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https://github.com/vcmi/vcmi.git
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Moved most of daily income handling to a separate method
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156
server/processors/NewTurnProcessor.cpp
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156
server/processors/NewTurnProcessor.cpp
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/*
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* NewTurnProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "NewTurnProcessor.h"
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#include "HeroPoolProcessor.h"
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#include "../CGameHandler.h"
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#include "../../lib/CPlayerState.h"
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#include "../../lib/GameSettings.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/TerrainHandler.h"
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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/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.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 <vstd/RNG.h>
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NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
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:gameHandler(gameHandler)
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{
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}
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void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
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{
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const auto * playerState = gameHandler->gameState()->getPlayerState(which);
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gameHandler->handleTimeEvents(which);
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for (auto t : playerState->towns)
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gameHandler->handleTownEvents(t);
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for (auto t : playerState->towns)
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{
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//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
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if (t->garrisonHero != nullptr)
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gameHandler->objectVisited(t, t->garrisonHero);
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if (t->visitingHero != nullptr)
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gameHandler->objectVisited(t, t->visitingHero);
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}
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}
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void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
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{
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const auto * playerState = gameHandler->gameState()->getPlayerState(which);
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assert(playerState->status == EPlayerStatus::INGAME);
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if (playerState->towns.empty())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
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gameHandler->sendAndApply(&pack);
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}
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else
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{
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if (playerState->daysWithoutCastle.has_value())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = std::nullopt;
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gameHandler->sendAndApply(&pack);
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}
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}
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// check for 7 days without castle
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gameHandler->checkVictoryLossConditionsForPlayer(which);
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bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
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if (newWeek) //new heroes in tavern
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gameHandler->heroPool->onNewWeek(which);
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}
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ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
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{
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const auto & playerSettings = gameHandler->gameState()->scenarioOps->getIthPlayersSettings(playerID);
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const PlayerState & state = gameHandler->gameState()->players.at(playerID);
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ResourceSet income;
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for (const auto & hero : state.heroes)
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{
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for (GameResID k : GameResID::ALL_RESOURCES())
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income[k] += hero->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
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}
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for (const auto & town : state.towns)
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{
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income += town->dailyIncome();
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if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
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{
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//give 10% of starting gold
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income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
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}
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//give resources if there's a Mystic Pond
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if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
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{
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static constexpr std::array rareResources = {
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GameResID::MERCURY,
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GameResID::SULFUR,
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GameResID::CRYSTAL,
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GameResID::GEMS
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};
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auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
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int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
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income[resID] += resVal;
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gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
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gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
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}
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}
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for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
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{
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income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
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income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.towns.size();
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}
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if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
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{
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bool hasCrystalGenCreature = false;
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for (const auto & hero : state.heroes)
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for(auto stack : hero->stacks)
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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hasCrystalGenCreature = true;
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for(const auto & town : state.towns)
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for(auto stack : town->stacks)
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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hasCrystalGenCreature = true;
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if(hasCrystalGenCreature)
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income[EGameResID::CRYSTAL] += 3;
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}
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TResources incomeHandicapped = income * playerSettings.handicap.percentIncome / 100;
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return incomeHandicapped;
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}
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