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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +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()) if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
player = stack->getOwner(); player = stack->getOwner();
} }
else if (!LOCPLINT->cb->isPlayerMakingTurn(player))
if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
continue; continue;
auto time = LOCPLINT->cb->getPlayerTurnTime(player); 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); std::lock_guard<std::recursive_mutex> guard(mx);
if(const auto * si = gameHandler.getStartInfo()) if(const auto * si = gameHandler.getStartInfo())
{ {
timers[player] = si->turnTimerInfo; timerInfo[player].timer = si->turnTimerInfo;
timers[player].turnTimer = 0; timerInfo[player].timer.turnTimer = 0;
timerEnabled[player] = true; timerInfo[player].isEnabled = true;
timerLastUpdate[player] = std::numeric_limits<int>::max(); 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); std::lock_guard<std::recursive_mutex> guard(mx);
assert(player.isValidPlayer()); 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) void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
@@ -52,15 +63,12 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
{ {
if(si->turnTimerInfo.isEnabled()) if(si->turnTimerInfo.isEnabled())
{ {
auto & info = timerInfo[player];
if(si->turnTimerInfo.baseTimer > 0) if(si->turnTimerInfo.baseTimer > 0)
timers[player].baseTimer += timers[player].turnTimer; info.timer.baseTimer += info.timer.turnTimer;
timers[player].turnTimer = si->turnTimerInfo.turnTimer; info.timer.turnTimer = si->turnTimerInfo.turnTimer;
TurnTimeUpdate ttu; sendTimerUpdate(player);
ttu.player = player;
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[player] = 0;
} }
} }
} }
@@ -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) void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{ {
std::lock_guard<std::recursive_mutex> guard(mx); std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState(); const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo(); const auto * si = gameHandler.getStartInfo();
if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled()) if(!si || !gs || !si->turnTimerInfo.isEnabled())
return; return;
auto & state = gs->players.at(player); auto & info = timerInfo[player];
const auto * state = gameHandler.getPlayerState(player);
if(state.human && timerEnabled[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; if(info.timer.baseTimer > 0)
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)
{ {
TurnTimeUpdate ttu; info.timer.turnTimer = info.timer.baseTimer;
ttu.player = state.color; info.timer.baseTimer = 0;
ttu.turnTimer = timers[player]; onPlayerMakingTurn(player, 0);
gameHandler.sendAndApply(&ttu);
timerLastUpdate[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() void TurnTimerHandler::onBattleStart()
{ {
std::lock_guard<std::recursive_mutex> guard(mx); std::lock_guard<std::recursive_mutex> guard(mx);
@@ -129,18 +158,47 @@ void TurnTimerHandler::onBattleStart()
auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER); auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER); auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
bool pvpBattle = isPvpBattle();
for(auto i : {attacker, defender}) for(auto i : {attacker, defender})
{ {
if(i.isValidPlayer()) if(i.isValidPlayer())
{ {
timers[i].battleTimer = si->turnTimerInfo.battleTimer; auto & info = timerInfo[i];
timers[i].creatureTimer = si->turnTimerInfo.creatureTimer; info.isBattle = true;
info.timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
info.timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
TurnTimeUpdate ttu; sendTimerUpdate(i);
ttu.player = i; }
ttu.turnTimer = timers[i]; }
gameHandler.sendAndApply(&ttu); }
timerLastUpdate[i] = 0;
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()) if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return; return;
auto player = stack.getOwner(); if(isPvpBattle())
{
if(!player.isValidPlayer()) auto player = stack.getOwner();
return;
if(timers[player].battleTimer == 0) auto & info = timerInfo[player];
timers[player].battleTimer = timers[player].creatureTimer; if(info.timer.battleTimer == 0)
timers[player].creatureTimer = si->turnTimerInfo.creatureTimer; info.timer.battleTimer = info.timer.creatureTimer;
info.timer.creatureTimer = si->turnTimerInfo.creatureTimer;
TurnTimeUpdate ttu; sendTimerUpdate(player);
ttu.player = player; }
