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Moved rumors generation to NewTurnProcessor
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@@ -21,12 +21,14 @@
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#include "../../lib/entities/building/CBuilding.h"
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#include "../../lib/entities/faction/CTownHandler.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/gameState/SThievesGuildInfo.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/IOwnableObject.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/networkPacks/PacksForClient.h"
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#include "../../lib/pathfinder/TurnInfo.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include <vstd/RNG.h>
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@@ -204,3 +206,79 @@ SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance
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return sac;
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}
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RumorState NewTurnProcessor::pickNewRumor()
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{
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RumorState newRumor;
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static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
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std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
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RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
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if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
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sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
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int rumorId = -1;
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int rumorExtra = -1;
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auto & rand = gameHandler->getRandomGenerator();
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newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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do
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{
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switch(newRumor.type)
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{
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case RumorState::TYPE_SPECIAL:
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{
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SThievesGuildInfo tgi;
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gameHandler->gameState()->obtainPlayersStats(tgi, 20);
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rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
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if(rumorId == RumorState::RUMOR_GRAIL)
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{
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rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
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break;
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}
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std::vector<PlayerColor> players = {};
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switch(rumorId)
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{
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case RumorState::RUMOR_OBELISKS:
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players = tgi.obelisks[0];
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break;
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case RumorState::RUMOR_ARTIFACTS:
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players = tgi.artifacts[0];
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break;
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case RumorState::RUMOR_ARMY:
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players = tgi.army[0];
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break;
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case RumorState::RUMOR_INCOME:
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players = tgi.income[0];
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break;
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}
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rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
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break;
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}
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case RumorState::TYPE_MAP:
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// Makes sure that map rumors only used if there enough rumors too choose from
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if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
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{
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rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
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break;
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}
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else
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newRumor.type = RumorState::TYPE_RAND;
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[[fallthrough]];
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case RumorState::TYPE_RAND:
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auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
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rumorId = rand.nextInt((int)vector.size() - 1);
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break;
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}
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}
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while(!newRumor.update(rumorId, rumorExtra));
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return newRumor;
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}
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