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path: root/src/openvic-simulation/GameAdvancementHook.cpp
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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 tickFunction, RefreshFunction updateFunction, bool startPaused, speed_t startingSpeed
)
   : triggerFunction { tickFunction }, refreshFunction { updateFunction }, isPaused { startPaused } {
   lastPolledTime = std::chrono::high_resolution_clock::now();
   setSimulationSpeed(startingSpeed);
}

void GameAdvancementHook::setSimulationSpeed(speed_t speed) {
   if (speed < 0) {
      currentSpeed = 0;
   } else if (speed >= GAME_SPEEDS.size()) {
      currentSpeed = GAME_SPEEDS.size() - 1;
   } else {
      currentSpeed = speed;
   }
}

GameAdvancementHook::speed_t GameAdvancementHook::getSimulationSpeed() const {
   return currentSpeed;
}

void GameAdvancementHook::increaseSimulationSpeed() {
   setSimulationSpeed(currentSpeed + 1);
}

void GameAdvancementHook::decreaseSimulationSpeed() {
   setSimulationSpeed(currentSpeed - 1);
}

bool GameAdvancementHook::canIncreaseSimulationSpeed() const {
   return currentSpeed + 1 < GAME_SPEEDS.size();
}

bool GameAdvancementHook::canDecreaseSimulationSpeed() const {
   return currentSpeed > 0;
}

GameAdvancementHook& GameAdvancementHook::operator++() {
   increaseSimulationSpeed();
   return *this;
};

GameAdvancementHook& GameAdvancementHook::operator--() {
   decreaseSimulationSpeed();
   return *this;
};

void GameAdvancementHook::conditionallyAdvanceGame() {
   if (!isPaused) {
      time_point_t currentTime = std::chrono::high_resolution_clock::now();
      if (std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastPolledTime) >= GAME_SPEEDS[currentSpeed]) {
         lastPolledTime = currentTime;
         if (triggerFunction) {
            triggerFunction();
         }
      }
   }
   if (refreshFunction) {
      refreshFunction();
   }
}

void GameAdvancementHook::reset() {
   isPaused = true;
   currentSpeed = 0;
}