1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/server/TurnTimerHandler.cpp

197 lines
5.4 KiB
C++
Raw Normal View History

/*
* 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"
2023-08-21 23:49:50 +02:00
#include "battles/BattleProcessor.h"
#include "queries/QueriesProcessor.h"
#include "processors/TurnOrderProcessor.h"
2023-08-14 21:31:44 +02:00
#include "../lib/battle/BattleInfo.h"
#include "../lib/gameState/CGameState.h"
2023-08-14 21:31:44 +02:00
#include "../lib/CPlayerState.h"
#include "../lib/CStack.h"
#include "../lib/StartInfo.h"
2023-08-21 23:49:50 +02:00
#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;
2023-08-14 21:31:44 +02:00
gameHandler.sendAndApply(&ttu);
}
}
}
void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
return;
2023-08-19 17:00:08 +02:00
if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
{
if(state.turnTimer.turnTimer > 0)
{
state.turnTimer.turnTimer -= waitTime;
2023-08-14 21:31:44 +02:00
int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
2023-08-14 21:31:44 +02:00
&& state.turnTimer.turnTimer % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
2023-08-14 21:31:44 +02:00
gameHandler.sendAndApply(&ttu);
}
}
else if(state.turnTimer.baseTimer > 0)
{
state.turnTimer.turnTimer = state.turnTimer.baseTimer;
state.turnTimer.baseTimer = 0;
onPlayerMakingTurn(state, waitTime);
}
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
gameHandler.turnOrder->onPlayerEndsTurn(state.color);
}
}
2023-08-14 21:31:44 +02:00
void TurnTimerHandler::onBattleStart()
2023-08-14 21:31:44 +02:00
{
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})
2023-08-14 21:31:44 +02:00
{
if(i.isValidPlayer())
2023-08-14 21:31:44 +02:00
{
const auto & state = gs->players.at(i);
2023-08-14 21:31:44 +02:00
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);
}
}
}
2023-08-21 23:49:50 +02:00
void TurnTimerHandler::onBattleNextStack(const CStack & stack)
2023-08-14 21:31:44 +02:00
{
2023-08-21 23:49:50 +02:00
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
2023-08-22 00:08:42 +02:00
if(!si || !gs || !gs->curB)
return;
if(!stack.getOwner().isValidPlayer())
2023-08-21 23:49:50 +02:00
return;
const auto & state = gs->players.at(stack.getOwner());
if(si->turnTimerInfo.isBattleEnabled())
2023-08-14 21:31:44 +02:00
{
2023-08-21 23:49:50 +02:00
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);
2023-08-14 21:31:44 +02:00
}
}
2023-08-21 23:49:50 +02:00
void TurnTimerHandler::onBattleLoop(int waitTime)
2023-08-14 21:31:44 +02:00
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB)
return;
2023-08-21 23:49:50 +02:00
const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
2023-08-22 00:08:42 +02:00
if(!stack || !stack->getOwner().isValidPlayer())
2023-08-21 23:49:50 +02:00
return;
auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
2023-08-14 21:31:44 +02:00
{
2023-08-21 23:49:50 +02:00
TurnTimerInfo turnTimerUpdate = tTimer;
if(tTimer.creatureTimer > 0)
2023-08-14 21:31:44 +02:00
{
2023-08-21 23:49:50 +02:00
turnTimerUpdate.creatureTimer -= waitTime;
int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
2023-08-14 21:31:44 +02:00
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
2023-08-21 23:49:50 +02:00
&& turnTimerUpdate.creatureTimer % frequency == 0)
2023-08-14 21:31:44 +02:00
{
TurnTimeUpdate ttu;
ttu.player = state.color;
2023-08-21 23:49:50 +02:00
ttu.turnTimer = turnTimerUpdate;
2023-08-14 21:31:44 +02:00
gameHandler.sendAndApply(&ttu);
}
2023-08-21 23:49:50 +02:00
return true;
2023-08-14 21:31:44 +02:00
}
2023-08-21 23:49:50 +02:00
return false;
};
if(state.human && si->turnTimerInfo.isBattleEnabled())
{
TurnTimerInfo turnTimer = state.turnTimer;
if(!turnTimerUpdateApplier(turnTimer))
2023-08-14 21:31:44 +02:00
{
2023-08-21 23:49:50 +02:00
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);
}
2023-08-14 21:31:44 +02:00
}
}
}