/* * TurnTimerHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "TurnTimerHandler.h" #include "CGameHandler.h" #include "battles/BattleProcessor.h" #include "queries/QueriesProcessor.h" #include "processors/TurnOrderProcessor.h" #include "../lib/battle/BattleInfo.h" #include "../lib/gameState/CGameState.h" #include "../lib/CPlayerState.h" #include "../lib/CStack.h" #include "../lib/StartInfo.h" #include "../lib/NetPacks.h" TurnTimerHandler::TurnTimerHandler(CGameHandler & gh): gameHandler(gh) { } void TurnTimerHandler::onGameplayStart(PlayerColor player) { if(const auto * si = gameHandler.getStartInfo()) { std::lock_guard guard(mx); timers[player] = si->turnTimerInfo; timers[player].turnTimer = 0; timerEnabled[player] = true; timerLastUpdate[player] = std::numeric_limits::max(); } } void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled) { std::lock_guard guard(mx); assert(player.isValidPlayer()); timerEnabled[player] = enabled; } void TurnTimerHandler::onPlayerGetTurn(PlayerColor player) { if(const auto * si = gameHandler.getStartInfo()) { if(si->turnTimerInfo.isEnabled()) { std::lock_guard guard(mx); if(si->turnTimerInfo.baseTimer > 0) timers[player].baseTimer += timers[player].turnTimer; timers[player].turnTimer = si->turnTimerInfo.turnTimer; TurnTimeUpdate ttu; ttu.player = player; ttu.turnTimer = timers[player]; gameHandler.sendAndApply(&ttu); timerLastUpdate[player] = 0; } } } void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled()) return; std::lock_guard guard(mx); auto & state = gs->players.at(player); if(state.human && timerEnabled[player]) { if(timers[player].turnTimer > 0) { timers[player].turnTimer -= waitTime; timerLastUpdate[player] += waitTime; int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit); if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already && timerLastUpdate[player] >= frequency) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = timers[player]; gameHandler.sendAndApply(&ttu); timerLastUpdate[player] = 0; } } else if(timers[player].baseTimer > 0) { timers[player].turnTimer = timers[player].baseTimer; timers[player].baseTimer = 0; onPlayerMakingTurn(player, 0); } else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries gameHandler.turnOrder->onPlayerEndsTurn(state.color); } } void TurnTimerHandler::onBattleStart() { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled()) return; std::lock_guard guard(mx); auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER); auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER); for(auto i : {attacker, defender}) { if(i.isValidPlayer()) { timers[i].battleTimer = si->turnTimerInfo.battleTimer; timers[i].creatureTimer = si->turnTimerInfo.creatureTimer; TurnTimeUpdate ttu; ttu.player = i; ttu.turnTimer = timers[i]; gameHandler.sendAndApply(&ttu); timerLastUpdate[i] = 0; } } } void TurnTimerHandler::onBattleNextStack(const CStack & stack) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled()) return; std::lock_guard guard(mx); auto player = stack.getOwner(); if(!player.isValidPlayer()) return; if(timers[player].battleTimer == 0) timers[player].battleTimer = timers[player].creatureTimer; timers[player].creatureTimer = si->turnTimerInfo.creatureTimer; TurnTimeUpdate ttu; ttu.player = player; ttu.turnTimer = timers[player]; gameHandler.sendAndApply(&ttu); timerLastUpdate[player] = 0; } void TurnTimerHandler::onBattleLoop(int waitTime) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled()) return; std::lock_guard guard(mx); ui8 side = 0; const CStack * stack = nullptr; bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0; if(isTactisPhase) side = gs->curB.get()->battleGetTacticsSide(); else { stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID()); if(!stack || !stack->getOwner().isValidPlayer()) return; side = stack->unitSide(); } auto & state = gs->players.at(gs->curB->getSidePlayer(side)); auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime) { if(tTimer.creatureTimer > 0) { tTimer.creatureTimer -= waitTime; timerLastUpdate[state.color] += waitTime; int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold && si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold) ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit; if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already && timerLastUpdate[state.color] >= frequency) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = tTimer; gameHandler.sendAndApply(&ttu); timerLastUpdate[state.color] = 0; } return true; } return false; }; if(state.human && timerEnabled[state.color] && !turnTimerUpdateApplier(timers[state.color], waitTime)) { if(timers[state.color].battleTimer > 0) { timers[state.color].creatureTimer = timers[state.color].battleTimer; timers[state.color].battleTimer = 0; turnTimerUpdateApplier(timers[state.color], 0); } else { BattleAction doNothing; doNothing.side = side; if(isTactisPhase) doNothing.actionType = EActionType::END_TACTIC_PHASE; else { doNothing.actionType = EActionType::DEFEND; doNothing.stackNumber = stack->unitId(); } gameHandler.battles->makePlayerBattleAction(state.color, doNothing); } } }