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vcmi/server/processors/NewTurnProcessor.cpp

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/*
* NewTurnProcessor.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 "NewTurnProcessor.h"
#include "HeroPoolProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/GameSettings.h"
#include "../../lib/StartInfo.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/entities/building/CBuilding.h"
#include "../../lib/entities/faction/CTownHandler.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/IOwnableObject.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/pathfinder/TurnInfo.h"
#include <vstd/RNG.h>
NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
:gameHandler(gameHandler)
{
}
void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
{
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
gameHandler->handleTimeEvents(which);
for (const auto * t : playerState->getTowns())
gameHandler->handleTownEvents(t);
for (const auto * t : playerState->getTowns())
{
//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
if (t->garrisonHero != nullptr)
gameHandler->objectVisited(t, t->garrisonHero);
if (t->visitingHero != nullptr)
gameHandler->objectVisited(t, t->visitingHero);
}
}
void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
{
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
assert(playerState->status == EPlayerStatus::INGAME);
if (playerState->getTowns().empty())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
gameHandler->sendAndApply(&pack);
}
else
{
if (playerState->daysWithoutCastle.has_value())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = std::nullopt;
gameHandler->sendAndApply(&pack);
}
}
// check for 7 days without castle
gameHandler->checkVictoryLossConditionsForPlayer(which);
bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
if (newWeek) //new heroes in tavern
gameHandler->heroPool->onNewWeek(which);
}
ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
{
const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
const PlayerState & state = gameHandler->gameState()->players.at(playerID);
ResourceSet income;
for (const auto & town : state.getTowns())
{
if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
{
//give 10% of starting gold
income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
}
//give resources if there's a Mystic Pond
if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
{
static constexpr std::array rareResources = {
GameResID::MERCURY,
GameResID::SULFUR,
GameResID::CRYSTAL,
GameResID::GEMS
};
auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
income[resID] += resVal;
gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
}
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
{
income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
}
if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
{
bool hasCrystalGenCreature = false;
for (const auto & hero : state.getHeroes())
for(auto stack : hero->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;
for(const auto & town : state.getTowns())
for(auto stack : town->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;
if(hasCrystalGenCreature)
income[EGameResID::CRYSTAL] += 3;
}
TResources incomeHandicapped = income;
incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
for (auto obj : state.getOwnedObjects())
incomeHandicapped += obj->asOwnable()->dailyIncome();
return incomeHandicapped;
}