From d26fdaefe4626f9bd51d91d6c5ce216c8e02e63d Mon Sep 17 00:00:00 2001 From: nordsoft Date: Mon, 14 Aug 2023 23:31:44 +0400 Subject: [PATCH] Battle timer --- client/adventureMap/TurnTimerWidget.cpp | 30 +++++++-- lib/TurnTimerInfo.cpp | 2 +- server/CGameHandler.cpp | 10 +++ server/TurnTimerHandler.cpp | 86 +++++++++++++++++++++++-- server/TurnTimerHandler.h | 6 ++ 5 files changed, 122 insertions(+), 12 deletions(-) diff --git a/client/adventureMap/TurnTimerWidget.cpp b/client/adventureMap/TurnTimerWidget.cpp index 9827a8eb4..5d47a4e45 100644 --- a/client/adventureMap/TurnTimerWidget.cpp +++ b/client/adventureMap/TurnTimerWidget.cpp @@ -72,17 +72,35 @@ void TurnTimerWidget::setTime(int time) void TurnTimerWidget::tick(uint32_t msPassed) { - if(LOCPLINT && LOCPLINT->cb && !LOCPLINT->battleInt) + if(LOCPLINT && LOCPLINT->cb) { auto player = LOCPLINT->cb->getCurrentPlayer(); auto time = LOCPLINT->cb->getPlayerTurnTime(player); cachedTurnTime -= msPassed; - if(time.turnTimer / 1000 != lastTurnTime / 1000) + if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero + + if(LOCPLINT->battleInt) { - //do not update timer on this tick - lastTurnTime = time.turnTimer; - cachedTurnTime = time.turnTimer; + if(time.isBattleEnabled()) + { + if(time.creatureTimer / 1000 != lastTurnTime / 1000) + { + //do not update timer on this tick + lastTurnTime = time.creatureTimer; + cachedTurnTime = time.creatureTimer; + } + else setTime(cachedTurnTime); + } + } + else + { + if(time.turnTimer / 1000 != lastTurnTime / 1000) + { + //do not update timer on this tick + lastTurnTime = time.turnTimer; + cachedTurnTime = time.turnTimer; + } + else setTime(cachedTurnTime); } - else setTime(cachedTurnTime); } } diff --git a/lib/TurnTimerInfo.cpp b/lib/TurnTimerInfo.cpp index 0b8a4a454..6d10f67ee 100644 --- a/lib/TurnTimerInfo.cpp +++ b/lib/TurnTimerInfo.cpp @@ -19,7 +19,7 @@ bool TurnTimerInfo::isEnabled() const bool TurnTimerInfo::isBattleEnabled() const { - return battleTimer > 0; + return creatureTimer > 0; } VCMI_LIB_NAMESPACE_END diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index c6a5d7f58..bff535653 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -2091,6 +2091,11 @@ void CGameHandler::run(bool resume) while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY) { turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime); + if(gs->curB) + { + turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::ATTACKER)], waitTime); + turnTimerHandler.onBattleLoop(gs->players[gs->curB->getSidePlayer(BattleSide::DEFENDER)], waitTime); + } static time_duration p = milliseconds(waitTime); states.cv.timed_wait(lock, p); } @@ -6085,6 +6090,9 @@ void CGameHandler::runBattle() setBattle(gs->curB); assert(gs->curB); //TODO: pre-tactic stuff, call scripts etc. + + turnTimerHandler.onBattleStart(gs->players[gs->curB->getSidePlayer(BattleSide::ATTACKER)]); + turnTimerHandler.onBattleStart(gs->players[gs->curB->getSidePlayer(BattleSide::DEFENDER)]); //Moat should be initialized here, because only here we can use spellcasting if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL) @@ -6247,6 +6255,8 @@ void CGameHandler::runBattle() const CStack * next = nullptr; while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack())) { + turnTimerHandler.onBattleNextStack(gs->players[next->getOwner()]); + BattleUnitsChanged removeGhosts; for(auto stack : curB.stacks) { diff --git a/server/TurnTimerHandler.cpp b/server/TurnTimerHandler.cpp index f74496433..4e7b918b8 100644 --- a/server/TurnTimerHandler.cpp +++ b/server/TurnTimerHandler.cpp @@ -10,8 +10,10 @@ #include "StdInc.h" #include "TurnTimerHandler.h" #include "CGameHandler.h" -#include "../lib/CPlayerState.h" +#include "../lib/battle/BattleInfo.h" #include "../lib/gameState/CGameState.h" +#include "../lib/CPlayerState.h" +#include "../lib/CStack.h" #include "../lib/StartInfo.h" TurnTimerHandler::TurnTimerHandler(CGameHandler & gh): @@ -30,7 +32,7 @@ void TurnTimerHandler::onGameplayStart(PlayerState & state) ttu.player = state.color; ttu.turnTimer = si->turnTimerInfo; ttu.turnTimer.turnTimer = 0; - gameHandler.applyAndSend(&ttu); + gameHandler.sendAndApply(&ttu); } } } @@ -47,7 +49,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerState & state) TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = state.turnTimer; - gameHandler.applyAndSend(&ttu); + gameHandler.sendAndApply(&ttu); } } } @@ -64,14 +66,15 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime) if(state.turnTimer.turnTimer > 0) { state.turnTimer.turnTimer -= waitTime; + int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit); if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already - && state.turnTimer.turnTimer % turnTimePropagateFrequency == 0) + && state.turnTimer.turnTimer % frequency == 0) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = state.turnTimer; - gameHandler.applyAndSend(&ttu); + gameHandler.sendAndApply(&ttu); } } else if(state.turnTimer.baseTimer > 0) @@ -84,3 +87,76 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime) gameHandler.states.players.at(state.color).makingTurn = false; //force end turn } } + +void TurnTimerHandler::onBattleStart(PlayerState & state) +{ + if(const auto * si = gameHandler.getStartInfo()) + { + if(si->turnTimerInfo.isBattleEnabled()) + { + TurnTimeUpdate ttu; + ttu.player = state.color; + ttu.turnTimer = state.turnTimer; + ttu.turnTimer.battleTimer = si->turnTimerInfo.battleTimer; + ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer; + gameHandler.sendAndApply(&ttu); + } + } +} + +void TurnTimerHandler::onBattleNextStack(PlayerState & state) +{ + if(const auto * si = gameHandler.getStartInfo()) + { + if(si->turnTimerInfo.isBattleEnabled()) + { + TurnTimeUpdate ttu; + ttu.player = state.color; + ttu.turnTimer = state.turnTimer; + if(state.turnTimer.battleTimer < si->turnTimerInfo.battleTimer) + ttu.turnTimer.battleTimer = ttu.turnTimer.creatureTimer; + ttu.turnTimer.creatureTimer = si->turnTimerInfo.creatureTimer; + gameHandler.sendAndApply(&ttu); + } + } +} + +void TurnTimerHandler::onBattleLoop(PlayerState & state, int waitTime) +{ + const auto * gs = gameHandler.gameState(); + const auto * si = gameHandler.getStartInfo(); + if(!si || !gs || !gs->curB) + return; + + if(si->turnTimerInfo.isBattleEnabled()) + { + if(state.turnTimer.creatureTimer > 0) + { + state.turnTimer.creatureTimer -= waitTime; + int frequency = (state.turnTimer.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit); + + if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already + && state.turnTimer.creatureTimer % frequency == 0) + { + TurnTimeUpdate ttu; + ttu.player = state.color; + ttu.turnTimer = state.turnTimer; + gameHandler.sendAndApply(&ttu); + } + } + else if(state.turnTimer.battleTimer > 0) + { + state.turnTimer.creatureTimer = state.turnTimer.battleTimer; + state.turnTimer.battleTimer = 0; + onBattleLoop(state, waitTime); + } + else if(auto * stack = const_cast(gs->curB.get())->getStack(gs->curB->getActiveStackID())) + { + BattleAction doNothing; + doNothing.actionType = EActionType::DEFEND; + doNothing.side = stack->unitSide(); + doNothing.stackNumber = stack->unitId(); + gameHandler.makeAutomaticAction(stack, doNothing); + } + } +} diff --git a/server/TurnTimerHandler.h b/server/TurnTimerHandler.h index 03bd8d30b..f42d50de1 100644 --- a/server/TurnTimerHandler.h +++ b/server/TurnTimerHandler.h @@ -12,6 +12,7 @@ VCMI_LIB_NAMESPACE_BEGIN +class CStack; class PlayerColor; struct PlayerState; @@ -23,6 +24,8 @@ class TurnTimerHandler { CGameHandler & gameHandler; const int turnTimePropagateFrequency = 5000; + const int turnTimePropagateFrequencyCrit = 1000; + const int turnTimePropagateThreshold = 3000; public: TurnTimerHandler(CGameHandler &); @@ -30,4 +33,7 @@ public: void onGameplayStart(PlayerState & state); void onPlayerGetTurn(PlayerState & state); void onPlayerMakingTurn(PlayerState & state, int waitTime); + void onBattleStart(PlayerState & state); + void onBattleNextStack(PlayerState & state); + void onBattleLoop(PlayerState & state, int waitTime); };