1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Timer enabler

This commit is contained in:
nordsoft 2023-08-28 04:40:35 +04:00
parent 2c61d1b23f
commit 15f57a0817
2 changed files with 31 additions and 22 deletions

View File

@ -33,9 +33,17 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
std::lock_guard<std::recursive_mutex> guard(mx);
timers[player] = si->turnTimerInfo;
timers[player].turnTimer = 0;
timerEnabled[player] = true;
}
}
void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
{
std::lock_guard<std::recursive_mutex> guard(mx);
assert(player.isValidPlayer());
timerEnabled[player] = enabled;
}
void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
{
if(const auto * si = gameHandler.getStartInfo())
@ -58,14 +66,15 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
return;
std::lock_guard<std::recursive_mutex> guard(mx);
auto & state = gs->players.at(player);
if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
if(state.human && timerEnabled[player])
{
std::lock_guard<std::recursive_mutex> guard(mx);
if(timers[player].turnTimer > 0)
{
timers[player].turnTimer -= waitTime;
@ -146,7 +155,7 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB)
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
std::lock_guard<std::recursive_mutex> guard(mx);
@ -189,29 +198,27 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
return false;
};
if(state.human && si->turnTimerInfo.isBattleEnabled())
if(state.human && timerEnabled[state.color]
&& !turnTimerUpdateApplier(timers[state.color], waitTime))
{
if(!turnTimerUpdateApplier(timers[state.color], waitTime))
if(timers[state.color].battleTimer > 0)
{
if(timers[state.color].battleTimer > 0)
{
timers[state.color].creatureTimer = timers[state.color].battleTimer;
timers[state.color].battleTimer = 0;
turnTimerUpdateApplier(timers[state.color], 0);
}
timers[state.color].creatureTimer = timers[state.color].battleTimer;
timers[state.color].battleTimer = 0;
turnTimerUpdateApplier(timers[state.color], 0);
}
else
{
BattleAction doNothing;
doNothing.side = side;
if(isTactisPhase)
doNothing.actionType = EActionType::END_TACTIC_PHASE;
else
{
BattleAction doNothing;
doNothing.side = side;
if(isTactisPhase)
doNothing.actionType = EActionType::END_TACTIC_PHASE;
else
{
doNothing.actionType = EActionType::DEFEND;
doNothing.stackNumber = stack->unitId();
}
gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
doNothing.actionType = EActionType::DEFEND;
doNothing.stackNumber = stack->unitId();
}
gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
}
}
}

View File

@ -27,6 +27,7 @@ class TurnTimerHandler
const int turnTimePropagateFrequencyCrit = 1000;
const int turnTimePropagateThreshold = 3000;
std::map<PlayerColor, TurnTimerInfo> timers;
std::map<PlayerColor, bool> timerEnabled;
std::recursive_mutex mx;
public:
@ -38,4 +39,5 @@ public:
void onBattleStart();
void onBattleNextStack(const CStack & stack);
void onBattleLoop(int waitTime);
void setTimerEnabled(PlayerColor player, bool enabled);
};