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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +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

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@ -478,20 +478,6 @@ void CGTownInstance::newTurn(vstd::RNG & rand) const
{ {
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{ {
//give resources if there's a Mystic Pond
if (hasBuilt(BuildingSubID::MYSTIC_POND)
&& cb->getDate(Date::DAY) != 1
&& (tempOwner.isValidPlayer())
)
{
int resID = rand.nextInt(2, 5); //bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand.nextInt(1, 4);//with size 1..4
cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_FIRST, resID);
cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
{ {
std::vector<SlotID> nativeCrits; //slots std::vector<SlotID> nativeCrits; //slots

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@ -1916,11 +1916,10 @@ void NewTurn::applyGs(CGameState *gs)
gs->heroesPool->onNewDay(); gs->heroesPool->onNewDay();
for(const auto & re : res) for(const auto & entry : playerIncome)
{ {
assert(re.first.isValidPlayer()); gs->getPlayerState(entry.first)->resources += entry.second;
gs->getPlayerState(re.first)->resources = re.second; gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
} }
for(auto & creatureSet : cres) //set available creatures in towns for(auto & creatureSet : cres) //set available creatures in towns

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@ -1136,8 +1136,8 @@ struct DLL_LINKAGE NewTurn : public CPackForClient
}; };
std::set<Hero> heroes; //updates movement and mana points std::set<Hero> heroes; //updates movement and mana points
std::map<PlayerColor, ResourceSet> res; //player ID => resource value[res_id]
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
std::map<PlayerColor, ResourceSet> playerIncome; //player ID => resource value[res_id]
ui32 day = 0; ui32 day = 0;
ui8 specialWeek = 0; //weekType ui8 specialWeek = 0; //weekType
CreatureID creatureid; //for creature weeks CreatureID creatureid; //for creature weeks
@ -1149,7 +1149,7 @@ struct DLL_LINKAGE NewTurn : public CPackForClient
{ {
h & heroes; h & heroes;
h & cres; h & cres;
h & res; h & playerIncome;
h & day; h & day;
h & specialWeek; h & specialWeek;
h & creatureid; h & creatureid;

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@ -16,6 +16,7 @@
#include "ServerSpellCastEnvironment.h" #include "ServerSpellCastEnvironment.h"
#include "battles/BattleProcessor.h" #include "battles/BattleProcessor.h"
#include "processors/HeroPoolProcessor.h" #include "processors/HeroPoolProcessor.h"
#include "processors/NewTurnProcessor.h"
#include "processors/PlayerMessageProcessor.h" #include "processors/PlayerMessageProcessor.h"
#include "processors/TurnOrderProcessor.h" #include "processors/TurnOrderProcessor.h"
#include "queries/QueriesProcessor.h" #include "queries/QueriesProcessor.h"
@ -489,6 +490,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!") , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
, complainInvalidSlot("Invalid slot accessed!") , complainInvalidSlot("Invalid slot accessed!")
, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this)) , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
, newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
{ {
QID = 1; QID = 1;
@ -582,54 +584,12 @@ void CGameHandler::onPlayerTurnStarted(PlayerColor which)
{ {
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which); events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
turnTimerHandler->onPlayerGetTurn(which); turnTimerHandler->onPlayerGetTurn(which);
newTurnProcessor->onPlayerTurnStarted(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);
}
} }
void CGameHandler::onPlayerTurnEnded(PlayerColor which) void CGameHandler::onPlayerTurnEnded(PlayerColor which)
{ {
const auto * playerState = gs->getPlayerState(which); newTurnProcessor->onPlayerTurnEnded(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);
} }
void CGameHandler::addStatistics(StatisticDataSet &stat) const 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()); 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) if (newWeek && !firstTurn)
{ {
n.specialWeek = NewTurn::NORMAL; n.specialWeek = NewTurn::NORMAL;
@ -758,49 +721,6 @@ void CGameHandler::onNewTurn()
if (firstTurn) if (firstTurn)
heroPool->onNewWeek(elem.first); 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) for (CGHeroInstance *h : (elem).second.heroes)
{ {
if (h->visitedTown) if (h->visitedTown)
@ -814,14 +734,6 @@ void CGameHandler::onNewTurn()
hth.mana = h->getManaNewTurn(); hth.mana = h->getManaNewTurn();
n.heroes.insert(hth); 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) for (CGTownInstance *t : gs->map->towns)
@ -832,10 +744,6 @@ void CGameHandler::onNewTurn()
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING)) if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for 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)) if (!vstd::contains(n.cres, t->id))
{ {
n.cres[t->id].tid = 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) if(t->hasBuilt(BuildingID::GRAIL)
&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP) && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
{ {

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@ -51,6 +51,7 @@ class TurnOrderProcessor;
class TurnTimerHandler; class TurnTimerHandler;
class QueriesProcessor; class QueriesProcessor;
class CObjectVisitQuery; class CObjectVisitQuery;
class NewTurnProcessor;
class CGameHandler : public IGameCallback, public Environment class CGameHandler : public IGameCallback, public Environment
{ {
@ -62,6 +63,7 @@ public:
std::unique_ptr<QueriesProcessor> queries; std::unique_ptr<QueriesProcessor> queries;
std::unique_ptr<TurnOrderProcessor> turnOrder; std::unique_ptr<TurnOrderProcessor> turnOrder;
std::unique_ptr<TurnTimerHandler> turnTimerHandler; std::unique_ptr<TurnTimerHandler> turnTimerHandler;
std::unique_ptr<NewTurnProcessor> newTurnProcessor;
std::unique_ptr<CRandomGenerator> randomNumberGenerator; std::unique_ptr<CRandomGenerator> randomNumberGenerator;
//use enums as parameters, because doMove(sth, true, false, true) is not readable //use enums as parameters, because doMove(sth, true, false, true) is not readable

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@ -12,6 +12,7 @@ set(vcmiservercommon_SRCS
queries/QueriesProcessor.cpp queries/QueriesProcessor.cpp
processors/HeroPoolProcessor.cpp processors/HeroPoolProcessor.cpp
processors/NewTurnProcessor.cpp
processors/PlayerMessageProcessor.cpp processors/PlayerMessageProcessor.cpp
processors/TurnOrderProcessor.cpp processors/TurnOrderProcessor.cpp
@ -38,6 +39,7 @@ set(vcmiservercommon_HEADERS
queries/QueriesProcessor.h queries/QueriesProcessor.h
processors/HeroPoolProcessor.h processors/HeroPoolProcessor.h
processors/NewTurnProcessor.h
processors/PlayerMessageProcessor.h processors/PlayerMessageProcessor.h
processors/TurnOrderProcessor.h processors/TurnOrderProcessor.h

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

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@ -0,0 +1,31 @@
/*
* NewTurnProcessor.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/constants/EntityIdentifiers.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
class ResourceSet;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class NewTurnProcessor : boost::noncopyable
{
CGameHandler * gameHandler;
public:
NewTurnProcessor(CGameHandler * gameHandler);
ResourceSet generatePlayerIncome(PlayerColor playerID, bool newWeek);
void onPlayerTurnStarted(PlayerColor color);
void onPlayerTurnEnded(PlayerColor color);
};