call
  88. std::vector<BattleID> ongoingBattles;
  89. for (auto & battle : gameHandler.gameState()->currentBattles)
  90. ongoingBattles.push_back(battle->battleID);
  91. for (auto & battleID : ongoingBattles)
  92. onBattleLoop(battleID, waitTimeMs);
  93. }
  94. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  95. {
  96. if(timer > 0)
  97. {
  98. timer -= waitTime;
  99. lastUpdate[player] += waitTime;
  100. if(lastUpdate[player] >= turnTimePropagateFrequency)
  101. sendTimerUpdate(player);
  102. return true;
  103. }
  104. return false;
  105. }
  106. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  107. {
  108. const auto * gs = gameHandler.gameState();
  109. const auto * si = gameHandler.getStartInfo();
  110. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  111. return;
  112. auto & timer = timers[player];
  113. const auto * state = gameHandler.getPlayerState(player);
  114. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  115. {
  116. // turn timers are only used if turn timer is non-zero
  117. if (si->turnTimerInfo.turnTimer == 0)
  118. return;
  119. if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  120. return;
  121. if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  122. return;
  123. if(endTurnAllowed[state->color] && !gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  124. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  125. }
  126. }
  127. bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
  128. {
  129. const auto * gs = gameHandler.gameState();
  130. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  131. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  132. if(attacker.isValidPlayer() && defender.isValidPlayer())
  133. {
  134. const auto * attackerState = gameHandler.getPlayerState(attacker);
  135. const auto * defenderState = gameHandler.getPlayerState(defender);
  136. if(attackerState && defenderState && attackerState->human && defenderState->human)
  137. return true;
  138. }
  139. return false;
  140. }
  141. void TurnTimerHandler::onBattleStart(const BattleID & battleID)
  142. {
  143. const auto * gs = gameHandler.gameState();
  144. const auto * si = gameHandler.getStartInfo();
  145. if(!si || !gs)
  146. return;
  147. auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
  148. auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
  149. bool pvpBattle = isPvpBattle(battleID);
  150. for(auto i : {attacker, defender})
  151. {
  152. if(i.isValidPlayer())
  153. {
  154. auto & timer = timers[i];
  155. timer.isBattle = true;
  156. timer.isActive = si->turnTimerInfo.isBattleEnabled();
  157. timer.battleTimer = si->turnTimerInfo.battleTimer;
  158. timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
  159. sendTimerUpdate(i);
  160. }
  161. }
  162. }
  163. void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
  164. {
  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. const auto * gs = gameHandler.gameState();
  190. const auto * si = gameHandler.getStartInfo();
  191. if(!si || !gs || !gs->getBattle(battleID))
  192. {
  193. assert(0);
  194. return;
  195. }
  196. if (!si->turnTimerInfo.isBattleEnabled())
  197. return;
  198. if(isPvpBattle(battleID))
  199. {
  200. auto player = stack.getOwner();
  201. auto & timer = timers[player];
  202. if(timer.accumulatingUnitTimer)
  203. timer.battleTimer += timer.unitTimer;
  204. timer.unitTimer = si->turnTimerInfo.unitTimer;
  205. sendTimerUpdate(player);
  206. }
  207. }
  208. void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
  209. {
  210. const auto * gs = gameHandler.gameState();
  211. const auto * si = gameHandler.getStartInfo();
  212. if(!si || !gs)
  213. {
  214. assert(0);
  215. return;
  216. }
  217. if (!si->turnTimerInfo.isBattleEnabled())
  218. return;
  219. BattleSide side = BattleSide::NONE;
  220. const CStack * stack = nullptr;
  221. bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
  222. if(isTactisPhase)
  223. side = gs->getBattle(battleID)->battleGetTacticsSide();
  224. else
  225. {
  226. stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
  227. if(!stack || !stack->getOwner().isValidPlayer())
  228. return;
  229. side = stack->unitSide();
  230. }
  231. auto player = gs->getBattle(battleID)->getSidePlayer(side);
  232. if(!player.isValidPlayer())
  233. return;
  234. const auto * state = gameHandler.getPlayerState(player);
  235. assert(state && state->status == EPlayerStatus::INGAME);
  236. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  237. return;
  238. auto & timer = timers[player];
  239. if(timer.isActive && timer.isBattle)
  240. {
  241. // in pvp battles, timers are only used if unit timer is non-zero
  242. if(isPvpBattle(battleID) && si->turnTimerInfo.unitTimer == 0)
  243. return;
  244. if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
  245. return;
  246. if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
  247. return;
  248. if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  249. return;
  250. if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
  251. return;
  252. if(isPvpBattle(battleID))
  253. {
  254. BattleAction doNothing;
  255. doNothing.side = side;
  256. if(isTactisPhase)
  257. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  258. else
  259. {
  260. doNothing.actionType = EActionType::DEFEND;
  261. doNothing.stackNumber = stack->unitId();
  262. }
  263. gameHandler.battles->makePlayerBattleAction(battleID, player, doNothing);
  264. }
  265. else
  266. {
  267. // battle vs neutrals - no-op, let battle run till the end
  268. // once battle is over player turn will be over due to running out of timer on adventure map
  269. }
  270. }
  271. }