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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Support timer logic for pve and pvp

This commit is contained in:
nordsoft 2023-08-30 02:17:29 +04:00
parent 03496e6738
commit b4c20734f3
4 changed files with 177 additions and 100 deletions

View File

@ -110,7 +110,8 @@ void TurnTimerWidget::tick(uint32_t msPassed)
if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
player = stack->getOwner();
}
else if (!LOCPLINT->cb->isPlayerMakingTurn(player))
if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
continue;
auto time = LOCPLINT->cb->getPlayerTurnTime(player);

View File

@ -31,10 +31,11 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
std::lock_guard<std::recursive_mutex> guard(mx);
if(const auto * si = gameHandler.getStartInfo())
{
timers[player] = si->turnTimerInfo;
timers[player].turnTimer = 0;
timerEnabled[player] = true;
timerLastUpdate[player] = std::numeric_limits<int>::max();
timerInfo[player].timer = si->turnTimerInfo;
timerInfo[player].timer.turnTimer = 0;
timerInfo[player].isEnabled = true;
timerInfo[player].isBattle = false;
timerInfo[player].lastUpdate = std::numeric_limits<int>::max();
}
}
@ -42,7 +43,17 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
{
std::lock_guard<std::recursive_mutex> guard(mx);
assert(player.isValidPlayer());
timerEnabled[player] = enabled;
timerInfo[player].isEnabled = enabled;
}
void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
{
auto & info = timerInfo[player];
TurnTimeUpdate ttu;
ttu.player = player;
ttu.turnTimer = info.timer;
gameHandler.sendAndApply(&ttu);
info.lastUpdate = 0;
}
void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
@ -52,15 +63,12 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
{
if(si->turnTimerInfo.isEnabled())
{
auto & info = timerInfo[player];
if(si->turnTimerInfo.baseTimer > 0)
timers[player].baseTimer += timers[player].turnTimer;
timers[player].turnTimer = si->turnTimerInfo.turnTimer;
info.timer.baseTimer += info.timer.turnTimer;
info.timer.turnTimer = si->turnTimerInfo.turnTimer;
TurnTimeUpdate ttu;
ttu.player = player;
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[player] = 0;
sendTimerUpdate(player);
}
}
}
@ -79,45 +87,66 @@ void TurnTimerHandler::update(int waitTime)
}
}
bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
{
if(timer > 0)
{
auto & info = timerInfo[player];
timer -= waitTime;
info.lastUpdate += waitTime;
int frequency = (timer > turnTimePropagateThreshold
&& initialTimer - timer > turnTimePropagateThreshold)
? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
if(info.lastUpdate >= frequency)
sendTimerUpdate(player);
return true;
}
return false;
}
void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
if(!si || !gs || !si->turnTimerInfo.isEnabled())
return;
auto & state = gs->players.at(player);
if(state.human && timerEnabled[player])
auto & info = timerInfo[player];
const auto * state = gameHandler.getPlayerState(player);
if(state && state->human && info.isEnabled && !info.isBattle && state->status == EPlayerStatus::INGAME)
{
if(timers[player].turnTimer > 0)
if(!timerCountDown(info.timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
{
timers[player].turnTimer -= waitTime;
timerLastUpdate[player] += waitTime;
int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
&& timerLastUpdate[player] >= frequency)
if(info.timer.baseTimer > 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[player] = 0;
info.timer.turnTimer = info.timer.baseTimer;
info.timer.baseTimer = 0;
onPlayerMakingTurn(player, 0);
}
else if(!gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
gameHandler.turnOrder->onPlayerEndsTurn(state->color);
}
else if(timers[player].baseTimer > 0)
{
timers[player].turnTimer = timers[player].baseTimer;
timers[player].baseTimer = 0;
onPlayerMakingTurn(player, 0);
}
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
gameHandler.turnOrder->onPlayerEndsTurn(state.color);
}
}
bool TurnTimerHandler::isPvpBattle() const
{
const auto * gs = gameHandler.gameState();
auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
if(attacker.isValidPlayer() && defender.isValidPlayer())
{
const auto * attackerState = gameHandler.getPlayerState(attacker);
const auto * defenderState = gameHandler.getPlayerState(defender);
if(attackerState && defenderState && attackerState->human && defenderState->human)
return true;
}
return false;
}
void TurnTimerHandler::onBattleStart()
{
std::lock_guard<std::recursive_mutex> guard(mx);
@ -129,18 +158,47 @@ void TurnTimerHandler::onBattleStart()
auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
bool pvpBattle = isPvpBattle();
for(auto i : {attacker, defender})
{
if(i.isValidPlayer())
{
