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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/server/TurnTimerHandler.cpp
2023-08-29 15:48:42 +04:00

244 lines
6.8 KiB
C++

/*
* 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)
{
std::lock_guard<std::recursive_mutex> guard(mx);
if(const auto * si = gameHandler.getStartInfo())
{
timers[player] = si->turnTimerInfo;
timers[player].turnTimer = 0;
timerEnabled[player] = true;
timerLastUpdate[player] = std::numeric_limits<int>::max();
}
}
void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
{
std::lock_guard<std::recursive_mutex> guard(mx);
assert(player.isValidPlayer());
timerEnabled[player] = enabled;
}
void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
{
std::lock_guard<std::recursive_mutex> guard(mx);
if(const auto * si = gameHandler.getStartInfo())
{
if(si->turnTimerInfo.isEnabled())
{
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::update(int waitTime)
{
std::lock_guard<std::recursive_mutex> guard(mx);
if(const auto * gs = gameHandler.gameState())
{
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
if(gs->isPlayerMakingTurn(player))
onPlayerMakingTurn(player, waitTime);
if(gs->curB)
onBattleLoop(waitTime);
}
}
void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || gs->curB || !si->turnTimerInfo.isEnabled())
return;
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()
{
std::lock_guard<std::recursive_mutex> guard(mx);
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())
{
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)
{
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
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)
{
std::lock_guard<std::recursive_mutex> guard(mx);
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
return;
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);
}
}
}