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mirror of https://github.com/vcmi/vcmi.git synced 2025-12-01 23:12:49 +02:00

Moved most of daily income handling to a separate method

This commit is contained in:
Ivan Savenko
2024-08-24 19:18:15 +00:00
parent 58da447f43
commit 189cb1c762
8 changed files with 204 additions and 123 deletions

View File

@@ -16,6 +16,7 @@
#include "ServerSpellCastEnvironment.h"
#include "battles/BattleProcessor.h"
#include "processors/HeroPoolProcessor.h"
#include "processors/NewTurnProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "processors/TurnOrderProcessor.h"
#include "queries/QueriesProcessor.h"
@@ -489,6 +490,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
, complainInvalidSlot("Invalid slot accessed!")
, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
, newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
{
QID = 1;
@@ -582,54 +584,12 @@ void CGameHandler::onPlayerTurnStarted(PlayerColor which)
{
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
turnTimerHandler->onPlayerGetTurn(which);
const auto * playerState = gs->getPlayerState(which);
handleTimeEvents(which);
for (auto t : playerState->towns)
handleTownEvents(t);
for (auto t : playerState->towns)
{
//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
if (t->garrisonHero != nullptr)
objectVisited(t, t->garrisonHero);
if (t->visitingHero != nullptr)
objectVisited(t, t->visitingHero);
}
newTurnProcessor->onPlayerTurnStarted(which);
}
void CGameHandler::onPlayerTurnEnded(PlayerColor which)
{
const auto * playerState = gs->getPlayerState(which);
assert(playerState->status == EPlayerStatus::INGAME);
if (playerState->towns.empty())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
sendAndApply(&pack);
}
else
{
if (playerState->daysWithoutCastle.has_value())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = std::nullopt;
sendAndApply(&pack);
}
}
// check for 7 days without castle
checkVictoryLossConditionsForPlayer(which);
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
if (newWeek) //new heroes in tavern
heroPool->onNewWeek(which);
newTurnProcessor->onPlayerTurnEnded(which);
}
void CGameHandler::addStatistics(StatisticDataSet &stat) const
@@ -683,6 +643,9 @@ void CGameHandler::onNewTurn()
throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
}
for (const auto & player : gs->players)
n.playerIncome[player.first] = newTurnProcessor->generatePlayerIncome(player.first, newWeek && !firstTurn);
if (newWeek && !firstTurn)
{
n.specialWeek = NewTurn::NORMAL;
@@ -758,49 +721,6 @@ void CGameHandler::onNewTurn()
if (firstTurn)
heroPool->onNewWeek(elem.first);
n.res[elem.first] = elem.second.resources;
if(!firstTurn)
{
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
{
n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
}
if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
{
bool hasCrystalGenCreature = false;
for(CGHeroInstance * hero : elem.second.heroes)
{
for(auto stack : hero->stacks)
{
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
{
hasCrystalGenCreature = true;
break;
}
}
}
if(!hasCrystalGenCreature) //not found in armies, check towns
{
for(CGTownInstance * town : elem.second.towns)
{
for(auto stack : town->stacks)
{
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
{
hasCrystalGenCreature = true;
break;
}
}
}
}
if(hasCrystalGenCreature)
n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
}
}
for (CGHeroInstance *h : (elem).second.heroes)
{
if (h->visitedTown)
@@ -814,14 +734,6 @@ void CGameHandler::onNewTurn()
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
if (!firstTurn) //not first day
{
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
{
n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
}
}
}
}
for (CGTownInstance *t : gs->map->towns)
@@ -832,10 +744,6 @@ void CGameHandler::onNewTurn()
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if (!firstTurn)
if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
if (!vstd::contains(n.cres, t->id))
{
n.cres[t->id].tid = t->id;
@@ -874,10 +782,7 @@ void CGameHandler::onNewTurn()
}
}
}
if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
{
n.res[player] = n.res[player] + t->dailyIncome();
}
if(t->hasBuilt(BuildingID::GRAIL)
&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
{