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vcmi/server/TurnTimerHandler.cpp
2023-08-14 23:31:44 +04:00

163 lines
4.5 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 "../lib/battle/BattleInfo.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/CStack.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.sendAndApply(&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.sendAndApply(&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;
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.states.players.at(state.color).makingTurn = false; //force end turn
}
}
void TurnTimerHandler::onBattleStart(PlayerState & state)
{
if(const auto * si = gameHandler.getStartInfo())
{
if(si->turnTimerInfo.isBattleEnabled())
{
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(PlayerState & state)
{
if(const auto * si = gameHandler.getStartInfo())
{
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(PlayerState & state, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->curB)
return;
if(si->turnTimerInfo.isBattleEnabled())
{
if(state.turnTimer.creatureTimer > 0)
{
state.turnTimer.creatureTimer -= 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.creatureTimer % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
ttu.turnTimer = state.turnTimer;
gameHandler.sendAndApply(&ttu);
}
}
else if(state.turnTimer.battleTimer > 0)
{
state.turnTimer.creatureTimer = state.turnTimer.battleTimer;
state.turnTimer.battleTimer = 0;
onBattleLoop(state, waitTime);
}
else if(auto * stack = const_cast<BattleInfo *>(gs->curB.get())->getStack(gs->curB->getActiveStackID()))
{
BattleAction doNothing;
doNothing.actionType = EActionType::DEFEND;
doNothing.side = stack->unitSide();
doNothing.stackNumber = stack->unitId();
gameHandler.makeAutomaticAction(stack, doNothing);
}
}
}