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:
parent
03496e6738
commit
b4c20734f3
@ -110,7 +110,8 @@ void TurnTimerWidget::tick(uint32_t msPassed)
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if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
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player = stack->getOwner();
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}
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else if (!LOCPLINT->cb->isPlayerMakingTurn(player))
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if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
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continue;
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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@ -31,10 +31,11 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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{
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timerEnabled[player] = true;
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timerLastUpdate[player] = std::numeric_limits<int>::max();
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timerInfo[player].timer = si->turnTimerInfo;
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timerInfo[player].timer.turnTimer = 0;
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timerInfo[player].isEnabled = true;
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timerInfo[player].isBattle = false;
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timerInfo[player].lastUpdate = std::numeric_limits<int>::max();
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}
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}
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@ -42,7 +43,17 @@ void TurnTimerHandler::setTimerEnabled(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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timerEnabled[player] = enabled;
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timerInfo[player].isEnabled = enabled;
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}
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void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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{
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auto & info = timerInfo[player];
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = info.timer;
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gameHandler.sendAndApply(&ttu);
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info.lastUpdate = 0;
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}
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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@ -52,15 +63,12 @@ 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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auto & info = timerInfo[player];
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if(si->turnTimerInfo.baseTimer > 0)
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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info.timer.baseTimer += info.timer.turnTimer;
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info.timer.turnTimer = si->turnTimerInfo.turnTimer;
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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sendTimerUpdate(player);
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}
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}
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}
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@ -79,45 +87,66 @@ void TurnTimerHandler::update(int waitTime)
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}
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}
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bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor player, int waitTime)
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{
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if(timer > 0)
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{
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auto & info = timerInfo[player];
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timer -= waitTime;
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info.lastUpdate += waitTime;
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int frequency = (timer > turnTimePropagateThreshold
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&& initialTimer - timer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(info.lastUpdate >= frequency)
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sendTimerUpdate(player);
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return true;
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}
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return false;
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}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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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.isEnabled())
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if(!si || !gs || !si->turnTimerInfo.isEnabled())
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return;
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auto & state = gs->players.at(player);
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if(state.human && timerEnabled[player])
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auto & info = timerInfo[player];
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const auto * state = gameHandler.getPlayerState(player);
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if(state && state->human && info.isEnabled && !info.isBattle && state->status == EPlayerStatus::INGAME)
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{
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if(timers[player].turnTimer > 0)
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if(!timerCountDown(info.timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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{
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timers[player].turnTimer -= waitTime;
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timerLastUpdate[player] += waitTime;
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int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timerLastUpdate[player] >= frequency)
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if(info.timer.baseTimer > 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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info.timer.turnTimer = info.timer.baseTimer;
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info.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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gameHandler.turnOrder->onPlayerEndsTurn(state->color);
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}
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else if(timers[player].baseTimer > 0)
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{
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timers[player].turnTimer = timers[player].baseTimer;
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timers[player].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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gameHandler.turnOrder->onPlayerEndsTurn(state.color);
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}
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}
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bool TurnTimerHandler::isPvpBattle() const
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{
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const auto * gs = gameHandler.gameState();
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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if(attacker.isValidPlayer() && defender.isValidPlayer())
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{
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const auto * attackerState = gameHandler.getPlayerState(attacker);
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const auto * defenderState = gameHandler.getPlayerState(defender);
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if(attackerState && defenderState && attackerState->human && defenderState->human)
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return true;
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}
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return false;
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}
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void TurnTimerHandler::onBattleStart()
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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@ -129,18 +158,47 @@ void TurnTimerHandler::onBattleStart()
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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bool pvpBattle = isPvpBattle();
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for(auto i : {attacker, defender})
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{
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if(i.isValidPlayer())
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{
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timers[i].battleTimer = si->turnTimerInfo.battleTimer;
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timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
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auto & info = timerInfo[i];
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info.isBattle = true;
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info.timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
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info.timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
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TurnTimeUpdate ttu;
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ttu.player = i;
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ttu.turnTimer = timers[i];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[i] = 0;
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sendTimerUpdate(i);
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}
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}
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}
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void TurnTimerHandler::onBattleEnd()
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{
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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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return;
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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bool pvpBattle = isPvpBattle();
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for(auto i : {attacker, defender})
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{
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if(i.isValidPlayer() && !pvpBattle)
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{
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auto & info = timerInfo[i];
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info.isBattle = false;
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if(si->turnTimerInfo.baseTimer && info.timer.baseTimer == 0)
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info.timer.baseTimer = info.timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && info.timer.turnTimer == 0)
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info.timer.turnTimer = info.timer.creatureTimer;
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sendTimerUpdate(i);
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}
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}
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}
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@ -153,20 +211,17 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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auto player = stack.getOwner();
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if(isPvpBattle())
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{
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
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return;
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auto & info = timerInfo[player];
