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Fix battle timer logic
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fdaf05514a
commit
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@ -604,7 +604,7 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
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void CGameHandler::onPlayerTurnStarted(PlayerColor which)
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{
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events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
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turnTimerHandler.onPlayerGetTurn(gs->players[which]);
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turnTimerHandler.onPlayerGetTurn(which);
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}
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void CGameHandler::onPlayerTurnEnded(PlayerColor which)
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@ -991,7 +991,7 @@ void CGameHandler::run(bool resume)
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onNewTurn();
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events::TurnStarted::defaultExecute(serverEventBus.get());
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for(auto & player : gs->players)
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turnTimerHandler.onGameplayStart(player.second);
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turnTimerHandler.onGameplayStart(player.first);
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}
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else
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events::GameResumed::defaultExecute(serverEventBus.get());
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@ -26,63 +26,65 @@ TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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}
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void TurnTimerHandler::onGameplayStart(PlayerState & state)
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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{
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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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state.turnTimer = si->turnTimerInfo;
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state.turnTimer.turnTimer = 0;
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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}
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}
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}
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void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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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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state.turnTimer.baseTimer += state.turnTimer.turnTimer;
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state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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}
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}
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}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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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)
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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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{
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if(state.turnTimer.turnTimer > 0)
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if(timers[player].turnTimer > 0)
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{
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state.turnTimer.turnTimer -= waitTime;
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int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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timers[player].turnTimer -= waitTime;
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int frequency = (timers[player].turnTimer > 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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&& state.turnTimer.turnTimer % frequency == 0)
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&& timers[player].turnTimer % frequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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}
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}
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else if(state.turnTimer.baseTimer > 0)
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else if(timers[player].baseTimer > 0)
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{
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state.turnTimer.turnTimer = state.turnTimer.baseTimer;
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state.turnTimer.baseTimer = 0;
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onPlayerMakingTurn(state, waitTime);
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timers[player].turnTimer = timers[player].baseTimer;
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timers[player].baseTimer = 0;
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onPlayerMakingTurn(player, 0);
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}
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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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@ -103,12 +105,12 @@ void TurnTimerHandler::onBattleStart()
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{
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if(i.isValidPlayer())
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{
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const auto & state = gs->players.at(i);
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timers[i].battleTimer = si->turnTimerInfo.battleTimer;
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timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
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ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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ttu.player = i;
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ttu.turnTimer = timers[i];
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gameHandler.sendAndApply(&ttu);
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}
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}
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@ -118,24 +120,22 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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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)
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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if(!stack.getOwner().isValidPlayer())
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
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return;
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const auto & state = gs->players.at(stack.getOwner());
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if(si->turnTimerInfo.isBattleEnabled())
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
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ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
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ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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gameHandler.sendAndApply(&ttu);
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}
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if(timers[player].battleTimer < si->turnTimerInfo.battleTimer)
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timers[player].battleTimer = timers[player].creatureTimer;
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timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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}
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void TurnTimerHandler::onBattleLoop(int waitTime)
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@ -151,20 +151,19 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
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auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
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auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
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{
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TurnTimerInfo turnTimerUpdate = tTimer;
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if(tTimer.creatureTimer > 0)
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{
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turnTimerUpdate.creatureTimer -= waitTime;
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int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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tTimer.creatureTimer -= waitTime;
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int frequency = (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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&& turnTimerUpdate.creatureTimer % frequency == 0)
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&& tTimer.creatureTimer % frequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = turnTimerUpdate;
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ttu.turnTimer = tTimer;
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gameHandler.sendAndApply(&ttu);
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}
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return true;
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@ -174,14 +173,13 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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if(state.human && si->turnTimerInfo.isBattleEnabled())
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{
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TurnTimerInfo turnTimer = state.turnTimer;
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if(!turnTimerUpdateApplier(turnTimer))
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if(!turnTimerUpdateApplier(timers[state.color], waitTime))
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{
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if(turnTimer.battleTimer > 0)
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if(timers[state.color].battleTimer > 0)
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{
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turnTimer.creatureTimer = turnTimer.battleTimer;
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turnTimer.battleTimer = 0;
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turnTimerUpdateApplier(turnTimer);
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timers[state.color].creatureTimer = timers[state.color].battleTimer;
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timers[state.color].battleTimer = 0;
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turnTimerUpdateApplier(timers[state.color], 0);
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}
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else
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{
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@ -14,7 +14,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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class PlayerColor;
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struct PlayerState;
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struct TurnTimerInfo;
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VCMI_LIB_NAMESPACE_END
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@ -26,13 +26,14 @@ class TurnTimerHandler
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const int turnTimePropagateFrequency = 5000;
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const int turnTimePropagateFrequencyCrit = 1000;
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, TurnTimerInfo> timers;
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public:
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TurnTimerHandler(CGameHandler &);
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void onGameplayStart(PlayerState & state);
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void onPlayerGetTurn(PlayerState & state);
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void onPlayerMakingTurn(PlayerState & state, int waitTime);
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void onGameplayStart(PlayerColor player);
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void onPlayerGetTurn(PlayerColor player);
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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void onBattleStart();
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void onBattleNextStack(const CStack & stack);
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void onBattleLoop(int waitTime);
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