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