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