ScenarioHandler.cpp 22.6 KB
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//
//  ScenarioHandler.cpp
//  SteveMaggieCpp
//
//  Created by Katarzyna Kalinowska-Górska on 23.05.2017.
//
//

#include <stdio.h>
#include "ScenarioHandler.h"
#include "SoundsRepo.h"
#include "JSONParseUtils.h"
#include "ActionParser.h"
#include "ParentScene.h"
#include "RepeatedActionScheduler.h"
#include "MathUtils.h"
#include "ResourceUtilities.h"
#include "ValueStorage.h"
#include "TimeIndicatorInterface.h"

const std::string ScenarioHandler::DEMO_STATE_UNINITIALIZED = "UNINITIALIZED";
const std::string ScenarioHandler::DEMO_STATE_PLAYING = "PLAYING";
const std::string ScenarioHandler::DEMO_STATE_FINISHED = "FINISHED";
const std::string ScenarioHandler::DEMO_STATE_NEVER_PLAYED = "NEVER_PLAYED";

ScenarioHandler::ScenarioHandler(ParentScene* scene)
{
    _scene = scene;
    _soundsResFolder = "";
    _altSoundsResFolder = "";
    _cachedJSONData = NULL;
    _cachedJSONString = "";
    static int valueStorageKeyNumber = 0;
    valueStorageKeyNumber = (valueStorageKeyNumber + 1)%100;
    _valueStorageContainerName = "ScenarioHandlerValues" + std::to_string(valueStorageKeyNumber);
    _shouldSkipLayoutReloadOnFastForward = false;
    this->clearSetup();
}

ScenarioHandler::~ScenarioHandler()
{
    this->end();
}

void ScenarioHandler::clearSetup()
{
    _scene->clearTouchHandlers();
    _scene->resetLastUserTouchTimes();
    
    _lastActionIndex = -1;
    _currentCompletingActionTags.clear();
    
    _scenarioPaused = false;
    _scenarioBarred = false;
    _scenarioFinished = false;
    
    _predefinedActions.clear();
    _loopActionCounters.clear();
    _storedSoundIds.clear();
    
    _demoState = DEMO_STATE_UNINITIALIZED;
    
    this->clearAllScheduledActions();
    
    for(auto pair : _predefinedActions){
        delete pair.second;
    }
    _predefinedActions.clear();

    for(auto action : _actionsSequence){
        delete action;
    }
    _actionsSequence.clear();
    
    //TODO --> cleanup
}

void ScenarioHandler::end() //TODO: clear steup?
{
    this->clearSetup();
    
    if(_cachedJSONData){
        delete _cachedJSONData;
        _cachedJSONData = nullptr;
    }
    
    _cachedJSONString = "";
}

void ScenarioHandler::loadScenarioFromJSONString(std::string jsonString, bool skipDemoActions)
{
    _cachedJSONString = jsonString;
    rapidjson::Document doc;
    doc.Parse(jsonString.c_str());
    
    this->loadScenarioFromJSONObject(doc, skipDemoActions);
}
// handling scenario and actions

void ScenarioHandler::loadScenarioFromJSONObject(const rapidjson::Value& jsonObject, bool skipDemoActions, bool isReplay)
{
    rapidjson::Document* copy = new rapidjson::Document(); //in case we pass _cachedJSONData as jsonObject
    copy->CopyFrom(jsonObject, copy->GetAllocator());

    if(_cachedJSONData){
        delete _cachedJSONData;
    }
    _cachedJSONData = copy;

     for(auto pair : _predefinedActions){
        delete pair.second;
    }
    _predefinedActions.clear();
    
