TurnTimerHandler.cpp 4.6 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 "../lib/battle/BattleInfo.h"
  14. #include "../lib/gameState/CGameState.h"
  15. #include "../lib/CPlayerState.h"
  16. #include "../lib/CStack.h"
  17. #include "../lib/StartInfo.h"
  18. TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
  19. gameHandler(gh)
  20. {
  21. }
  22. void TurnTimerHandler::onGameplayStart(PlayerState & state)
  23. {
  24. if(const auto * si = gameHandler.getStartInfo())
  25. {
  26. if(si->turnTimerInfo.isEnabled())
  27. {
  28. TurnTimeUpdate ttu;
  29. ttu.player = state.color;
  30. ttu.turnTimer = si->turnTimerInfo;
  31. ttu.turnTimer.turnTimer = 0;
  32. gameHandler.sendAndApply(&ttu);
  33. }
  34. }
  35. }
  36. void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
  37. {
  38. if(const auto * si = gameHandler.getStartInfo())
  39. {
  40. if(si->turnTimerInfo.isEnabled())
  41. {
  42. state.turnTimer.baseTimer += state.turnTimer.turnTimer;
  43. state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
  44. TurnTimeUpdate ttu;
  45. ttu.player = state.color;
  46. ttu.turnTimer = state.turnTimer;
  47. gameHandler.sendAndApply(&ttu);
  48. }
  49. }
  50. }
  51. void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
  52. {
  53. const auto * gs = gameHandler.gameState();
  54. const auto * si = gameHandler.getStartInfo();
  55. if(!si || !gs)
  56. return;
  57. if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
  58. {
  59. if(state.turnTimer.turnTimer > 0)
  60. {
  61. state.turnTimer.turnTimer -= waitTime;
  62. int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  63. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  64. && state.turnTimer.turnTimer % frequency == 0)
  65. {
  66. TurnTimeUpdate ttu;
  67. ttu.player = state.color;
  68. ttu.turnTimer = state.turnTimer;
  69. gameHandler.sendAndApply(&ttu);
  70. }
  71. }
  72. else if(state.turnTimer.baseTimer > 0)
  73. {
  74. state.turnTimer.turnTimer = state.turnTimer.baseTimer;
  75. state.turnTimer.baseTimer = 0;
  76. onPlayerMakingTurn(state, waitTime);
  77. }
  78. else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
  79. gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
  80. }
  81. }
  82. void TurnTimerHandler::onBattleStart(PlayerState & state)
  83. {
  84. if(const auto * si = gameHandler.getStartInfo())
  85. {
  86. if(si->turnTimerInfo.isBattleEnabled())
  87. {
  88. TurnTimeUpdate ttu;
  89. ttu.player = state.color;
  90. ttu.turnTimer = state.turnTimer;
  91. ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
  92. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  93. gameHandler.sendAndApply(&ttu);
  94. }
  95. }
  96. }
  97. void TurnTimerHandler::onBattleNextStack(PlayerState & state)
  98. {
  99. if(const auto * si = gameHandler.getStartInfo())
  100. {
  101. if(si->turnTimerInfo.isBattleEnabled())
  102. {
  103. TurnTimeUpdate ttu;
  104. ttu.player = state.color;
  105. ttu.turnTimer = state.turnTimer;
  106. if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
  107. ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
  108. ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
  109. gameHandler.sendAndApply(&ttu);
  110. }
  111. }
  112. }
  113. void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
  114. {
  115. const auto * gs = gameHandler.gameState();
  116. const auto * si = gameHandler.getStartInfo();
  117. if(!si || !gs || !gs->curB)
  118. return;
  119. if(state.human && si->turnTimerInfo.isBattleEnabled())
  120. {
  121. if(state.turnTimer.creatureTimer > 0)
  122. {
  123. state.turnTimer.creatureTimer -= waitTime;
  124. int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
  125. if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
  126. && state.turnTimer.creatureTimer % frequency == 0)
  127. {
  128. TurnTimeUpdate ttu;
  129. ttu.player = state.color;
  130. ttu.turnTimer = state.turnTimer;
  131. gameHandler.sendAndApply(&ttu);
  132. }
  133. }
  134. else if(state.turnTimer.battleTimer > 0)
  135. {
  136. state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
  137. state.turnTimer.battleTimer = 0;
  138. onBattleLoop(state, waitTime);
  139. }
  140. else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
  141. {
  142. BattleAction doNothing;
  143. doNothing.actionType = EActionType::DEFEND;
  144. doNothing.side = stack->unitSide();
  145. doNothing.stackNumber = stack->unitId();
  146. gameHandler.makeAutomaticAction(stack, doNothing);
  147. }
  148. }
  149. }