timers[i].battleTimer = si->turnTimerInfo.battleTimer;
timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
auto & info = timerInfo[i];
info.isBattle = true;
info.timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
info.timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
TurnTimeUpdate ttu;
ttu.player = i;
ttu.turnTimer = timers[i];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[i] = 0;
sendTimerUpdate(i);
}
}
}
void TurnTimerHandler::onBattleEnd()
{
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
bool pvpBattle = isPvpBattle();
for(auto i : {attacker, defender})
{
if(i.isValidPlayer() && !pvpBattle)
{
auto & info = timerInfo[i];
info.isBattle = false;
if(si->turnTimerInfo.baseTimer && info.timer.baseTimer == 0)
info.timer.baseTimer = info.timer.creatureTimer;
else if(si->turnTimerInfo.turnTimer && info.timer.turnTimer == 0)
info.timer.turnTimer = info.timer.creatureTimer;
sendTimerUpdate(i);
}
}
}
@ -153,20 +211,17 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
auto player = stack.getOwner();
if(!player.isValidPlayer())
return;
if(isPvpBattle())
{
auto player = stack.getOwner();
if(timers[player].battleTimer == 0)
timers[player].battleTimer = timers[player].creatureTimer;
timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
auto & info = timerInfo[player];
if(info.timer.battleTimer == 0)
info.timer.battleTimer = info.timer.creatureTimer;
info.timer.creatureTimer = si->turnTimerInfo.creatureTimer;
TurnTimeUpdate ttu;
ttu.player = player;
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[player] = 0;
sendTimerUpdate(player);
}
}
void TurnTimerHandler::onBattleLoop(int waitTime)
@ -179,65 +234,72 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
ui8 side = 0;
const CStack * stack = nullptr;
bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
bool isTactisPhase = gs->curB->battleTacticDist() > 0;
if(isTactisPhase)
side = gs->curB.get()->battleGetTacticsSide();
side = gs->curB->battleGetTacticsSide();
else
{
stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
stack = gs->curB->battleGetStackByID(gs->curB->getActiveStackID());
if(!stack || !stack->getOwner().isValidPlayer())
return;
side = stack->unitSide();
}
auto & state = gs->players.at(gs->curB->getSidePlayer(side));
auto player = gs->curB->getSidePlayer(side);
if(!player.isValidPlayer())
return;
auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
const auto * state = gameHandler.getPlayerState(player);
if(!state || state->status != EPlayerStatus::INGAME || !state->human)
return;
auto & info = timerInfo[player];
if(info.isEnabled && info.isBattle && !timerCountDown(info.timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
{
if(tTimer.creatureTimer > 0)
if(isPvpBattle())
{
tTimer.creatureTimer -= waitTime;
timerLastUpdate[state.color] += waitTime;
int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
&& si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
&& timerLastUpdate[state.color] >= frequency)
if(info.timer.battleTimer > 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = tTimer;
gameHandler.sendAndApply(&ttu);
timerLastUpdate[state.color] = 0;
info.timer.creatureTimer = info.timer.battleTimer;
timerCountDown(info.timer.creatureTimer, info.timer.battleTimer, player, 0);
info.timer.battleTimer = 0;
}
else
{
BattleAction doNothing;
doNothing.side = side;
if(isTactisPhase)
doNothing.actionType = EActionType::END_TACTIC_PHASE;
else
{
doNothing.actionType = EActionType::DEFEND;
doNothing.stackNumber = stack->unitId();
}
gameHandler.battles->makePlayerBattleAction(player, doNothing);
}
return true;
}
return false;
};
if(state.human && timerEnabled[state.color]
&& !turnTimerUpdateApplier(timers[state.color], waitTime))
{
if(timers[state.color].battleTimer > 0)
{
timers[state.color].creatureTimer = timers[state.color].battleTimer;
timers[state.color].battleTimer = 0;
turnTimerUpdateApplier(timers[state.color], 0);
}
else
{
BattleAction doNothing;
doNothing.side = side;
if(isTactisPhase)
doNothing.actionType = EActionType::END_TACTIC_PHASE;
if(info.timer.turnTimer > 0)
{
info.timer.creatureTimer = info.timer.turnTimer;
timerCountDown(info.timer.creatureTimer, info.timer.turnTimer, player, 0);
info.timer.turnTimer = 0;
}
else if(info.timer.baseTimer > 0)
{
info.timer.creatureTimer = info.timer.baseTimer;
timerCountDown(info.timer.creatureTimer, info.timer.baseTimer, player, 0);
info.timer.baseTimer = 0;
}
else
{
doNothing.actionType = EActionType::DEFEND;
doNothing.stackNumber = stack->unitId();
BattleAction retreat;
retreat.side = side;
retreat.actionType = EActionType::RETREAT; //harsh punishment
gameHandler.battles->makePlayerBattleAction(player, retreat);
}
gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
}
}
}

