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vcmi/server/TurnTimerHandler.cpp

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/*
* TurnTimerHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "TurnTimerHandler.h"
#include "CGameHandler.h"
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#include "battles/BattleProcessor.h"
#include "queries/QueriesProcessor.h"
#include "processors/TurnOrderProcessor.h"
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#include "../lib/battle/BattleInfo.h"
#include "../lib/gameState/CGameState.h"
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#include "../lib/CPlayerState.h"
#include "../lib/CStack.h"
#include "../lib/StartInfo.h"
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#include "../lib/NetPacks.h"
TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
gameHandler(gh)
{
}
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
{
if(const auto * si = gameHandler.getStartInfo())
{
std::lock_guard<std::recursive_mutex> guard(mx);
timers[player] = si->turnTimerInfo;
timers[player].turnTimer = 0;
}
}
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
{
if(const auto * si = gameHandler.getStartInfo())
{
if(si->turnTimerInfo.isEnabled())
{
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std::lock_guard<std::recursive_mutex> guard(mx);
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timers[player].baseTimer += timers[player].turnTimer;
timers[player].turnTimer = si->turnTimerInfo.turnTimer;
TurnTimeUpdate ttu;
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ttu.player = player;
ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
}
}
}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
return;
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auto & state = gs->players.at(player);
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if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(timers[player].turnTimer > 0)
{
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timers[player].turnTimer -= waitTime;
int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timers[player].turnTimer % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
}
}
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else if(timers[player].baseTimer > 0)
{
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timers[player].turnTimer = timers[player].baseTimer;
timers[player].baseTimer = 0;
onPlayerMakingTurn(player, 0);
}
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
gameHandler.turnOrder->onPlayerEndsTurn(state.color);
}
}
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void TurnTimerHandler::onBattleStart()
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{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
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std::lock_guard<std::recursive_mutex> guard(mx);
auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
for(auto i : {attacker, defender})
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{
if(i.isValidPlayer())
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{
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timers[i].battleTimer = si->turnTimerInfo.battleTimer;
timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = i;
ttu.turnTimer = timers[i];
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gameHandler.sendAndApply(&ttu);
}
}
}
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void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
return;
if(timers[player].battleTimer < si->turnTimerInfo.battleTimer)
timers[player].battleTimer = timers[player].creatureTimer;
timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
TurnTimeUpdate ttu;
ttu.player = player;
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
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}
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void TurnTimerHandler::onBattleLoop(int waitTime)
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{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB)
return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
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if(!stack || !stack->getOwner().isValidPlayer())
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return;
auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
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auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
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{
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if(tTimer.creatureTimer > 0)
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{
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tTimer.creatureTimer -= waitTime;
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int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
&& si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& tTimer.creatureTimer % frequency == 0)
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{
TurnTimeUpdate ttu;
ttu.player = state.color;
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ttu.turnTimer = tTimer;
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gameHandler.sendAndApply(&ttu);
}
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return true;
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}
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return false;
};
if(state.human && si->turnTimerInfo.isBattleEnabled())
{
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if(!turnTimerUpdateApplier(timers[state.color], waitTime))
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{
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if(timers[state.color].battleTimer > 0)
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{
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timers[state.color].creatureTimer = timers[state.color].battleTimer;
timers[state.color].battleTimer = 0;
turnTimerUpdateApplier(timers[state.color], 0);
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}
else
{
BattleAction doNothing;
doNothing.actionType = EActionType::DEFEND;
doNothing.side = stack->unitSide();
doNothing.stackNumber = stack->unitId();
gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
}
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}
}
}