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:
parent
58da447f43
commit
189cb1c762
@ -478,20 +478,6 @@ void CGTownInstance::newTurn(vstd::RNG & rand) const
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{
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if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
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{
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//give resources if there's a Mystic Pond
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if (hasBuilt(BuildingSubID::MYSTIC_POND)
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&& cb->getDate(Date::DAY) != 1
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&& (tempOwner.isValidPlayer())
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)
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{
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int resID = rand.nextInt(2, 5); //bonus to random rare resource
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resID = (resID==2)?1:resID;
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int resVal = rand.nextInt(1, 4);//with size 1..4
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cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
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cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_FIRST, resID);
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cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, resVal);
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}
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if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
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{
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std::vector<SlotID> nativeCrits; //slots
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@ -1916,11 +1916,10 @@ void NewTurn::applyGs(CGameState *gs)
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gs->heroesPool->onNewDay();
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for(const auto & re : res)
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for(const auto & entry : playerIncome)
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{
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assert(re.first.isValidPlayer());
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gs->getPlayerState(re.first)->resources = re.second;
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gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
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gs->getPlayerState(entry.first)->resources += entry.second;
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gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
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}
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for(auto & creatureSet : cres) //set available creatures in towns
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@ -1136,8 +1136,8 @@ struct DLL_LINKAGE NewTurn : public CPackForClient
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};
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std::set<Hero> heroes; //updates movement and mana points
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std::map<PlayerColor, ResourceSet> res; //player ID => resource value[res_id]
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std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
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std::map<PlayerColor, ResourceSet> playerIncome; //player ID => resource value[res_id]
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ui32 day = 0;
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ui8 specialWeek = 0; //weekType
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CreatureID creatureid; //for creature weeks
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@ -1149,7 +1149,7 @@ struct DLL_LINKAGE NewTurn : public CPackForClient
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{
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h & heroes;
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h & cres;
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h & res;
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h & playerIncome;
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h & day;
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h & specialWeek;
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h & creatureid;
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@ -16,6 +16,7 @@
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#include "ServerSpellCastEnvironment.h"
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#include "battles/BattleProcessor.h"
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#include "processors/HeroPoolProcessor.h"
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#include "processors/NewTurnProcessor.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "processors/TurnOrderProcessor.h"
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#include "queries/QueriesProcessor.h"
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@ -489,6 +490,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
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, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
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, complainInvalidSlot("Invalid slot accessed!")
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, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
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, newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
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{
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QID = 1;
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@ -582,54 +584,12 @@ void CGameHandler::onPlayerTurnStarted(PlayerColor which)
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{
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events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
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turnTimerHandler->onPlayerGetTurn(which);
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const auto * playerState = gs->getPlayerState(which);
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handleTimeEvents(which);
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for (auto t : playerState->towns)
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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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objectVisited(t, t->garrisonHero);
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if (t->visitingHero != nullptr)
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objectVisited(t, t->visitingHero);
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}
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newTurnProcessor->onPlayerTurnStarted(which);
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}
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void CGameHandler::onPlayerTurnEnded(PlayerColor which)
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{
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const auto * playerState = gs->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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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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sendAndApply(&pack);
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}
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}
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// check for 7 days without castle
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checkVictoryLossConditionsForPlayer(which);
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bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
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if (newWeek) //new heroes in tavern
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heroPool->onNewWeek(which);
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newTurnProcessor->onPlayerTurnEnded(which);
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}
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void CGameHandler::addStatistics(StatisticDataSet &stat) const
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@ -683,6 +643,9 @@ void CGameHandler::onNewTurn()
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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());
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}
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for (const auto & player : gs->players)
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n.playerIncome[player.first] = newTurnProcessor->generatePlayerIncome(player.first, newWeek && !firstTurn);
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if (newWeek && !firstTurn)
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{
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n.specialWeek = NewTurn::NORMAL;
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@ -758,49 +721,6 @@ void CGameHandler::onNewTurn()
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if (firstTurn)
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heroPool->onNewWeek(elem.first);
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n.res[elem.first] = elem.second.resources;
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if(!firstTurn)
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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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n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
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n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
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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(CGHeroInstance * hero : elem.second.heroes)
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{
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for(auto stack : hero->stacks)
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{
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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}
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if(!hasCrystalGenCreature) //not found in armies, check towns
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{
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for(CGTownInstance * town : elem.second.towns)
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{
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for(auto stack : town->stacks)
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{
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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}
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}
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if(hasCrystalGenCreature)
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n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
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}
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}
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for (CGHeroInstance *h : (elem).second.heroes)
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{
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if (h->visitedTown)
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@ -814,14 +734,6 @@ void CGameHandler::onNewTurn()
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hth.mana = h->getManaNewTurn();
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n.heroes.insert(hth);
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if (!firstTurn) //not first day
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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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n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
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}
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}
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}
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}
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for (CGTownInstance *t : gs->map->towns)
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@ -832,10 +744,6 @@ void CGameHandler::onNewTurn()
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if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
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setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
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if (!firstTurn)
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if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
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n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
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if (!vstd::contains(n.cres, t->id))
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{
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n.cres[t->id].tid = t->id;
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@ -874,10 +782,7 @@ void CGameHandler::onNewTurn()
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}
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}
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}
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if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
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{
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n.res[player] = n.res[player] + t->dailyIncome();
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}
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if(t->hasBuilt(BuildingID::GRAIL)
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&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
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{
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@ -51,6 +51,7 @@ class TurnOrderProcessor;
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class TurnTimerHandler;
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class QueriesProcessor;
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class CObjectVisitQuery;
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class NewTurnProcessor;
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class CGameHandler : public IGameCallback, public Environment
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{
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@ -62,6 +63,7 @@ public:
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std::unique_ptr<QueriesProcessor> queries;
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std::unique_ptr<TurnOrderProcessor> turnOrder;
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std::unique_ptr<TurnTimerHandler> turnTimerHandler;
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std::unique_ptr<NewTurnProcessor> newTurnProcessor;
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std::unique_ptr<CRandomGenerator> randomNumberGenerator;
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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@ -12,6 +12,7 @@ set(vcmiservercommon_SRCS
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queries/QueriesProcessor.cpp
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processors/HeroPoolProcessor.cpp
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processors/NewTurnProcessor.cpp
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processors/PlayerMessageProcessor.cpp
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processors/TurnOrderProcessor.cpp
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@ -38,6 +39,7 @@ set(vcmiservercommon_HEADERS
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queries/QueriesProcessor.h
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processors/HeroPoolProcessor.h
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processors/NewTurnProcessor.h
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processors/PlayerMessageProcessor.h
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processors/TurnOrderProcessor.h
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156
server/processors/NewTurnProcessor.cpp
Normal file
156
server/processors/NewTurnProcessor.cpp
Normal file
@ -0,0 +1,156 @@
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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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31
server/processors/NewTurnProcessor.h
Normal file
31
server/processors/NewTurnProcessor.h
Normal file
@ -0,0 +1,31 @@
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/*
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* NewTurnProcessor.h, 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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#pragma once
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#include "../../lib/constants/EntityIdentifiers.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGTownInstance;
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class ResourceSet;
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class NewTurnProcessor : boost::noncopyable
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{
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CGameHandler * gameHandler;
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public:
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NewTurnProcessor(CGameHandler * gameHandler);
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ResourceSet generatePlayerIncome(PlayerColor playerID, bool newWeek);
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void onPlayerTurnStarted(PlayerColor color);
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void onPlayerTurnEnded(PlayerColor color);
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||||
};
|
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Reference in New Issue
Block a user