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#include "GameAdvancementHook.hpp"
using namespace OpenVic;
const std::vector<std::chrono::milliseconds> GameAdvancementHook::GAME_SPEEDS = {
std::chrono::milliseconds { 4000 }, std::chrono::milliseconds { 3000 }, std::chrono::milliseconds { 2000 },
std::chrono::milliseconds { 1000 }, std::chrono::milliseconds { 100 }, std::chrono::milliseconds { 1 }
};
GameAdvancementHook::GameAdvancementHook(
AdvancementFunction tick_function, RefreshFunction update_function, bool start_paused, speed_t starting_speed
)
: trigger_function { tick_function }, refresh_function { update_function }, is_paused { start_paused } {
last_polled_time = std::chrono::high_resolution_clock::now();
set_simulation_speed(starting_speed);
}
void GameAdvancementHook::set_simulation_speed(speed_t speed) {
if (speed < 0) {
current_speed = 0;
} else if (speed >= GAME_SPEEDS.size()) {
current_speed = GAME_SPEEDS.size() - 1;
} else {
current_speed = speed;
}
}
void GameAdvancementHook::increase_simulation_speed() {
set_simulation_speed(current_speed + 1);
}
void GameAdvancementHook::decrease_simulation_speed() {
set_simulation_speed(current_speed - 1);
}
bool GameAdvancementHook::can_increase_simulation_speed() const {
return current_speed + 1 < GAME_SPEEDS.size();
}
bool GameAdvancementHook::can_decrease_simulation_speed() const {
return current_speed > 0;
}
GameAdvancementHook& GameAdvancementHook::operator++() {
increase_simulation_speed();
return *this;
};
GameAdvancementHook& GameAdvancementHook::operator--() {
decrease_simulation_speed();
return *this;
};
void GameAdvancementHook::conditionally_advance_game() {
if (!is_paused) {
time_point_t currentTime = std::chrono::high_resolution_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - last_polled_time) >= GAME_SPEEDS[current_speed]) {
last_polled_time = currentTime;
if (trigger_function) {
trigger_function();
}
}
}
if (refresh_function) {
refresh_function();
}
}
void GameAdvancementHook::reset() {
is_paused = true;
current_speed = 0;
}
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