    _soundsResFolder = (*_cachedJSONData)["soundResFolder"]["path"].GetString();
    _soundsResFolder = ResourceUtilities::getInstance().getFullPathForDownloadedFile(_soundsResFolder, false);
    _altSoundsResFolder = "";
    if(JSONParseUtils::hasMemberString(((*_cachedJSONData)["soundResFolder"]), "alternativePath")){
        _altSoundsResFolder = (*_cachedJSONData)["soundResFolder"]["alternativePath"].GetString();
        _altSoundsResFolder = ResourceUtilities::getInstance().getFullPathForDownloadedFile(_altSoundsResFolder, false);
    }
    
    if(JSONParseUtils::hasMemberObject((*_cachedJSONData), "predefinedActions")){
        const auto& predefinedActionsData = (*_cachedJSONData)["predefinedActions"];
        for(const auto& pair : predefinedActionsData.GetObject()){
            rapidjson::Value* val = new rapidjson::Value();
            val->CopyFrom(pair.value, _cachedJSONData->GetAllocator()); //!!!TODO crashes? should crash on using predefined aciton probably?
            std::string name = pair.name.GetString();
            _predefinedActions.insert({name, val});
        }
    }
    
    for(auto action : _actionsSequence){
        delete action;
    }
    _actionsSequence.clear();
    int nDemoActions = 0;

    auto actionsArrayJSON = (*_cachedJSONData)["actions"].GetArray();

    for(int i = 0; i < actionsArrayJSON.Size(); ++i){
    
        if(JSONParseUtils::checkMemberBool(actionsArrayJSON[i], "demoAction", true)){
            ++nDemoActions;
            if(skipDemoActions){
                continue;
            }
        } else if(!skipDemoActions && JSONParseUtils::checkMemberBool(actionsArrayJSON[i], "doNotPlayAfterDemo", true)){
            continue;
        } else if(!isReplay && JSONParseUtils::checkMemberBool(actionsArrayJSON[i],"onReplayOnly", true)){
            continue;
        }

        if(actionsArrayJSON[i]["actionType"] == "randomizedOrderActionSets"){
            
            auto& actionSets = actionsArrayJSON[i]["actionSets"];
            std::vector<const rapidjson::Value*> actionSetsVector;
//            for(const auto& actionSet : actionSets.GetArray()){
//                actionSetsVector.push_back(&actionSet);
//            }
//            MathUtils::shuffleArray(actionSetsVector); // crashes randomly when this is run. Probably because of the behaviour of the copy constructor of rapidjson::Value objects.

            std::vector<int> shuffleHelperArray; // an int array, on the other hand, can be shuffled
            shuffleHelperArray.reserve(actionSets.Size());
            for(int i = 0; i < actionSets.Size(); ++i){
                shuffleHelperArray.push_back(i);
            }
            MathUtils::shuffleArray(shuffleHelperArray);
            
            auto actionSetsArray = actionSets.GetArray();
            for(int i = 0; i < shuffleHelperArray.size(); ++i){
                int j = shuffleHelperArray[i];
                actionSetsVector.push_back(&actionSetsArray[j]);
            }

            for(int j = 0; j < actionSetsVector.size(); ++j){
                auto actions = actionSetsVector[j]->GetArray();
                
                for(int k = 0; k < actions.Size(); ++k){
                    this->prepareAction(&actions[k]);
                }
            }
            
        } else {
            this->prepareAction(&actionsArrayJSON[i]);
        }
    }

    if(nDemoActions == 0){
        _scene->disableFastForwardButton();
    }
    
    this->trimActions(_actionsSequence);
    this->mergeSequences(_actionsSequence);
    
    this->preloadSoundEffects(_actionsSequence);
}

void ScenarioHandler::prepareAction(const rapidjson::Value* action)
{
    std::string actionType = (*action)["actionType"].GetString();
    if(actionType == "callPredefinedAction"){
    
        rapidjson::Value* predefinedAction = new rapidjson::Value();
        predefinedAction->CopyFrom(*_predefinedActions[(*action)["actionId"].GetString()], _cachedJSONData->GetAllocator());
        _actionsSequence.push_back(predefinedAction);
        
    } else if(actionType == "callRandomPredefinedAction"){
    
        auto actionIdsJSON = (*action)["actionIds"].GetArray();
        auto randIndex = MathUtils::getRandomInt(0,actionIdsJSON.Size() - 1);
        rapidjson::Value* predefinedAction = new rapidjson::Value();
        predefinedAction->CopyFrom(*_predefinedActions[actionIdsJSON[randIndex].GetString()], _cachedJSONData->GetAllocator());
        _actionsSequence.push_back(predefinedAction);
    