ttu.turnTimer = timers[player];
gameHandler.sendAndApply(&ttu);
timerLastUpdate[player] = 0;
} }
void TurnTimerHandler::onBattleLoop(int waitTime) void TurnTimerHandler::onBattleLoop(int waitTime)
@@ -179,65 +234,72 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
ui8 side = 0; ui8 side = 0;
const CStack * stack = nullptr; const CStack * stack = nullptr;
bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0; bool isTactisPhase = gs->curB->battleTacticDist() > 0;
if(isTactisPhase) if(isTactisPhase)
side = gs->curB.get()->battleGetTacticsSide(); side = gs->curB->battleGetTacticsSide();
else else
{ {
stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID()); stack = gs->curB->battleGetStackByID(gs->curB->getActiveStackID());
if(!stack || !stack->getOwner().isValidPlayer()) if(!stack || !stack->getOwner().isValidPlayer())
return; return;
side = stack->unitSide(); 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; if(info.timer.battleTimer > 0)
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)
{ {
TurnTimeUpdate ttu; info.timer.creatureTimer = info.timer.battleTimer;
ttu.player = state.color; timerCountDown(info.timer.creatureTimer, info.timer.battleTimer, player, 0);
ttu.turnTimer = tTimer; info.timer.battleTimer = 0;
gameHandler.sendAndApply(&ttu); }
timerLastUpdate[state.color] = 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 else
{ {
BattleAction doNothing; if(info.timer.turnTimer > 0)
doNothing.side = side; {
if(isTactisPhase) info.timer.creatureTimer = info.timer.turnTimer;
doNothing.actionType = EActionType::END_TACTIC_PHASE; 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 else
{ {
doNothing.actionType = EActionType::DEFEND; BattleAction retreat;
doNothing.stackNumber = stack->unitId(); 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 #pragma once
#include "../lib/TurnTimerInfo.h"
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
class CStack; class CStack;
class PlayerColor; class PlayerColor;
struct TurnTimerInfo;
VCMI_LIB_NAMESPACE_END VCMI_LIB_NAMESPACE_END
@@ -22,18 +23,28 @@ class CGameHandler;
class TurnTimerHandler class TurnTimerHandler
{ {
struct PlayerTimerInfo
{
TurnTimerInfo timer;
bool isEnabled = true;
bool isBattle = false;
int lastUpdate = 0;
};
CGameHandler & gameHandler; CGameHandler & gameHandler;
const int turnTimePropagateFrequency = 5000; const int turnTimePropagateFrequency = 5000;
const int turnTimePropagateFrequencyCrit = 1000; const int turnTimePropagateFrequencyCrit = 1000;
const int turnTimePropagateThreshold = 3000; const int turnTimePropagateThreshold = 3000;
std::map<PlayerColor, TurnTimerInfo> timers; std::map<PlayerColor, PlayerTimerInfo> timerInfo;
std::map<PlayerColor, bool> timerEnabled;
std::map<PlayerColor, int> timerLastUpdate;
std::recursive_mutex mx; std::recursive_mutex mx;
void onPlayerMakingTurn(PlayerColor player, int waitTime); void onPlayerMakingTurn(PlayerColor player, int waitTime);
void onBattleLoop(int waitTime); void onBattleLoop(int waitTime);
bool timerCountDown(int & timerToApply, int initialTimer, PlayerColor player, int waitTime);
bool isPvpBattle() const;
void sendTimerUpdate(PlayerColor player);
public: public:
TurnTimerHandler(CGameHandler &); TurnTimerHandler(CGameHandler &);
@@ -41,6 +52,7 @@ public:
void onPlayerGetTurn(PlayerColor player); void onPlayerGetTurn(PlayerColor player);
void onBattleStart(); void onBattleStart();
void onBattleNextStack(const CStack & stack); void onBattleNextStack(const CStack & stack);
void onBattleEnd();
void update(int waitTime); void update(int waitTime);
void setTimerEnabled(PlayerColor player, bool enabled); 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->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
gameHandler->turnTimerHandler.onBattleEnd();
if (battleResult->queryID == QueryID::NONE) if (battleResult->queryID == QueryID::NONE)
endBattleConfirm(gameHandler->gameState()->curB); 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[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
raccepted.heroResult[0].exp = battleResult->exp[0]; raccepted.heroResult[0].exp = battleResult->exp[0];
raccepted.heroResult[1].exp = battleResult->exp[1]; raccepted.heroResult[1].exp = battleResult->exp[1];
raccepted.winnerSide = finishingBattle->winnerSide; raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(&raccepted); gameHandler->sendAndApply(&raccepted);
gameHandler->queries->popIfTop(battleQuery); gameHandler->queries->popIfTop(battleQuery);