2023-08-14 01:20:27 +02:00
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/*
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* TurnTimerHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "TurnTimerHandler.h"
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#include "CGameHandler.h"
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2023-08-21 23:49:50 +02:00
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#include "battles/BattleProcessor.h"
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#include "queries/QueriesProcessor.h"
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2023-08-22 17:45:13 +02:00
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#include "processors/TurnOrderProcessor.h"
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2023-08-14 21:31:44 +02:00
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#include "../lib/battle/BattleInfo.h"
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2023-08-14 01:20:27 +02:00
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#include "../lib/gameState/CGameState.h"
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2023-08-14 21:31:44 +02:00
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#include "../lib/CPlayerState.h"
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#include "../lib/CStack.h"
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2023-08-14 01:20:27 +02:00
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#include "../lib/StartInfo.h"
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2023-08-21 23:49:50 +02:00
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#include "../lib/NetPacks.h"
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2023-08-14 01:20:27 +02:00
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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gameHandler(gh)
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{
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}
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2023-08-26 03:39:29 +02:00
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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2023-08-14 01:20:27 +02:00
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-14 01:20:27 +02:00
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if(const auto * si = gameHandler.getStartInfo())
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{
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2023-08-30 01:11:46 +02:00
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timers[player].isActive = true;
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timers[player].isBattle = false;
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lastUpdate[player] = std::numeric_limits<int>::max();
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2023-08-14 01:20:27 +02:00
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}
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}
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2023-08-28 02:40:35 +02:00
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void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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assert(player.isValidPlayer());
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2023-08-30 01:11:46 +02:00
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timers[player].isActive = enabled;
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2023-08-30 01:44:09 +02:00
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sendTimerUpdate(player);
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2023-08-30 00:17:29 +02:00
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}
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void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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{
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TurnTimeUpdate ttu;
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ttu.player = player;
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2023-08-30 01:11:46 +02:00
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ttu.turnTimer = timers[player];
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2023-08-30 00:17:29 +02:00
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gameHandler.sendAndApply(&ttu);
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2023-08-30 01:11:46 +02:00
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lastUpdate[player] = 0;
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2023-08-28 02:40:35 +02:00
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}
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2023-08-26 03:39:29 +02:00
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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2023-08-14 01:20:27 +02:00
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-14 01:20:27 +02:00
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isEnabled())
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{
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[player];
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if(si->turnTimerInfo.baseTimer > 0)
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2023-08-30 01:11:46 +02:00
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timer.baseTimer += timer.turnTimer;
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timer.turnTimer = si->turnTimerInfo.turnTimer;
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2023-08-14 01:20:27 +02:00
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2023-08-30 00:17:29 +02:00
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sendTimerUpdate(player);
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2023-08-14 01:20:27 +02:00
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}
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}
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}
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2023-08-29 13:48:42 +02:00
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void TurnTimerHandler::update(int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * gs = gameHandler.gameState())
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{
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for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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if(gs->isPlayerMakingTurn(player))
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onPlayerMakingTurn(player, waitTime);
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if(gs->curB)
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onBattleLoop(waitTime);
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}
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}
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2023-08-30 00:17:29 +02:00
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bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
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{
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if(timer > 0)
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{
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timer -= waitTime;
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2023-08-30 01:11:46 +02:00
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lastUpdate[player] += waitTime;
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2023-08-30 00:17:29 +02:00
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int frequency = (timer > turnTimePropagateThreshold
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&& initialTimer - timer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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2023-08-30 01:11:46 +02:00
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if(lastUpdate[player] >= frequency)
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sendTimerUpdate(player);
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return true;
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}
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return false;
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}
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2023-08-26 03:39:29 +02:00