    } else {
    
        rapidjson::Value* actionCopy = new rapidjson::Value();
        actionCopy->CopyFrom(*action, _cachedJSONData->GetAllocator());
        _actionsSequence.push_back(actionCopy);
    }
};

void ScenarioHandler::trimActions(std::vector<rapidjson::Value*>& actions)
{
    int i = 0;
    std::vector<int> actionsToTrim;
    
    while(i < actions.size()){
        if(JSONParseUtils::hasMemberInt(*actions[i], "trimPreviousActions")){
            auto trimBy = (*actions[i])["trimPreviousActions"].GetInt();
            for(int j = MAX(0, i - trimBy); j < i; ++j){
                if(std::find(actionsToTrim.begin(), actionsToTrim.end(), j) == actionsToTrim.end()){
                    actionsToTrim.push_back(j);
                }
            }
        }
        ++i;
    }
    
    for(int k = (int)actionsToTrim.size()-1; k >= 0; --k){
        actions.erase(actions.begin() + actionsToTrim[k], actions.begin() + actionsToTrim[k] + 1);
    }
}

void ScenarioHandler::mergeSequences(std::vector<rapidjson::Value*>& actions)
{
    int i = (int)actions.size()-1;
    while(i > 0){
    
        if(JSONParseUtils::checkMemberString(*actions[i], "actionType", "sequence") && JSONParseUtils::checkMemberString(*actions[i-1], "actionType", "sequence")){
            if(JSONParseUtils::checkMemberInt(*actions[i], "trimPreviousSequence", 1)){
                actions.erase(actions.begin() + i - 1, actions.begin() + i);
            } else { //TODO powinno dzialac ale jak nie to to tez trzeba odkomentowac i poprawic
//                rapidjson::Value newVal;
//                newVal.CopyFrom(*actions[i-1], _cachedJSONData->GetAllocator());
//                actions[i-1] = &newVal;
//                auto arr = (*actions[i])["actions"].GetArray();
//                for(int j = 0; j < arr.Size(); ++j){
//                    arr.PushBack((*actions[i])["actions"].GetArray()[j]);
//                }
//                
//                actions.erase(actions.begin() + i, actions.begin() + i + 1);
            }
        }
        --i;
    }
}

void ScenarioHandler::reloadScenario(bool skipDemo, bool isReplay)
{
    if(_cachedJSONData){
//    if(_cachedJSONString != ""){
//        this->loadScenarioFromJSONString(_cachedJSONString, skipDemo);
        this->loadScenarioFromJSONObject(*_cachedJSONData, skipDemo, isReplay);
    }
}
    
// scenario
    
void ScenarioHandler::runScenario()
{
    if(_scenarioPaused){
        return;
    }

    if(_scenarioFinished || (_lastActionIndex >= (int)_actionsSequence.size()-1)){
        ActionParser::getInstance().cleanUp(this);
        return;
    }
        
    auto i = _lastActionIndex+1;
    auto currentAction = _actionsSequence[i];
    
//    std::string actionType = (*currentAction)["actionType"].GetString();
//    if(actionType == "wait"){
//        if(i < _actionsSequence.size()-1){
//            auto nextAction = _actionsSequence[i+1];
//            if(JSONParseUtils::hasMemberBool(*nextAction, "ignoreWaitBefore") && (*nextAction)["ignoreWaitBefore"].GetBool() == true){
//        // skip action
//                _lastActionIndex = i;
//                if(i >= _actionsSequence.size()-1){
//                    _scenarioFinished = true;
//                }
//                this->runScenario();
//            }
//        }
//    }
    
//    log("action index: "+i+" action type: "+currentAction.actionType);
    
    auto parsedAction = ActionParser::getInstance().parseJSONAction(*currentAction, this);
    
    _lastActionIndex = i;
    
    if(i >= _actionsSequence.size()-1){
        _scenarioFinished = true;
    }
    
    if(parsedAction == NULL){
        this->runScenario();
    } else {
        this->runAction(parsedAction);
    }
}
    
void ScenarioHandler::pauseScenario()
{
    _scenarioPaused = true;
}
    
void ScenarioHandler::resumeScenario()
{
    _scenarioPaused = false;
}
    
void ScenarioHandler::resetScenario(bool skipDemo, bool reloadLayout)
{
    this->pauseScenario();
    this->stopAllActions();
    this->clearAllScheduledActions();
    _scene->unscheduleAllCallbacks();
    SoundsRepo::stopAllSounds();
    
