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Merge pull request #2728 from Nordsoft91/turn-timer-fix
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91565225c6
@ -1106,11 +1106,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
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const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
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const bool standAtObstacle = t.blocked && !t.visitable;
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const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
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if (((!t.terType->isPassable() || (standAtObstacle && !canFly))
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&& complain("Cannot move hero, destination tile is blocked!"))
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|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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|| ((standAtWater && !canFly && !canWalkOnSea) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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&& complain("Cannot move hero, destination tile is on water!"))
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|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!"))
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@ -1175,14 +1178,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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visitObjectOnTile(t, h);
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}
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for(auto topQuery = queries->topQuery(h->tempOwner); true; topQuery = queries->topQuery(h->tempOwner))
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{
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moveQuery = std::dynamic_pointer_cast<CHeroMovementQuery>(topQuery);
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if(!moveQuery || (transit && result == TryMoveHero::SUCCESS))
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break;
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queries->popIfTop(moveQuery);
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}
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queries->popIfTop(moveQuery);
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logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
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return result != TryMoveHero::FAILED;
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};
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@ -1266,6 +1262,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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if(h->boat && !h->boat->onboardAssaultAllowed)
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lookForGuards = IGNORE_GUARDS;
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turnTimerHandler.setEndTurnAllowed(h->getOwner(), !standAtWater && !standAtObstacle);
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doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
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return true;
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}
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@ -36,6 +36,7 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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timers[player].isActive = true;
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timers[player].isBattle = false;
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lastUpdate[player] = std::numeric_limits<int>::max();
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endTurnAllowed[player] = true;
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}
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}
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@ -47,6 +48,13 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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sendTimerUpdate(player);
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}
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void TurnTimerHandler::setEndTurnAllowed(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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endTurnAllowed[player] = enabled;
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}
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void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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{
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TurnTimeUpdate ttu;
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@ -63,6 +71,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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if(si->turnTimerInfo.isEnabled())
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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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timer.baseTimer += timer.turnTimer;
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@ -125,7 +134,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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timer.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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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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}
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@ -151,7 +160,7 @@ void TurnTimerHandler::onBattleStart()
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs || !gs->curB)
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return;
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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@ -165,6 +174,7 @@ void TurnTimerHandler::onBattleStart()
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{
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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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@ -178,7 +188,7 @@ void TurnTimerHandler::onBattleEnd()
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs || !gs->curB)
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return;
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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@ -192,7 +202,7 @@ void TurnTimerHandler::onBattleEnd()
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{
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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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@ -29,6 +29,7 @@ class TurnTimerHandler
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::map<PlayerColor, int> lastUpdate;
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std::map<PlayerColor, bool> endTurnAllowed;
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std::recursive_mutex mx;
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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@ -48,4 +49,5 @@ public:
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void onBattleEnd();
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void update(int waitTime);
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void setTimerEnabled(PlayerColor player, bool enabled);
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void setEndTurnAllowed(PlayerColor player, bool enabled);
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};
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