/* * 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(PlayerState & state) { if(const auto * si = gameHandler.getStartInfo()) { if(si->turnTimerInfo.isEnabled()) { state.turnTimer = si->turnTimerInfo; state.turnTimer.turnTimer = 0; } } } 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.sendAndApply(&ttu); } } } void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs) return; if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB) { 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 % frequency == 0) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = state.turnTimer; gameHandler.sendAndApply(&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.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; auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER); auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER); for(auto i : {attacker, defender}) { if(i.isValidPlayer()) { const auto & state = gs->players.at(i); 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(const CStack & stack) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || !gs->curB) return; if(!stack.getOwner().isValidPlayer()) return; const auto & state = gs->players.at(stack.getOwner()); 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(int waitTime) { const auto * gs = gameHandler.gameState(); const auto * si = gameHandler.getStartInfo(); if(!si || !gs || !gs->curB) return; const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID()); if(!stack || !stack->getOwner().isValidPlayer()) return; auto & state = gs->players.at(gs->curB->getSidePlayer(stack->unitSide())); auto turnTimerUpdateApplier = [&](const TurnTimerInfo & tTimer) { TurnTimerInfo turnTimerUpdate = tTimer; if(tTimer.creatureTimer > 0) { turnTimerUpdate.creatureTimer -= waitTime; int frequency = (turnTimerUpdate.creatureTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit); if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already && turnTimerUpdate.creatureTimer % frequency == 0) { TurnTimeUpdate ttu; ttu.player = state.color; ttu.turnTimer = turnTimerUpdate; gameHandler.sendAndApply(&ttu); } return true; } return false; }; if(state.human && si->turnTimerInfo.isBattleEnabled()) { TurnTimerInfo turnTimer = state.turnTimer; if(!turnTimerUpdateApplier(turnTimer)) { if(turnTimer.battleTimer > 0) { turnTimer.creatureTimer = turnTimer.battleTimer; turnTimer.battleTimer = 0; turnTimerUpdateApplier(turnTimer); } else { BattleAction doNothing; doNothing.actionType = EActionType::DEFEND; doNothing.side = stack->unitSide(); doNothing.stackNumber = stack->unitId(); gameHandler.battles->makePlayerBattleAction(state.color, doNothing); } } } }