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Timer enabler
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parent
2c61d1b23f
commit
15f57a0817
@ -33,9 +33,17 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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std::lock_guard<std::recursive_mutex> guard(mx);
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timerEnabled[player] = true;
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}
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}
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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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timerEnabled[player] = enabled;
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}
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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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@ -58,14 +66,15 @@ 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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if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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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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if(state.human && timerEnabled[player])
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(timers[player].turnTimer > 0)
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{
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timers[player].turnTimer -= waitTime;
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@ -146,7 +155,7 @@ void TurnTimerHandler::onBattleLoop(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 || !gs->curB)
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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@ -189,29 +198,27 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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return false;
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};
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if(state.human && si->turnTimerInfo.isBattleEnabled())
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if(state.human && timerEnabled[state.color]
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&& !turnTimerUpdateApplier(timers[state.color], waitTime))
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{
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if(!turnTimerUpdateApplier(timers[state.color], waitTime))
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if(timers[state.color].battleTimer > 0)
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{
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if(timers[state.color].battleTimer > 0)
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{
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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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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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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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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(state.color, doNothing);
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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(state.color, doNothing);
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}
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}
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}
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@ -27,6 +27,7 @@ class TurnTimerHandler
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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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std::map<PlayerColor, bool> timerEnabled;
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std::recursive_mutex mx;
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public:
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@ -38,4 +39,5 @@ public:
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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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void setTimerEnabled(PlayerColor player, bool enabled);
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};
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