    ActionParser::getInstance().cleanUp(this);
    
    this->clearSetup();
    if(reloadLayout){
        _scene->reloadLayoutClean();
    }
//    _scene->removeAllChildren(); //change all references to scene to more liberal i.e. e.g. here leave these concrete lines to the scene and just put "onResetScenario" or something
//    _scene->loadLayout(true); //TODO memory leaks?
    
    if(skipDemo){
        _scene->disableFastForwardButton();
    } else {
        skipDemo = _scene->_alwaysSkipDemo;
    }
    
    this->reloadScenario(skipDemo, skipDemo && reloadLayout); // we hit replay if we skip the demo and do not reload layuot. TODO: make it more flexible. the detcetion, that is./ maybe 3rd param in the resetScenario func.
    this->runScenario();
}
    
// sound

void ScenarioHandler::preloadSoundEffects(std::vector<rapidjson::Value*> actions)
{
    for (auto actionObject : actions) {
        this->preloadSoundEffects(*actionObject);
    }
}

void ScenarioHandler::preloadSoundEffects(const rapidjson::Value& actionObject)
{
    if(actionObject.IsObject()){
        if(JSONParseUtils::hasMemberArray(actionObject, "actions")){
            for(const auto& value : actionObject["actions"].GetArray()){
                this->preloadSoundEffects(value);
            }
        }
            
        else if(JSONParseUtils::checkMemberString(actionObject, "actionType", "playSound") && JSONParseUtils::checkMemberInt(actionObject, "needsPreload", 1)){
            if(JSONParseUtils::hasMemberString(actionObject, "sound")){
                auto soundFilename = actionObject["sound"].GetString();
                auto soundPath = JSONParseUtils::checkMemberBool(actionObject, "useAlternativePath", true) ? _altSoundsResFolder + soundFilename : _soundsResFolder + soundFilename;
                SoundsRepo::preloadSoundEffect(soundPath);
//                CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect(soundPath.c_str());
            }
        }
    }
}
    
void ScenarioHandler::stopAllSoundEffects()
{
    SoundsRepo::stopAllSounds();
//    CocosDenshion::SimpleAudioEngine::getInstance()->stopAllEffects();
}
    
    //debug
//void ScenarioHandler::jumpToLastAction : function(){
//    
//        this.lastActionIndex = this.actionsSequence.length - 2;
//        this.runScenario();
//    
//    },


// ActionParseDelegate

ScenarioObject* ScenarioHandler::getObjectByName (std::string objectName)
{
    return _scene->getObjectByName(objectName);
}
    
ScenarioObject* ScenarioHandler::getDefaultObjectForAction(std::string actionType)
{
    return _scene;
}
    
ScenarioObject* ScenarioHandler::getDefaultObjectForConditionCheck()
{
    return _scene;
}
    
void ScenarioHandler::addNewObject(std::string objectName, ScenarioObject* newObject)
{
    _scene->addNewObject(objectName, newObject);
}
        
std::string ScenarioHandler::getDefaultSoundsPath()
{
    return _soundsResFolder;
}
    
std::string ScenarioHandler::getAlternativeSoundsPath()
{
    return _altSoundsResFolder;
}

std::string ScenarioHandler::getValueStorageContainerName()
{
    return _valueStorageContainerName;
}
 
void ScenarioHandler::runAction(cocos2d::Action* action)
{
    _scene->runAction(action);
}

void ScenarioHandler::actionFinished(const rapidjson::Value& jsonActionObject)
{
    this->runScenario();
}
    
void ScenarioHandler::runInstantly(std::function<void()> actionFunction)
{
    actionFunction();
}

void ScenarioHandler::runCompletingAction(cocos2d::Action* action)
{
    _currentCompletingActionTags.push_back(action->getTag());
    _scene->runAction(action);
}
    
void ScenarioHandler::cancelAllCompletingActions()
{
    for(const auto& actionTag : _currentCompletingActionTags){
        _scene->stopActionByTag(actionTag);
    }
    