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@ -10,11 +10,12 @@
#pragma once
#include "../lib/TurnTimerInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class PlayerColor;
struct TurnTimerInfo;
VCMI_LIB_NAMESPACE_END
@ -22,18 +23,28 @@ class CGameHandler;
class TurnTimerHandler
{
struct PlayerTimerInfo
{
TurnTimerInfo timer;
bool isEnabled = true;
bool isBattle = false;
int lastUpdate = 0;
};
CGameHandler & gameHandler;
const int turnTimePropagateFrequency = 5000;
const int turnTimePropagateFrequencyCrit = 1000;
const int turnTimePropagateThreshold = 3000;
std::map<PlayerColor, TurnTimerInfo> timers;
std::map<PlayerColor, bool> timerEnabled;
std::map<PlayerColor, int> timerLastUpdate;
std::map<PlayerColor, PlayerTimerInfo> timerInfo;
std::recursive_mutex mx;
void onPlayerMakingTurn(PlayerColor player, int waitTime);
void onBattleLoop(int waitTime);
bool timerCountDown(int & timerToApply, int initialTimer, PlayerColor player, int waitTime);
bool isPvpBattle() const;
void sendTimerUpdate(PlayerColor player);
public:
TurnTimerHandler(CGameHandler &);
@ -41,6 +52,7 @@ public:
void onPlayerGetTurn(PlayerColor player);
void onBattleStart();
void onBattleNextStack(const CStack & stack);
void onBattleEnd();
void update(int waitTime);
void setTimerEnabled(PlayerColor player, bool enabled);
};

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@ -264,6 +264,8 @@ void BattleResultProcessor::endBattle(int3 tile, const CGHeroInstance * heroAtta
}
gameHandler->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
gameHandler->turnTimerHandler.onBattleEnd();
if (battleResult->queryID == QueryID::NONE)
endBattleConfirm(gameHandler->gameState()->curB);
@ -463,7 +465,7 @@ void BattleResultProcessor::endBattleConfirm(const BattleInfo * battleInfo)
raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
raccepted.heroResult[0].exp = battleResult->exp[0];
raccepted.heroResult[1].exp = battleResult->exp[1];
raccepted.winnerSide = finishingBattle->winnerSide;
raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(&raccepted);
gameHandler->queries->popIfTop(battleQuery);