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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Moved mana and movement points refresh to NewTurnProcessor

This commit is contained in:
Ivan Savenko 2024-08-25 21:35:32 +00:00
parent c09c414f5a
commit 10a9d777c7
5 changed files with 77 additions and 62 deletions

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@ -1901,18 +1901,11 @@ void NewTurn::applyGs(CGameState *gs)
gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(const NewTurn::Hero & h : heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
if(!hero)
{
logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
continue;
}
for(const auto & manaPack : heroesMana)
manaPack.applyGs(gs);
hero->setMovementPoints(h.move);
hero->mana = h.mana;
}
for(const auto & movePack : heroesMovement)
movePack.applyGs(gs);
gs->heroesPool->onNewDay();

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@ -294,6 +294,13 @@ struct DLL_LINKAGE SetMana : public CPackForClient
void visitTyped(ICPackVisitor & visitor) override;
SetMana() = default;
SetMana(ObjectInstanceID hid, si32 val, bool absolute)
: hid(hid)
, val(val)
, absolute(absolute)
{}
ObjectInstanceID hid;
si32 val = 0;
bool absolute = true;
@ -310,6 +317,13 @@ struct DLL_LINKAGE SetMovePoints : public CPackForClient
{
void applyGs(CGameState * gs) override;
SetMovePoints() = default;
SetMovePoints(ObjectInstanceID hid, si32 val, bool absolute)
: hid(hid)
, val(val)
, absolute(absolute)
{}
ObjectInstanceID hid;
si32 val = 0;
bool absolute = true;
@ -1119,38 +1133,27 @@ struct DLL_LINKAGE NewTurn : public CPackForClient
void visitTyped(ICPackVisitor & visitor) override;
struct Hero
{
ObjectInstanceID id; //id is a general serial id
ui32 move;
ui32 mana;
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & move;
h & mana;
}
bool operator<(const Hero & h)const { return id < h.id; }
};
std::set<Hero> heroes; //updates movement and mana points
std::vector<SetAvailableCreatures> availableCreatures;//creatures to be placed in towns
std::map<PlayerColor, ResourceSet> playerIncome; //player ID => resource value[res_id]
ui32 day = 0;
EWeekType specialWeek = EWeekType::NORMAL;
CreatureID creatureid; //for creature weeks
EWeekType specialWeek = EWeekType::NORMAL;
std::vector<SetMovePoints> heroesMovement;
std::vector<SetMana> heroesMana;
std::vector<SetAvailableCreatures> availableCreatures;
std::map<PlayerColor, ResourceSet> playerIncome;
std::optional<RumorState> newRumor; // only on new weeks
NewTurn() = default;
template <typename Handler> void serialize(Handler & h)
{
h & heroes;
h & day;
h & creatureid;
h & specialWeek;
h & heroesMovement;
h & heroesMana;
h & availableCreatures;
h & playerIncome;
h & day;
h & specialWeek;
h & creatureid;
h & newRumor;
}
};

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@ -617,8 +617,6 @@ void CGameHandler::onNewTurn()
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
if (firstTurn)
{
for (auto obj : gs->map->objects)
@ -656,37 +654,15 @@ void CGameHandler::onNewTurn()
n.creatureid = creatureID;
}
for (auto & elem : gs->players)
if (firstTurn)
{
if (elem.first == PlayerColor::NEUTRAL)
continue;
assert(elem.first.isValidPlayer());//illegal player number!
auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
hadGold.insert(playerGold);
if (firstTurn)
for (auto & elem : gs->players)
heroPool->onNewWeek(elem.first);
for (CGHeroInstance *h : (elem).second.getHeroes())
{
if (h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
auto ti = std::make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
}
}
n.heroesMana = newTurnProcessor->updateHeroesManaPoints();
n.heroesMovement = newTurnProcessor->updateHeroesMovementPoints();
if (newWeek)
{
for (CGTownInstance *t : gs->map->towns)

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@ -337,3 +337,41 @@ std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
return { EWeekType::NORMAL, CreatureID::NONE};
}
}
std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
{
std::vector<SetMana> result;
for (auto & elem : gameHandler->gameState()->players)
{
for (CGHeroInstance *h : elem.second.getHeroes())
{
int32_t newMana = h->getManaNewTurn();
if (newMana != h->mana)
result.emplace_back(h->id, newMana, true);
}
}
return result;
}
std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
{
std::vector<SetMovePoints> result;
for (auto & elem : gameHandler->gameState()->players)
{
for (CGHeroInstance *h : elem.second.getHeroes())
{
auto ti = std::make_unique<TurnInfo>(h, 1);
// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
if (newMovementPoints != h->movementPointsRemaining())
result.emplace_back(h->id, newMovementPoints, true);
}
}
return result;
}

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@ -17,6 +17,8 @@ VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
class ResourceSet;
struct SetAvailableCreatures;
struct SetMovePoints;
struct SetMana;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
@ -27,6 +29,9 @@ class NewTurnProcessor : boost::noncopyable
public:
NewTurnProcessor(CGameHandler * gameHandler);
std::vector<SetMana> updateHeroesManaPoints();
std::vector<SetMovePoints> updateHeroesMovementPoints();
ResourceSet generatePlayerIncome(PlayerColor playerID, bool newWeek);
SetAvailableCreatures generateTownGrowth(const CGTownInstance * town, EWeekType weekType, CreatureID creatureWeek, bool firstDay);
RumorState pickNewRumor();