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Moved rumors generation to NewTurnProcessor

This commit is contained in:
Ivan Savenko
2024-08-25 19:25:40 +00:00
parent 691a1a666d
commit 020f1d1f46
5 changed files with 81 additions and 78 deletions

View File

@@ -1200,82 +1200,6 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
}
RumorState CGameState::pickNewRumor()
{
RumorState newRumor;
static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
int rumorId = -1;
int rumorExtra = -1;
auto & rand = getRandomGenerator();
newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
do
{
switch(newRumor.type)
{
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = getTile(map->grailPos)->terType->getIndex();
break;
}
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
break;
}
case RumorState::TYPE_MAP:
// Makes sure that map rumors only used if there enough rumors too choose from
if(!map->rumors.empty() && (map->rumors.size() > 1 || !currentRumor.last.count(RumorState::TYPE_MAP)))
{
rumorId = rand.nextInt((int)map->rumors.size() - 1);
break;
}
else
newRumor.type = RumorState::TYPE_RAND;
[[fallthrough]];
case RumorState::TYPE_RAND:
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
rumorId = rand.nextInt((int)vector.size() - 1);
break;
}
}
while(!newRumor.update(rumorId, rumorExtra));
return newRumor;
}
bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
{
if (!map->isInTheMap(pos))