mirror of
https://github.com/vcmi/vcmi.git
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244 lines
6.8 KiB
C++
244 lines
6.8 KiB
C++
/*
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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 "battles/BattleProcessor.h"
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#include "queries/QueriesProcessor.h"
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#include "processors/TurnOrderProcessor.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CStack.h"
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#include "../lib/StartInfo.h"
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#include "../lib/NetPacks.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(PlayerColor player)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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{
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timerEnabled[player] = true;
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timerLastUpdate[player] = std::numeric_limits<int>::max();
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}
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}
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void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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assert(player.isValidPlayer());
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timerEnabled[player] = enabled;
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}
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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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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if(si->turnTimerInfo.baseTimer > 0)
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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}
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}
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void TurnTimerHandler::update(int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * gs = gameHandler.gameState())
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{
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for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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if(gs->isPlayerMakingTurn(player))
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onPlayerMakingTurn(player, waitTime);
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if(gs->curB)
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onBattleLoop(waitTime);
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}
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}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || gs->curB || !si->turnTimerInfo.isEnabled())
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return;
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auto & state = gs->players.at(player);
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if(state.human && timerEnabled[player])
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{
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if(timers[player].turnTimer > 0)
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{
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timers[player].turnTimer -= waitTime;
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timerLastUpdate[player] += waitTime;
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int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timerLastUpdate[player] >= frequency)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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}
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else if(timers[player].baseTimer > 0)
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{
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timers[player].turnTimer = timers[player].baseTimer;
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timers[player].baseTimer = 0;
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onPlayerMakingTurn(player, 0);
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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.turnOrder->onPlayerEndsTurn(state.color);
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}
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}
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void TurnTimerHandler::onBattleStart()
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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for(auto i : {attacker, defender})
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{
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if(i.isValidPlayer())
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{
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timers[i].battleTimer = si->turnTimerInfo.battleTimer;
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timers[i].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = i;
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ttu.turnTimer = timers[i];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[i] = 0;
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}
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}
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}
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void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
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return;
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if(timers[player].battleTimer == 0)
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timers[player].battleTimer = timers[player].creatureTimer;
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timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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void TurnTimerHandler::onBattleLoop(int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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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 || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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ui8 side = 0;
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const CStack * stack = nullptr;
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bool isTactisPhase = gs->curB.get()->battleTacticDist() > 0;
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if(isTactisPhase)
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side = gs->curB.get()->battleGetTacticsSide();
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else
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{
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stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
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if(!stack || !stack->getOwner().isValidPlayer())
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return;
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side = stack->unitSide();
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}
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auto & state = gs->players.at(gs->curB->getSidePlayer(side));
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auto turnTimerUpdateApplier = [&](TurnTimerInfo & tTimer, int waitTime)
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{
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if(tTimer.creatureTimer > 0)
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{
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tTimer.creatureTimer -= waitTime;
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timerLastUpdate[state.color] += waitTime;
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int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
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&& si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timerLastUpdate[state.color] >= frequency)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = tTimer;
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[state.color] = 0;
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}
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return true;
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}
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return false;
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};
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if(state.human && timerEnabled[state.color]
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&& !turnTimerUpdateApplier(timers[state.color], waitTime))
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{
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if(timers[state.color].battleTimer > 0)
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{
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timers[state.color].creatureTimer = timers[state.color].battleTimer;
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timers[state.color].battleTimer = 0;
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turnTimerUpdateApplier(timers[state.color], 0);
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}
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else
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{
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BattleAction doNothing;
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doNothing.side = side;
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if(isTactisPhase)
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doNothing.actionType = EActionType::END_TACTIC_PHASE;
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else
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{
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doNothing.actionType = EActionType::DEFEND;
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doNothing.stackNumber = stack->unitId();
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}
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gameHandler.battles->makePlayerBattleAction(state.color, doNothing);
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}
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}
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}
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