TurnTimerHandler.cpp 8.2 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/CPlayerState.h"
  19. #include "../lib/CStack.h"
  20. #include "../lib/StartInfo.h"
  21. #include "../lib/NetPacks.h"
  22. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  23. gameHandler(gh)
  24. {
  25. }
  26. void TurnTimerHandler::onGameplayStart(PlayerColor player)
  27. {
  28. std::lock_guard<std::recursive_mutex> guard(mx);
  29. if(const auto * si = gameHandler.getStartInfo())
  30. {
  31. timers[player] = si->turnTimerInfo;
  32. timers[player].turnTimer = 0;
  33. timers[player].isActive = true;
  34. timers[player].isBattle = false;
  35. lastUpdate[player] = std::numeric_limits<int>::max();
  36. }
  37. }
  38. void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
  39. {
  40. std::lock_guard<std::recursive_mutex> guard(mx);
  41. assert(player.isValidPlayer());
  42. timers[player].isActive = enabled;
  43. sendTimerUpdate(player);
  44. }
  45. void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
  46. {
  47. TurnTimeUpdate ttu;
  48. ttu.player = player;
  49. ttu.turnTimer = timers[player];
  50. gameHandler.sendAndApply(&ttu);
  51. lastUpdate[player] = 0;
  52. }
  53. void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
  54. {
  55. std::lock_guard<std::recursive_mutex> guard(mx);
  56. if(const auto * si = gameHandler.getStartInfo())
  57. {
  58. if(si->turnTimerInfo.isEnabled())
  59. {
  60. auto & timer = timers[player];
  61. if(si->turnTimerInfo.baseTimer > 0)
  62. timer.baseTimer += timer.turnTimer;
  63. timer.turnTimer = si->turnTimerInfo.turnTimer;
  64. sendTimerUpdate(player);
  65. }
  66. }
  67. }
  68. void TurnTimerHandler::update(int waitTime)
  69. {
  70. std::lock_guard<std::recursive_mutex> guard(mx);
  71. if(const auto * gs = gameHandler.gameState())
  72. {
  73. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  74. if(gs->isPlayerMakingTurn(player))
  75. onPlayerMakingTurn(player, waitTime);
  76. if(gs->curB)
  77. onBattleLoop(waitTime);
  78. }
  79. }
  80. bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
  81. {
  82. if(timer > 0)
  83. {
  84. timer -= waitTime;
  85. lastUpdate[player] += waitTime;
  86. int frequency = (timer > turnTimePropagateThreshold
  87. && initialTimer - timer > turnTimePropagateThreshold)
  88. ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
  89. if(lastUpdate[player] >= frequency)
  90. sendTimerUpdate(player);
  91. return true;
  92. }
  93. return false;
  94. }
  95. void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
  96. {
  97. std::lock_guard<std::recursive_mutex> guard(mx);
  98. const auto * gs = gameHandler.gameState();
  99. const auto * si = gameHandler.getStartInfo();
  100. if(!si || !gs || !si->turnTimerInfo.isEnabled())
  101. return;
  102. auto & timer = timers[player];
  103. const auto * state = gameHandler.getPlayerState(player);
  104. if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
  105. {
  106. if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
  107. {
  108. if(timer.baseTimer > 0)
  109. {
  110. timer.turnTimer = timer.baseTimer;
  111. timer.baseTimer = 0;
  112. onPlayerMakingTurn(player, 0);
  113. }
  114. else if(!gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
  115. gameHandler.turnOrder->onPlayerEndsTurn(state->color);
  116. }
  117. }
  118. }
  119. bool TurnTimerHandler::isPvpBattle() const
  120. {
  121. const auto * gs = gameHandler.gameState();
  122. auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
  123. auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
  124. if(attacker.isValidPlayer() && defender.isValidPlayer())
  125. {
  126. const auto * attackerState = gameHandler.getPlayerState(attacker);
  127. const auto * defenderState = gameHandler.getPlayerState(defender);
  128. if(attackerState && defenderState && attackerState->human && defenderState->human)
  129. return true;
  130. }
  131. return false;
  132. }
  133. void TurnTimerHandler::onBattleStart()
  134. {
  135. std::lock_guard<std::recursive_mutex> guard(mx);
  136. const auto * gs = gameHandler.gameState();
  137. const auto * si = gameHandler.getStartInfo();
  138. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  139. return;
  140. auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