    _currentCompletingActionTags.clear();
}
    
void ScenarioHandler::schedule(std::function<void(float)> callback, std::string key, float delay)
{
    _scene->schedule(callback, delay, key);
}
    
void ScenarioHandler::scheduleOnce(const std::function<void(float)> callback, float delay, std::string key)
{
    _scene->scheduleOnce(callback, delay, key);
}
    
void ScenarioHandler::unschedule(std::string key)
{
    _scene->unschedule(key);
}

void ScenarioHandler::newTouchHandler(std::string key, TouchHandlerFunction touchHandler, TouchHandlerType touchType)
{
    _scene->addTouchHandler(key, touchHandler, touchType);
}
    
void ScenarioHandler::removeTouchHandler(std::string key, TouchHandlerType touchHandlerType)
{
    _scene->removeTouchHandler(key, touchHandlerType);
}
    
long long ScenarioHandler::getLastScreenTouchTime()
{
    return _scene->getLastScreenTouchTime();
}
    
int ScenarioHandler::getLoopActionCounter(std::string loopId)
{
    if(_loopActionCounters.find(loopId) == _loopActionCounters.end()){
        return -1;
    }
    return _loopActionCounters[loopId];
}
    
int ScenarioHandler::addNewLoopActionCounter(std::string loopId, int timesRepeated)
{
    _loopActionCounters[loopId] = timesRepeated;
    return _loopActionCounters[loopId];
}
    
int ScenarioHandler::decrementLoopActionCounter(std::string loopId)
{
     _loopActionCounters[loopId] = _loopActionCounters[loopId] - 1;
    return  _loopActionCounters[loopId];
}
    
void ScenarioHandler::deleteLoopActionCounter(std::string loopId)
{
     _loopActionCounters.erase(loopId);
}
    
void ScenarioHandler::setLastActionIndex(int index)
{
    _lastActionIndex = index;
}
 
void ScenarioHandler::storeSoundId(std::string soundPath, unsigned int newSoundId)
{
    _storedSoundIds[soundPath] = newSoundId;
}
    
unsigned int ScenarioHandler::removeStoredSoundId(std::string soundPath)
{
    if(_storedSoundIds.find(soundPath) != _storedSoundIds.end()){
        auto soundId = _storedSoundIds[soundPath];
        _storedSoundIds.erase(soundPath);
        return soundId;
    }
    
    return -1;
}

//addiitonal convenience methods

void ScenarioHandler::stopAllActions()
{
    _scene->stopAllActions();
}

void ScenarioHandler::clearAllScheduledActions()
{
    RepeatedActionScheduler::getInstance().clearAllScheduledActions(this);
}

// ScenarioObject

// ScenarioObject

void ScenarioHandler::setProperty(std::string propertyName, const rapidjson::Value& newValue, ActionParseDelegate* parseDelegate)
{
    if (propertyName == "demoState") {
        auto value = newValue.GetString();
        if(DEMO_STATE_PLAYING == value){
            _demoState = DEMO_STATE_PLAYING;
        }
        else if(DEMO_STATE_FINISHED == value){
            _demoState = DEMO_STATE_FINISHED;
        }
        else if(DEMO_STATE_UNINITIALIZED == value){
            _demoState = DEMO_STATE_UNINITIALIZED;
        }
        else if(DEMO_STATE_NEVER_PLAYED == value){
            _demoState = DEMO_STATE_NEVER_PLAYED;
        }
    } else if(propertyName == "shouldSkipLayoutReloadOnFastForward"){
        _shouldSkipLayoutReloadOnFastForward = newValue.GetBool();
    }
}