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-14 01:20:27 +02:00
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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2023-08-30 00:17:29 +02:00
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if(!si || !gs || !si->turnTimerInfo.isEnabled())
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2023-08-14 01:20:27 +02:00
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return;
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[player];
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2023-08-30 00:17:29 +02:00
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const auto * state = gameHandler.getPlayerState(player);
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if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
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{
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2023-08-30 01:11:46 +02:00
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if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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2023-08-14 01:20:27 +02:00
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{
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2023-08-30 01:11:46 +02:00
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if(timer.baseTimer > 0)
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2023-08-14 01:20:27 +02:00
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{
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2023-08-30 01:11:46 +02:00
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timer.turnTimer = timer.baseTimer;
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timer.baseTimer = 0;
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2023-08-30 00:17:29 +02:00
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onPlayerMakingTurn(player, 0);
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2023-08-14 01:20:27 +02:00
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}
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2023-08-30 00:17:29 +02:00
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else if(!gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
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gameHandler.turnOrder->onPlayerEndsTurn(state->color);
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2023-08-14 01:20:27 +02:00
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}
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}
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}
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2023-08-14 21:31:44 +02:00
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2023-08-30 00:17:29 +02:00
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bool TurnTimerHandler::isPvpBattle() const
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{
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const auto * gs = gameHandler.gameState();
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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if(attacker.isValidPlayer() && defender.isValidPlayer())
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{
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const auto * attackerState = gameHandler.getPlayerState(attacker);
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const auto * defenderState = gameHandler.getPlayerState(defender);
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if(attackerState && defenderState && attackerState->human && defenderState->human)
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return true;
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}
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return false;
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}
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2023-08-22 12:14:50 +02:00
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void TurnTimerHandler::onBattleStart()
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-22 12:14:50 +02:00
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const auto * gs = gameHandler.gameState();
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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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2023-08-27 23:10:04 +02:00
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2023-08-22 12:14:50 +02:00
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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2023-08-30 00:17:29 +02:00
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bool pvpBattle = isPvpBattle();
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2023-08-22 12:14:50 +02:00
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for(auto i : {attacker, defender})
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{
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2023-08-22 12:14:50 +02:00
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if(i.isValidPlayer())
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{
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[i];
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timer.isBattle = true;
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timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
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timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
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2023-08-26 03:39:29 +02:00
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2023-08-30 00:17:29 +02:00
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sendTimerUpdate(i);
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2023-08-14 21:31:44 +02:00
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}
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}
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}
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2023-08-30 00:17:29 +02:00
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void TurnTimerHandler::onBattleEnd()
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-21 23:49:50 +02:00
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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2023-08-26 03:39:29 +02:00
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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2023-08-21 23:49:50 +02:00
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return;
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2023-08-30 00:17:29 +02:00
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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2023-08-21 23:49:50 +02:00
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2023-08-30 00:17:29 +02:00
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bool pvpBattle = isPvpBattle();
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2023-08-21 23:49:50 +02:00
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2023-08-30 00:17:29 +02:00
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for(auto i : {attacker, defender})
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{
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2023-08-30 01:33:59 +02:00
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if(i.isValidPlayer())
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2023-08-30 00:17:29 +02:00
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{
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[i];
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timer.isBattle = false;
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2023-08-30 01:33:59 +02:00
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if(!pvpBattle)
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{
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if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
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timer.baseTimer = timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
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timer.turnTimer = timer.creatureTimer;
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}
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2023-08-30 00:17:29 +02:00
