/* * 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 "../lib/CPlayerState.h" #include "../lib/gameState/CGameState.h" #include "../lib/StartInfo.h" TurnTimerHandler::TurnTimerHandler(CGameHandler & gh): gameHandler(gh) { } void TurnTimerHandler::onGameplayStart(PlayerState & state) { if(const auto * si = gameHandler.getStartInfo()) { if(si->turnTimerInfo.isEnabled()) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = si->turnTimerInfo; ttu.turnTimer.turnTimer = 0; gameHandler.applyAndSend(&ttu); } } } void TurnTimerHandler::onPlayerGetTurn(PlayerState & state) { if(const auto * si = gameHandler.getStartInfo()) { if(si->turnTimerInfo.isEnabled()) { state.turnTimer.baseTimer += state.turnTimer.turnTimer; state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer; TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = state.turnTimer; gameHandler.applyAndSend(&ttu); } } } void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs) return; if(si->turnTimerInfo.isEnabled() && !gs->curB) { if(state.turnTimer.turnTimer > 0) { state.turnTimer.turnTimer -= waitTime; if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already && state.turnTimer.turnTimer % turnTimePropagateFrequency == 0) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = state.turnTimer; gameHandler.applyAndSend(&ttu); } } else if(state.turnTimer.baseTimer > 0) { state.turnTimer.turnTimer = state.turnTimer.baseTimer; state.turnTimer.baseTimer = 0; onPlayerMakingTurn(state, waitTime); } else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries gameHandler.states.players.at(state.color).makingTurn = false; //force end turn } }