void ScenarioHandler::callFunctionByName(std::string methodName, const rapidjson::Value* arguments, ActionParseDelegate* parseDelegate, std::function<void()> callback)
{
    if(methodName == "clearAllScheduledActions"){
        this->clearAllScheduledActions();
    } else if(methodName == "stopActionByTag"){
        if((*arguments).IsArray()) {
            const auto &params = (*arguments).GetArray();
            const auto &tag = params[0].GetInt();
            _scene->stopActionByTag(tag);
        }
    } else if(methodName == "dismiss"){
        cocos2d::Director::getInstance()->popScene();
    } else if(methodName == "startTimer"){
        if((*arguments).IsArray()){
            const auto& params = (*arguments).GetArray();
            const auto& totalTime = params[0].GetFloat();
            const auto& step = params[1].GetFloat();
            const auto& actionsOnProgressStep = &(params[2]); //params[1];//.GetArray();
            const auto& actionsOnTimeUp = &(params[3]);
            const auto& finishScenarioOnTimeUp = params[4].GetBool();
            const auto& timeIndicatorName = params[5].GetString();
            startTimer(totalTime, step, actionsOnProgressStep, actionsOnTimeUp, finishScenarioOnTimeUp, timeIndicatorName);
        }
    } else if(methodName == "stopTimer"){
        stopTimer();
    } else if(methodName == "pauseTimer"){
        pauseTimer();
    } else if(methodName == "resumeTimer"){
        resumeTimer();
    }
    
}

void ScenarioHandler::startTimer(float pTimeToFinish, float step, const rapidjson::Value* actionsOnProgressStep, const rapidjson::Value* actionsOnTimeUp, bool finishScenarioAfterTimeUp, std::string timeIndicatorObjectName){
   
    _timerRunning = true;
    _timerStep = step;
    _totalTimerTime = pTimeToFinish;
    _timePassed = 0;
    _timeSlider = dynamic_cast<TimeIndicatorInterface*>(_scene->getObjectByName(timeIndicatorObjectName));
    if (_timeSlider != nullptr) {
        _timeSlider->setProgress(0);
        _timeSlider->startTimeAnimation(pTimeToFinish);
    }
    
    _actionsOnTimerUp.clear();
    auto array = actionsOnTimeUp->GetArray();
    for(int i = 0; i < array.Size(); ++i){
        const rapidjson::Value& action = array[i];
        rapidjson::Value* actionCopy = new rapidjson::Value();
        actionCopy->CopyFrom(action, _cachedJSONData->GetAllocator());
        _actionsOnTimerUp.push_back(actionCopy);
    }
    
    this->schedule([&](float timeElapsed){

        _timePassed += timeElapsed;
//        if (_timeSlider != nullptr) {
//            _timeSlider->setProgressFrac(_timePassed / _totalTimerTime);
//        }
        
        if(_timePassed >= _totalTimerTime){
            stopTimer();
            pauseScenario();
            stopAllActions();
            clearAllScheduledActions();
            _scene->unscheduleAllCallbacks(); //TODO: this doesn't work here. We still have one waitingFunction trying to be scheduled after this in the RepeatedActionScheduler!!!
            SoundsRepo::stopAllSounds();
//            if (finishScenarioAfterTimeUp) {
                clearSetup();
//            }
            simpleCopyActionsToMainSequence(_actionsOnTimerUp);
            runScenario();
        } /*else {
        //TODO execute on timer progress actions
        }*/
        
        
    }, "timerStep", step);
}

void ScenarioHandler::stopTimer(){
    if (_timeSlider != nullptr) {
        _timeSlider->stopTimeAnimation();
    }
    _timerRunning = false;
    unschedule("timerStep");
    
////    if(timeout){
//        simpleCopyActionsToMainSequence(_actionsOnTimerUp);
////    } /*else {
//        simpleCopyActionsToMainSequence(_actionsOnTimerStopped);
//    }*/
}

void ScenarioHandler::pauseTimer(){
    _timerRunning = false;
    if (_timeSlider != nullptr) {
        _timeSlider->stopTimeAnimation();
    }
    unschedule("timerStep");
}

void ScenarioHandler::resumeTimer(){
    if(_timerRunning) return;
    
    if (_timeSlider != nullptr) {
        _timeSlider->startTimeAnimation(_totalTimerTime - _timePassed);
    }
        
        this->schedule([&](float timeElapsed){

            _timePassed += timeElapsed;
            if(_timePassed >= _totalTimerTime){
                stopTimer();
                clearSetup();
                simpleCopyActionsToMainSequence(_actionsOnTimerUp);
                runScenario();
            }
            
        }, "timerStep", _timerStep);
}

void ScenarioHandler::simpleCopyActionsToMainSequence(std::vector<rapidjson::Value*> actions){
    for(int i = 0; i < actions.size(); ++i){
        this->prepareAction(actions[i]);
    }
}