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sendTimerUpdate(i);
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}
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}
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}
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void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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2023-08-26 03:39:29 +02:00
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return;
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2023-08-30 00:17:29 +02:00
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if(isPvpBattle())
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{
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auto player = stack.getOwner();
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2023-08-26 03:39:29 +02:00
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[player];
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if(timer.battleTimer == 0)
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timer.battleTimer = timer.creatureTimer;
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timer.creatureTimer = si->turnTimerInfo.creatureTimer;
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2023-08-26 03:39:29 +02:00
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2023-08-30 00:17:29 +02:00
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sendTimerUpdate(player);
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}
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2023-08-14 21:31:44 +02:00
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}
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2023-08-21 23:49:50 +02:00
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void TurnTimerHandler::onBattleLoop(int waitTime)
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2023-08-14 21:31:44 +02:00
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{
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2023-08-29 13:48:42 +02:00
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std::lock_guard<std::recursive_mutex> guard(mx);
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2023-08-14 21:31:44 +02:00
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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2023-08-28 02:40:35 +02:00
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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2023-08-14 21:31:44 +02:00
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return;
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2023-08-28 00:00:02 +02:00
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ui8 side = 0;
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const CStack * stack = nullptr;
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2023-08-30 00:17:29 +02:00
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bool isTactisPhase = gs->curB->battleTacticDist() > 0;
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2023-08-28 00:00:02 +02:00
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if(isTactisPhase)
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2023-08-30 00:17:29 +02:00
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side = gs->curB->battleGetTacticsSide();
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2023-08-28 00:00:02 +02:00
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else
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{
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2023-08-30 00:17:29 +02:00
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stack = gs->curB->battleGetStackByID(gs->curB->getActiveStackID());
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2023-08-28 00:00:02 +02:00
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if(!stack || !stack->getOwner().isValidPlayer())
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return;
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side = stack->unitSide();
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}
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2023-08-21 23:49:50 +02:00
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2023-08-30 00:17:29 +02:00
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auto player = gs->curB->getSidePlayer(side);
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if(!player.isValidPlayer())
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return;
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2023-08-21 23:49:50 +02:00
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2023-08-30 00:17:29 +02:00
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const auto * state = gameHandler.getPlayerState(player);
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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2023-08-30 01:11:46 +02:00
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auto & timer = timers[player];
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if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
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2023-08-14 21:31:44 +02:00
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{
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2023-08-30 00:17:29 +02:00
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if(isPvpBattle())
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2023-08-14 21:31:44 +02:00
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{
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2023-08-30 01:11:46 +02:00
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if(timer.battleTimer > 0)
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2023-08-14 21:31:44 +02:00
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{
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2023-08-30 01:11:46 +02:00
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timer.creatureTimer = timer.battleTimer;
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timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
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timer.battleTimer = 0;
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2023-08-30 00:17:29 +02:00
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}
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else
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{
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BattleAction doNothing;
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doNothing.side = side;
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if(isTactisPhase)
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doNothing.actionType = EActionType::END_TACTIC_PHASE;
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else
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{
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doNothing.actionType = EActionType::DEFEND;
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doNothing.stackNumber = stack->unitId();
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}
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gameHandler.battles->makePlayerBattleAction(player, doNothing);
|
2023-08-14 21:31:44 +02:00
|
|
|
}
|
2023-08-28 02:40:35 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2023-08-30 01:11:46 +02:00
|
|
|
if(timer.turnTimer > 0)
|
2023-08-30 00:17:29 +02:00
|
|
|
{
|
2023-08-30 01:11:46 +02:00
|
|
|
timer.creatureTimer = timer.turnTimer;
|
|
|
|
timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
|
|
|
|
timer.turnTimer = 0;
|
2023-08-30 00:17:29 +02:00
|
|
|
}
|
2023-08-30 01:11:46 +02:00
|
|
|
else if(timer.baseTimer > 0)
|
2023-08-30 00:17:29 +02:00
|
|
|
{
|
2023-08-30 01:11:46 +02:00
|
|
|
timer.creatureTimer = timer.baseTimer;
|
|
|
|
timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
|
|
|
|
timer.baseTimer = 0;
|
2023-08-30 00:17:29 +02:00
|
|
|
}
|
2023-08-21 23:49:50 +02:00
|
|
|
else
|
|
|
|
{
|
2023-08-30 00:17:29 +02:00
|
|
|
BattleAction retreat;
|
|
|
|
retreat.side = side;
|
|
|
|
retreat.actionType = EActionType::RETREAT; //harsh punishment
|
|
|
|
gameHandler.battles->makePlayerBattleAction(player, retreat);
|
2023-08-21 23:49:50 +02:00
|
|
|
}
|
2023-08-14 21:31:44 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|