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Battle timer
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parent
0c76ae89f8
commit
d26fdaefe4
@ -72,17 +72,35 @@ void TurnTimerWidget::setTime(int time)
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void TurnTimerWidget::tick(uint32_t msPassed)
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{
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if(LOCPLINT && LOCPLINT->cb && !LOCPLINT->battleInt)
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if(LOCPLINT && LOCPLINT->cb)
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{
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auto player = LOCPLINT->cb->getCurrentPlayer();
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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cachedTurnTime -= msPassed;
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if(time.turnTimer / 1000 != lastTurnTime / 1000)
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if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero
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if(LOCPLINT->battleInt)
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{
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//do not update timer on this tick
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lastTurnTime = time.turnTimer;
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cachedTurnTime = time.turnTimer;
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if(time.isBattleEnabled())
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{
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if(time.creatureTimer / 1000 != lastTurnTime / 1000)
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{
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//do not update timer on this tick
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lastTurnTime = time.creatureTimer;
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cachedTurnTime = time.creatureTimer;
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}
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else setTime(cachedTurnTime);
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}
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}
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else
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{
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if(time.turnTimer / 1000 != lastTurnTime / 1000)
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{
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//do not update timer on this tick
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lastTurnTime = time.turnTimer;
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cachedTurnTime = time.turnTimer;
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}
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else setTime(cachedTurnTime);
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}
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else setTime(cachedTurnTime);
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}
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}
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@ -19,7 +19,7 @@ bool TurnTimerInfo::isEnabled() const
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bool TurnTimerInfo::isBattleEnabled() const
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{
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return battleTimer > 0;
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return creatureTimer > 0;
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}
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VCMI_LIB_NAMESPACE_END
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@ -2091,6 +2091,11 @@ void CGameHandler::run(bool resume)
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while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
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{
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turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
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if(gs->curB)
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{
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turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::ATTACKER)], waitTime);
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turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::DEFENDER)], waitTime);
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}
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static time_duration p = milliseconds(waitTime);
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states.cv.timed_wait(lock, p);
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}
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@ -6085,6 +6090,9 @@ void CGameHandler::runBattle()
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setBattle(gs->curB);
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assert(gs->curB);
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//TODO: pre-tactic stuff, call scripts etc.
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turnTimerHandler.onBattleStart(gs->players[gs->curB->getSidePlayer(BattleSide::ATTACKER)]);
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turnTimerHandler.onBattleStart(gs->players[gs->curB->getSidePlayer(BattleSide::DEFENDER)]);
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//Moat should be initialized here, because only here we can use spellcasting
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if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
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@ -6247,6 +6255,8 @@ void CGameHandler::runBattle()
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const CStack * next = nullptr;
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while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
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{
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turnTimerHandler.onBattleNextStack(gs->players[next->getOwner()]);
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BattleUnitsChanged removeGhosts;
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for(auto stack : curB.stacks)
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{
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@ -10,8 +10,10 @@
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#include "StdInc.h"
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#include "TurnTimerHandler.h"
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#include "CGameHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CStack.h"
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#include "../lib/StartInfo.h"
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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@ -30,7 +32,7 @@ void TurnTimerHandler::onGameplayStart(PlayerState & state)
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ttu.player = state.color;
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ttu.turnTimer = si->turnTimerInfo;
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ttu.turnTimer.turnTimer = 0;
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gameHandler.applyAndSend(&ttu);
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gameHandler.sendAndApply(&ttu);
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}
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}
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}
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@ -47,7 +49,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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gameHandler.applyAndSend(&ttu);
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gameHandler.sendAndApply(&ttu);
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}
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}
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}
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@ -64,14 +66,15 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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if(state.turnTimer.turnTimer > 0)
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{
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state.turnTimer.turnTimer -= waitTime;
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int frequency = (state.turnTimer.creatureTimer > 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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&& state.turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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&& state.turnTimer.turnTimer % frequency == 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 = state.turnTimer;
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gameHandler.applyAndSend(&ttu);
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gameHandler.sendAndApply(&ttu);
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}
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}
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else if(state.turnTimer.baseTimer > 0)
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@ -84,3 +87,76 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
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}
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}
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void TurnTimerHandler::onBattleStart(PlayerState & state)
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{
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isBattleEnabled())
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer;
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ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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gameHandler.sendAndApply(&ttu);
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}
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}
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}
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void TurnTimerHandler::onBattleNextStack(PlayerState & state)
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{
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isBattleEnabled())
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer)
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ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer;
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ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer;
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gameHandler.sendAndApply(&ttu);
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}
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}
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}
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void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime)
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{
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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)
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return;
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if(si->turnTimerInfo.isBattleEnabled())
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{
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if(state.turnTimer.creatureTimer > 0)
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{
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state.turnTimer.creatureTimer -= waitTime;
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int frequency = (state.turnTimer.creatureTimer > 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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&& state.turnTimer.creatureTimer % frequency == 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 = state.turnTimer;
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gameHandler.sendAndApply(&ttu);
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}
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}
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else if(state.turnTimer.battleTimer > 0)
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{
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state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
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state.turnTimer.battleTimer = 0;
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onBattleLoop(state, waitTime);
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}
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else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
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{
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BattleAction doNothing;
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doNothing.actionType = EActionType::DEFEND;
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doNothing.side = stack->unitSide();
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doNothing.stackNumber = stack->unitId();
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gameHandler.makeAutomaticAction(stack, doNothing);
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}
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}
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}
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@ -12,6 +12,7 @@
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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 PlayerState;
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@ -23,6 +24,8 @@ class TurnTimerHandler
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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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public:
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TurnTimerHandler(CGameHandler &);
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@ -30,4 +33,7 @@ public:
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void onGameplayStart(PlayerState & state);
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void onPlayerGetTurn(PlayerState & state);
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void onPlayerMakingTurn(PlayerState & state, int waitTime);
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void onBattleStart(PlayerState & state);
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void onBattleNextStack(PlayerState & state);
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void onBattleLoop(PlayerState & state, int waitTime);
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};
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