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if(info.timer.battleTimer == 0)
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info.timer.battleTimer = info.timer.creatureTimer;
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info.timer.creatureTimer = si->turnTimerInfo.creatureTimer;
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if(timers[player].battleTimer == 0)
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timers[player].battleTimer = timers[player].creatureTimer;
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timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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sendTimerUpdate(player);
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}
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}
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void TurnTimerHandler::onBattleLoop(int waitTime)
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@ -179,65 +234,72 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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ui8 side = 0;
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const CStack * stack = nullptr;
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bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
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bool isTactisPhase = gs->curB->battleTacticDist() > 0;
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if(isTactisPhase)
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side = gs->curB.get()->battleGetTacticsSide();
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side = gs->curB->battleGetTacticsSide();
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else
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{
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stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
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stack = gs->curB->battleGetStackByID(gs->curB->getActiveStackID());
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if(!stack || !stack->getOwner().isValidPlayer())
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return;
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side = stack->unitSide();
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}
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auto & state = gs->players.at(gs->curB->getSidePlayer(side));
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auto player = gs->curB->getSidePlayer(side);
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if(!player.isValidPlayer())
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return;
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auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
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const auto * state = gameHandler.getPlayerState(player);
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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auto & info = timerInfo[player];
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if(info.isEnabled && info.isBattle && !timerCountDown(info.timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
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{
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if(tTimer.creatureTimer > 0)
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if(isPvpBattle())
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{
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tTimer.creatureTimer -= waitTime;
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timerLastUpdate[state.color] += waitTime;
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int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
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&& si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timerLastUpdate[state.color] >= frequency)
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if(info.timer.battleTimer > 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = tTimer;
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[state.color] = 0;
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info.timer.creatureTimer = info.timer.battleTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.battleTimer, player, 0);
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info.timer.battleTimer = 0;
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}
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else
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{
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BattleAction doNothing;
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doNothing.side = side;
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if(isTactisPhase)
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doNothing.actionType = EActionType::END_TACTIC_PHASE;
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else
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{
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doNothing.actionType = EActionType::DEFEND;
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doNothing.stackNumber = stack->unitId();
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}
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gameHandler.battles->makePlayerBattleAction(player, doNothing);
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}
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return true;
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}
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return false;
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};
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if(state.human && timerEnabled[state.color]
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&& !turnTimerUpdateApplier(timers[state.color], waitTime))
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{
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if(timers[state.color].battleTimer > 0)
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{
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timers[state.color].creatureTimer = timers[state.color].battleTimer;
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timers[state.color].battleTimer = 0;
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turnTimerUpdateApplier(timers[state.color], 0);
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}
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else
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{
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BattleAction doNothing;
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doNothing.side = side;
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if(isTactisPhase)
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doNothing.actionType = EActionType::END_TACTIC_PHASE;
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if(info.timer.turnTimer > 0)
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{
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info.timer.creatureTimer = info.timer.turnTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.turnTimer, player, 0);
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info.timer.turnTimer = 0;
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}
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else if(info.timer.baseTimer > 0)
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{
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info.timer.creatureTimer = info.timer.baseTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.baseTimer, player, 0);
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info.timer.baseTimer = 0;
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}
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else
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{
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doNothing.actionType = EActionType::DEFEND;
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doNothing.stackNumber = stack->unitId();
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BattleAction retreat;
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retreat.side = side;
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retreat.actionType = EActionType::RETREAT; //harsh punishment
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gameHandler.battles->makePlayerBattleAction(player, retreat);
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}
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gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
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}
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}
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}
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@ -10,11 +10,12 @@
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#pragma once
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#include "../lib/TurnTimerInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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class PlayerColor;
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struct TurnTimerInfo;
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VCMI_LIB_NAMESPACE_END
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@ -22,18 +23,28 @@ class CGameHandler;
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class TurnTimerHandler
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{
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struct PlayerTimerInfo
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{
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TurnTimerInfo timer;
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bool isEnabled = true;
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bool isBattle = false;
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int lastUpdate = 0;
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};
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CGameHandler & gameHandler;
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const int turnTimePropagateFrequency = 5000;
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const int turnTimePropagateFrequencyCrit = 1000;
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::map<PlayerColor, bool> timerEnabled;
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std::map<PlayerColor, int> timerLastUpdate;
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std::map<PlayerColor, PlayerTimerInfo> timerInfo;
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std::recursive_mutex mx;
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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void onBattleLoop(int waitTime);
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bool timerCountDown(int & timerToApply, int initialTimer, PlayerColor player, int waitTime);
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bool isPvpBattle() const;
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void sendTimerUpdate(PlayerColor player);
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public:
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TurnTimerHandler(CGameHandler &);
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@ -41,6 +52,7 @@ public:
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void onPlayerGetTurn(PlayerColor player);
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void onBattleStart();
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void onBattleNextStack(const CStack & stack);
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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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};
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@ -265,6 +265,8 @@ void BattleResultProcessor::endBattle(int3 tile, const CGHeroInstance * heroAtta
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gameHandler->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
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gameHandler->turnTimerHandler.onBattleEnd();
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if (battleResult->queryID == QueryID::NONE)
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endBattleConfirm(gameHandler->gameState()->curB);
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}
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