  141. auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
  142. bool pvpBattle = isPvpBattle();
  143. for(auto i : {attacker, defender})
  144. {
  145. if(i.isValidPlayer())
  146. {
  147. auto & timer = timers[i];
  148. timer.isBattle = true;
  149. timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
  150. timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
  151. sendTimerUpdate(i);
  152. }
  153. }
  154. }
  155. void TurnTimerHandler::onBattleEnd()
  156. {
  157. std::lock_guard<std::recursive_mutex> guard(mx);
  158. const auto * gs = gameHandler.gameState();
  159. const auto * si = gameHandler.getStartInfo();
  160. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  161. return;
  162. auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
  163. auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
  164. bool pvpBattle = isPvpBattle();
  165. for(auto i : {attacker, defender})
  166. {
  167. if(i.isValidPlayer())
  168. {
  169. auto & timer = timers[i];
  170. timer.isBattle = false;
  171. if(!pvpBattle)
  172. {
  173. if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
  174. timer.baseTimer = timer.creatureTimer;
  175. else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
  176. timer.turnTimer = timer.creatureTimer;
  177. }
  178. sendTimerUpdate(i);
  179. }
  180. }
  181. }
  182. void TurnTimerHandler::onBattleNextStack(const CStack & stack)
  183. {
  184. std::lock_guard<std::recursive_mutex> guard(mx);
  185. const auto * gs = gameHandler.gameState();
  186. const auto * si = gameHandler.getStartInfo();
  187. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  188. return;
  189. if(isPvpBattle())
  190. {
  191. auto player = stack.getOwner();
  192. auto & timer = timers[player];
  193. if(timer.battleTimer == 0)
  194. timer.battleTimer = timer.creatureTimer;
  195. timer.creatureTimer = si->turnTimerInfo.creatureTimer;
  196. sendTimerUpdate(player);
  197. }
  198. }
  199. void TurnTimerHandler::onBattleLoop(int waitTime)
  200. {
  201. std::lock_guard<std::recursive_mutex> guard(mx);
  202. const auto * gs = gameHandler.gameState();
  203. const auto * si = gameHandler.getStartInfo();
  204. if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
  205. return;
  206. ui8 side = 0;
  207. const CStack * stack = nullptr;
  208. bool isTactisPhase = gs->curB->battleTacticDist() > 0;
  209. if(isTactisPhase)
  210. side = gs->curB->battleGetTacticsSide();
  211. else
  212. {
  213. stack = gs->curB->battleGetStackByID(gs->curB->getActiveStackID());
  214. if(!stack || !stack->getOwner().isValidPlayer())
  215. return;
  216. side = stack->unitSide();
  217. }
  218. auto player = gs->curB->getSidePlayer(side);
  219. if(!player.isValidPlayer())
  220. return;
  221. const auto * state = gameHandler.getPlayerState(player);
  222. if(!state || state->status != EPlayerStatus::INGAME || !state->human)
  223. return;
  224. auto & timer = timers[player];
  225. if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
  226. {
  227. if(isPvpBattle())
  228. {
  229. if(timer.battleTimer > 0)
  230. {
  231. timer.creatureTimer = timer.battleTimer;
  232. timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
  233. timer.battleTimer = 0;
  234. }
  235. else
  236. {
  237. BattleAction doNothing;
  238. doNothing.side = side;
  239. if(isTactisPhase)
  240. doNothing.actionType = EActionType::END_TACTIC_PHASE;
  241. else
  242. {
  243. doNothing.actionType = EActionType::DEFEND;
  244. doNothing.stackNumber = stack->unitId();
  245. }
  246. gameHandler.battles->makePlayerBattleAction(player, doNothing);
  247. }
  248. }
  249. else
  250. {
  251. if(timer.turnTimer > 0)
  252. {
  253. timer.creatureTimer = timer.turnTimer;
  254. timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
  255. timer.turnTimer = 0;
  256. }
  257. else if(timer.baseTimer > 0)
  258. {
  259. timer.creatureTimer = timer.baseTimer;
  260. timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
  261. timer.baseTimer = 0;
  262. }
  263. else
  264. {
  265. BattleAction retreat;
  266. retreat.side = side;
  267. retreat.actionType = EActionType::RETREAT; //harsh punishment
  268. gameHandler.battles->makePlayerBattleAction(player, retreat);
  269. }
  270. }
  271. }
  272. }