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Timers fixes
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9a42abe2a7
commit
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@ -97,60 +97,63 @@ void TurnTimerWidget::setTime(PlayerColor player, int time)
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}
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}
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void TurnTimerWidget::updateTimer(PlayerColor player, uint32_t msPassed)
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{
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const auto & time = LOCPLINT->cb->getPlayerTurnTime(player);
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if(time.isActive)
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cachedTurnTime -= msPassed;
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if(cachedTurnTime < 0)
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cachedTurnTime = 0; //do not go below zero
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if(lastPlayer != player)
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{
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lastPlayer = player;
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lastTurnTime = 0;
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}
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auto timeCheckAndUpdate = [&](int time)
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{
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if(time / 1000 != lastTurnTime / 1000)
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{
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//do not update timer on this tick
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lastTurnTime = time;
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cachedTurnTime = time;
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}
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else
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setTime(player, cachedTurnTime);
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};
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auto * playerInfo = LOCPLINT->cb->getPlayer(player);
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if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
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{
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if(time.isBattle)
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timeCheckAndUpdate(time.creatureTimer);
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else
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timeCheckAndUpdate(time.turnTimer);
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}
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else
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timeCheckAndUpdate(0);
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}
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void TurnTimerWidget::tick(uint32_t msPassed)
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{
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if(!LOCPLINT || !LOCPLINT->cb)
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return;
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for(PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
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if(LOCPLINT->battleInt)
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{
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auto player = p;
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if(LOCPLINT->battleInt)
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{
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if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
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player = stack->getOwner();
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else
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continue;
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if(p != player)
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continue;
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}
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else if(!LOCPLINT->cb->isPlayerMakingTurn(player))
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continue;
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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if(time.isActive)
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cachedTurnTime -= msPassed;
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if(cachedTurnTime < 0)
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cachedTurnTime = 0; //do not go below zero
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if(lastPlayer != player)
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{
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lastPlayer = player;
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lastTurnTime = 0;
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}
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auto timeCheckAndUpdate = [&](int time)
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{
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if(time / 1000 != lastTurnTime / 1000)
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{
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//do not update timer on this tick
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lastTurnTime = time;
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cachedTurnTime = time;
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}
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else
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setTime(player, cachedTurnTime);
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};
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auto * playerInfo = LOCPLINT->cb->getPlayer(player);
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if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
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{
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if(time.isBattle)
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timeCheckAndUpdate(time.creatureTimer);
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else
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timeCheckAndUpdate(time.turnTimer);
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}
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if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
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updateTimer(stack->getOwner(), msPassed);
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else
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timeCheckAndUpdate(0);
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updateTimer(PlayerColor::NEUTRAL, msPassed);
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}
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else
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{
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for(PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
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{
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if(LOCPLINT->cb->isPlayerMakingTurn(p))
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updateTimer(p, msPassed);
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}
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}
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}
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@ -46,6 +46,8 @@ private:
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std::set<int> notifications;
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std::shared_ptr<DrawRect> buildDrawRect(const JsonNode & config) const;
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void updateTimer(PlayerColor player, uint32_t msPassed);
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public:
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@ -19,7 +19,7 @@ struct DLL_LINKAGE TurnTimerInfo
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int battleTimer = 0; //in ms, counts down during battles when creature timer runs out
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int creatureTimer = 0; //in ms, counts down when player is choosing action in battle
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bool isActive = true; //should be paused if set to false
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bool isActive = false; //is being counting down
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bool isBattle = false; //indicator for current timer mode
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bool isEnabled() const;
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@ -187,14 +187,18 @@ void TurnTimerHandler::onBattleEnd()
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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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if(i.isValidPlayer())
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{
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auto & timer = timers[i];
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timer.isBattle = false;
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if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
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timer.baseTimer = timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
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timer.turnTimer = timer.creatureTimer;
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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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timer.baseTimer = timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
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timer.turnTimer = timer.creatureTimer;
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}
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sendTimerUpdate(i);
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}
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@ -263,9 +263,8 @@ void BattleResultProcessor::endBattle(int3 tile, const CGHeroInstance * heroAtta
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otherBattleQuery->result = battleQuery->result;
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}
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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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gameHandler->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
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if (battleResult->queryID == QueryID::NONE)
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endBattleConfirm(gameHandler->gameState()->curB);
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