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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Adopt turn timer to battle refactoring

This commit is contained in:
nordsoft
2023-08-22 01:49:50 +04:00
parent d50edc28ab
commit 7b4b01a280
5 changed files with 66 additions and 42 deletions

View File

@@ -1066,10 +1066,8 @@ void CGameHandler::run(bool resume)
{
turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
if(gs->curB)
{
turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::ATTACKER)], waitTime);
turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::DEFENDER)], waitTime);
}
turnTimerHandler.onBattleLoop(waitTime);
static time_duration p = milliseconds(waitTime);
states.cv.timed_wait(lock, p);
}
@@ -1272,11 +1270,11 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
if(!transit)
{
for(auto topQuery = queries.topQuery(h->tempOwner); true; topQuery = queries.topQuery(h->tempOwner))
for(auto topQuery = queries->topQuery(h->tempOwner); true; topQuery = queries->topQuery(h->tempOwner))
{
moveQuery = std::dynamic_pointer_cast<CHeroMovementQuery>(topQuery);
if(moveQuery)
queries.popIfTop(moveQuery);
queries->popIfTop(moveQuery);
else
break;
}

View File

@@ -83,8 +83,6 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
CVCMIServer * lobby;
std::shared_ptr<CApplier<CBaseForGHApply>> applier;
TurnTimerHandler turnTimerHandler;
public:
using CCallbackBase::setBattle;
@@ -109,6 +107,8 @@ public:
SpellCastEnvironment * spellEnv;
TurnTimerHandler turnTimerHandler;
const Services * services() const override;
const BattleCb * battle() const override;
const GameCb * game() const override;

View File

@@ -10,11 +10,14 @@
#include "StdInc.h"
#include "TurnTimerHandler.h"
#include "CGameHandler.h"
#include "battles/BattleProcessor.h"
#include "queries/QueriesProcessor.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/CStack.h"
#include "../lib/StartInfo.h"
#include "../lib/NetPacks.h"
TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
gameHandler(gh)
@@ -80,7 +83,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
state.turnTimer.baseTimer = 0;
onPlayerMakingTurn(state, waitTime);
}
else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
}
}
@@ -101,59 +104,80 @@ void TurnTimerHandler::onBattleStart(PlayerState & state)
}
}
void TurnTimerHandler::onBattleNextStack(PlayerState & state)
void TurnTimerHandler::onBattleNextStack(const CStack & stack)
{
if(const auto * si = gameHandler.getStartInfo())
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
return;
const auto & state = gs->players.at(stack.getOwner());
if(si->turnTimerInfo.isBattleEnabled())
{
if(si->turnTimerInfo.isBattleEnabled())
{
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);
}
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);
}
}
void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
void TurnTimerHandler::onBattleLoop(int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB)
return;
if(state.human && si->turnTimerInfo.isBattleEnabled())
const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
if(!stack)
return;
auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide()));
auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer)
{
if(state.turnTimer.creatureTimer > 0)
TurnTimerInfo turnTimerUpdate = tTimer;
if(tTimer.creatureTimer > 0)
{
state.turnTimer.creatureTimer -= waitTime;
int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
turnTimerUpdate.creatureTimer -= waitTime;
int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
&& state.turnTimer.creatureTimer % frequency == 0)
&& turnTimerUpdate.creatureTimer % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
ttu.turnTimer = turnTimerUpdate;
gameHandler.sendAndApply(&ttu);
}
return true;
}
else if(state.turnTimer.battleTimer > 0)
return false;
};
if(state.human && si->turnTimerInfo.isBattleEnabled())
{
TurnTimerInfo turnTimer = state.turnTimer;
if(!turnTimerUpdateApplier(turnTimer))
{
state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
state.turnTimer.battleTimer = 0;
onBattleLoop(state, waitTime);
}
else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
{
BattleAction doNothing;
doNothing.actionType = EActionType::DEFEND;
doNothing.side = stack->unitSide();
doNothing.stackNumber = stack->unitId();
gameHandler.makeAutomaticAction(stack, doNothing);
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);
}
}
}
}

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@@ -34,6 +34,6 @@ public:
void onPlayerGetTurn(PlayerState & state);
void onPlayerMakingTurn(PlayerState & state, int waitTime);
void onBattleStart(PlayerState & state);
void onBattleNextStack(PlayerState & state);
void onBattleLoop(PlayerState & state, int waitTime);
void onBattleNextStack(const CStack & stack);
void onBattleLoop(int waitTime);
};

View File

@@ -316,6 +316,8 @@ void BattleFlowProcessor::activateNextStack()
if(!removeGhosts.changedStacks.empty())
gameHandler->sendAndApply(&removeGhosts);
gameHandler->turnTimerHandler.onBattleNextStack(*next);
if (!tryMakeAutomaticAction(next))
{
setActiveStack(next);