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Extended timer info to exhange between client and server

This commit is contained in:
nordsoft
2023-08-30 03:11:46 +04:00
parent f30f00faa0
commit 9a42abe2a7
6 changed files with 67 additions and 83 deletions

View File

@@ -102,22 +102,27 @@ void TurnTimerWidget::tick(uint32_t msPassed)
if(!LOCPLINT || !LOCPLINT->cb)
return;
for (PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
for(PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
{
auto player = p;
if(LOCPLINT->battleInt)
{
if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
player = stack->getOwner();
else
continue;
if(p != player)
continue;
}
if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
else if(!LOCPLINT->cb->isPlayerMakingTurn(player))
continue;
auto time = LOCPLINT->cb->getPlayerTurnTime(player);
if(LOCPLINT->isTimerEnabled())
if(time.isActive)
cachedTurnTime -= msPassed;
if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero
if(cachedTurnTime < 0)
cachedTurnTime = 0; //do not go below zero
if(lastPlayer != player)
{
@@ -140,15 +145,10 @@ void TurnTimerWidget::tick(uint32_t msPassed)
auto * playerInfo = LOCPLINT->cb->getPlayer(player);
if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
{
if(LOCPLINT->battleInt)
{
if(time.isBattleEnabled())
timeCheckAndUpdate(time.creatureTimer);
}
if(time.isBattle)
timeCheckAndUpdate(time.creatureTimer);
else
{
timeCheckAndUpdate(time.turnTimer);
}
}
else
timeCheckAndUpdate(0);