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Move turn timer logic from GameHandler class
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86
server/TurnTimerHandler.cpp
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86
server/TurnTimerHandler.cpp
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/*
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* TurnTimerHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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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/gameState/CGameState.h"
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#include "../lib/StartInfo.h"
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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gameHandler(gh)
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{
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}
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void TurnTimerHandler::onGameplayStart(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.isEnabled())
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{
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TurnTimeUpdate ttu;
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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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}
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}
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}
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void TurnTimerHandler::onPlayerGetTurn(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.isEnabled())
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{
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state.turnTimer.baseTimer += state.turnTimer.turnTimer;
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state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
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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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}
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}
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}
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void TurnTimerHandler::onPlayerMakingTurn(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)
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return;
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if(si->turnTimerInfo.isEnabled() && !gs->curB)
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{
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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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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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{
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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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}
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}
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else if(state.turnTimer.baseTimer > 0)
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{
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state.turnTimer.turnTimer = state.turnTimer.baseTimer;
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state.turnTimer.baseTimer = 0;
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onPlayerMakingTurn(state, waitTime);
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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.states.players.at(state.color).makingTurn = false; //force end turn
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}
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}
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