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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Implemented accumulating timers, rename creature timer to unit timer
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cb8e9e633a
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653304b004
@ -901,7 +901,7 @@ void ApplyClientNetPackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
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void ApplyClientNetPackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
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{
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logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.creatureTimer, pack.player.toString());
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logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.unitTimer, pack.player.toString());
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}
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void ApplyClientNetPackVisitor::visitPlayerMessageClient(PlayerMessageClient & pack)
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@ -128,9 +128,9 @@ void TurnTimerWidget::updateTimer(PlayerColor player, uint32_t msPassed)
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if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
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{
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if(time.isBattle)
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timeCheckAndUpdate(time.creatureTimer);
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timeCheckAndUpdate(time.baseTimer + time.turnTimer + time.battleTimer + time.unitTimer);
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else
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timeCheckAndUpdate(time.turnTimer);
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timeCheckAndUpdate(time.baseTimer + time.turnTimer);
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}
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else
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timeCheckAndUpdate(0);
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@ -42,8 +42,16 @@
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#include "../../lib/mapping/CMapInfo.h"
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#include "../../lib/mapping/CMapHeader.h"
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static JsonPath optionsTabConfigLocation()
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{
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if(settings["general"]["enableUiEnhancements"].Bool())
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return JsonPath::builtin("config/widgets/playerOptionsTab.json");
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else
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return JsonPath::builtin("config/widgets/advancedOptionsTab.json");
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}
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OptionsTab::OptionsTab()
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: OptionsTabBase(JsonPath::builtin("config/widgets/playerOptionsTab.json"))
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: OptionsTabBase(optionsTabConfigLocation())
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, humanPlayers(0)
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{
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}
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@ -34,7 +34,7 @@ OptionsTabBase::OptionsTabBase(const JsonPath & configPath)
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tinfo.baseTimer = tpreset.at(0).Integer() * 1000;
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tinfo.turnTimer = tpreset.at(1).Integer() * 1000;
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tinfo.battleTimer = tpreset.at(2).Integer() * 1000;
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tinfo.creatureTimer = tpreset.at(3).Integer() * 1000;
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tinfo.unitTimer = tpreset.at(3).Integer() * 1000;
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CSH->setTurnTimerInfo(tinfo);
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}
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});
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@ -133,7 +133,7 @@ OptionsTabBase::OptionsTabBase(const JsonPath & configPath)
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if(time >= 0)
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{
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TurnTimerInfo tinfo = SEL->getStartInfo()->turnTimerInfo;
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tinfo.creatureTimer = time;
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tinfo.unitTimer = time;
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CSH->setTurnTimerInfo(tinfo);
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}
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});
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@ -175,7 +175,7 @@ OptionsTabBase::OptionsTabBase(const JsonPath & configPath)
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tinfo.baseTimer = (*tObj)["default"].Vector().at(0).Integer() * 1000;
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tinfo.turnTimer = (*tObj)["default"].Vector().at(1).Integer() * 1000;
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tinfo.battleTimer = (*tObj)["default"].Vector().at(2).Integer() * 1000;
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tinfo.creatureTimer = (*tObj)["default"].Vector().at(3).Integer() * 1000;
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tinfo.unitTimer = (*tObj)["default"].Vector().at(3).Integer() * 1000;
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CSH->setTurnTimerInfo(tinfo);
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}
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}
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@ -251,7 +251,7 @@ void OptionsTabBase::recreate()
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//classic timer
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if(auto turnSlider = widget<CSlider>("sliderTurnDuration"))
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{
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if(!variables["timerPresets"].isNull() && !turnTimerRemote.battleTimer && !turnTimerRemote.creatureTimer && !turnTimerRemote.baseTimer)
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if(!variables["timerPresets"].isNull() && !turnTimerRemote.battleTimer && !turnTimerRemote.unitTimer && !turnTimerRemote.baseTimer)
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{
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for(int idx = 0; idx < variables["timerPresets"].Vector().size(); ++idx)
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{
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@ -281,11 +281,11 @@ void OptionsTabBase::recreate()
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if(auto ww = widget<CTextInput>("chessFieldBattle"))
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ww->setText(timeToString(turnTimerRemote.battleTimer), false);
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if(auto ww = widget<CTextInput>("chessFieldCreature"))
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ww->setText(timeToString(turnTimerRemote.creatureTimer), false);
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ww->setText(timeToString(turnTimerRemote.unitTimer), false);
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if(auto w = widget<ComboBox>("timerModeSwitch"))
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{
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if(turnTimerRemote.battleTimer || turnTimerRemote.creatureTimer || turnTimerRemote.baseTimer)
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if(turnTimerRemote.battleTimer || turnTimerRemote.unitTimer || turnTimerRemote.baseTimer)
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{
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if(auto turnSlider = widget<CSlider>("sliderTurnDuration"))
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if(turnSlider->isActive())
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@ -19,7 +19,7 @@ bool TurnTimerInfo::isEnabled() const
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bool TurnTimerInfo::isBattleEnabled() const
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{
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return creatureTimer > 0 || battleTimer > 0;
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return unitTimer > 0 || battleTimer > 0;
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}
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VCMI_LIB_NAMESPACE_END
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@ -17,7 +17,10 @@ struct DLL_LINKAGE TurnTimerInfo
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int turnTimer = 0; //in ms, counts down when player is making his turn on adventure map
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int baseTimer = 0; //in ms, counts down only when turn timer runs out
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int battleTimer = 0; //in ms, counts down during battles when creature timer runs out
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int creatureTimer = 0; //in ms, counts down when player is choosing action in battle
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int unitTimer = 0; //in ms, counts down when player is choosing action in battle
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bool accumulatingTurnTimer = false;
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bool accumulatingUnitTimer = false;
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bool isActive = false; //is being counting down
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bool isBattle = false; //indicator for current timer mode
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@ -31,7 +34,9 @@ struct DLL_LINKAGE TurnTimerInfo
