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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"
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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)
{
}
void TurnTimerHandler::onGameplayStart(PlayerState & state)
{
if(const auto * si = gameHandler.getStartInfo())
{
if(si->turnTimerInfo.isEnabled())
{
state.turnTimer = si->turnTimerInfo;
state.turnTimer.turnTimer = 0;
}
}
}
void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
{
if(const auto * si = gameHandler.getStartInfo())
{
if(si->turnTimerInfo.isEnabled())
{
state.turnTimer.baseTimer += state.turnTimer.turnTimer;
state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
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gameHandler.sendAndApply(&ttu);
}
}
}
void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
return;
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if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
{
if(state.turnTimer.turnTimer > 0)
{
state.turnTimer.turnTimer -= waitTime;
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int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& state.turnTimer.turnTimer % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
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gameHandler.sendAndApply(&ttu);
}
}
else if(state.turnTimer.baseTimer > 0)
{
state.turnTimer.turnTimer = state.turnTimer.baseTimer;
state.turnTimer.baseTimer = 0;
onPlayerMakingTurn(state, waitTime);
}
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else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
}
}
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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;
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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{
const auto & state = gs->players.at(i);
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TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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)
return;
if(!stack.getOwner().isValidPlayer())
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return;
const auto & state = gs->players.at(stack.getOwner());
if(si->turnTimerInfo.isBattleEnabled())
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{
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TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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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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()));
auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
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{
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TurnTimerInfo turnTimerUpdate = tTimer;
if(tTimer.creatureTimer > 0)
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{
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turnTimerUpdate.creatureTimer -= waitTime;
int frequency = (turnTimerUpdate.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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&& turnTimerUpdate.creatureTimer % frequency == 0)
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{
TurnTimeUpdate ttu;
ttu.player = state.color;
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ttu.turnTimer = turnTimerUpdate;
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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())
{
TurnTimerInfo turnTimer = state.turnTimer;
if(!turnTimerUpdateApplier(turnTimer))
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{
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if(turnTimer.battleTimer > 0)
{
turnTimer.creatureTimer = turnTimer.battleTimer;
turnTimer.battleTimer = 0;
turnTimerUpdateApplier(turnTimer);
}
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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}
}
}