mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Battle timer
This commit is contained in:
@@ -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<BattleInfo *>(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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user