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h & turnTimer;
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h & baseTimer;
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h & battleTimer;
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h & creatureTimer;
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h & unitTimer;
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h & accumulatingTurnTimer;
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h & accumulatingUnitTimer;
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h & isActive;
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h & isBattle;
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}
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@ -74,7 +74,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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endTurnAllowed[player] = true;
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auto & timer = timers[player];
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if(si->turnTimerInfo.baseTimer > 0)
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if(si->turnTimerInfo.accumulatingTurnTimer > 0)
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timer.baseTimer += timer.turnTimer;
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timer.turnTimer = si->turnTimerInfo.turnTimer;
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@ -127,17 +127,14 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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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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if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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{
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if(timer.baseTimer > 0)
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{
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timer.turnTimer = timer.baseTimer;
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timer.baseTimer = 0;
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onPlayerMakingTurn(player, 0);
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}
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else if(endTurnAllowed[state->color] && !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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}
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if(timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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return;
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if(timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
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return;
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if(endTurnAllowed[state->color] && !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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}
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}
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@ -176,8 +173,8 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
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auto & timer = timers[i];
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timer.isBattle = true;
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timer.isActive = si->turnTimerInfo.isBattleEnabled();
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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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timer.battleTimer = si->turnTimerInfo.battleTimer;
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timer.unitTimer = (pvpBattle ? si->turnTimerInfo.unitTimer : 0);
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sendTimerUpdate(i);
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}
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@ -201,8 +198,6 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
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bool pvpBattle = isPvpBattle(battleID);
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for(auto i : {attacker, defender})
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{
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if(i.isValidPlayer())
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@ -210,14 +205,6 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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auto & timer = timers[i];
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timer.isBattle = false;
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timer.isActive = true;
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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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sendTimerUpdate(i);
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}
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}
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@ -242,9 +229,9 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
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auto player = stack.getOwner();
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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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if(timer.accumulatingUnitTimer)
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timer.battleTimer += timer.unitTimer;
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timer.unitTimer = si->turnTimerInfo.unitTimer;
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sendTimerUpdate(player);
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}
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@ -283,56 +270,44 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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return;
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const auto * state = gameHandler.getPlayerState(player);
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assert(state && state->status != EPlayerStatus::INGAME);
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assert(state && state->status == EPlayerStatus::INGAME);
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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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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if(timer.isActive && timer.isBattle)
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{
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if (timerCountDown(timer.unitTimer, si->turnTimerInfo.unitTimer, player, waitTime))
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return;
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if (timerCountDown(timer.battleTimer, si->turnTimerInfo.battleTimer, player, waitTime))
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return;
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if (timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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return;
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if (timerCountDown(timer.baseTimer, si->turnTimerInfo.baseTimer, player, waitTime))
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return;
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if(isPvpBattle(battleID))
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{
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if(timer.battleTimer > 0)
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{
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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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}
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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(battleID, player, 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(battleID, player, doNothing);
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}
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else
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{
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if(timer.turnTimer > 0)
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{
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timer.creatureTimer = timer.turnTimer;
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timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
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timer.turnTimer = 0;
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}
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else if(timer.baseTimer > 0)
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{
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timer.creatureTimer = timer.baseTimer;
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timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
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timer.baseTimer = 0;
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}
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else
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{
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BattleAction retreat;
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retreat.side = side;
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retreat.actionType = EActionType::RETREAT; //harsh punishment
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gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
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}
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BattleAction retreat;
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retreat.side = side;
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retreat.actionType = EActionType::RETREAT; //harsh punishment
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gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
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}
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}
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}
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