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https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Map and town events are now processed on start of player turn instead of
on start of new day, in line with H3
This commit is contained in:
parent
5523e08cb7
commit
26fdaacbe5
@ -52,14 +52,32 @@ CMapEvent::CMapEvent()
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}
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bool CMapEvent::earlierThan(const CMapEvent & other) const
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bool CMapEvent::occursToday(int currentDay) const
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{
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return firstOccurrence < other.firstOccurrence;
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if (currentDay == firstOccurrence + 1)
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return true;
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if (nextOccurrence == 0)
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return false;
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if (currentDay < firstOccurrence)
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return false;
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return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
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}
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bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const
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bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
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{
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return firstOccurrence <= other.firstOccurrence;
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if (players.count(color) == 0)
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return false;
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if (!isHuman && !computerAffected)
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return false;
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if (isHuman && !humanAffected)
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return false;
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return true;
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}
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void CMapEvent::serializeJson(JsonSerializeFormat & handler)
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@ -136,7 +136,7 @@ public:
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std::set<SpellID> allowedSpells;
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std::set<ArtifactID> allowedArtifact;
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std::set<SecondarySkill> allowedAbilities;
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std::list<CMapEvent> events;
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std::vector<CMapEvent> events;
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int3 grailPos;
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int grailRadius;
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@ -584,11 +584,6 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
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reinitScripting();
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}
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static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
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{
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return a.earlierThan(b);
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}
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void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
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{// bool forced = true - if creature should be replaced, if false - only if no creature was set
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@ -635,6 +630,11 @@ 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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handleTimeEvents(which);
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for (auto t : getPlayerState(which)->towns)
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handleTownEvents(t);
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}
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void CGameHandler::onPlayerTurnEnded(PlayerColor which)
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@ -860,7 +860,6 @@ void CGameHandler::onNewTurn()
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for (CGTownInstance *t : gs->map->towns)
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{
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PlayerColor player = t->tempOwner;
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handleTownEvents(t, n);
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if (newWeek) //first day of week
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{
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if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
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@ -1017,7 +1016,6 @@ void CGameHandler::onNewTurn()
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checkVictoryLossConditionsForAll(); // check for map turn limit
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logGlobal->trace("Info about turn %d has been sent!", n.day);
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handleTimeEvents();
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//call objects
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for (auto & elem : gs->map->objects)
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{
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@ -3406,148 +3404,87 @@ bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, Player
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return true;
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}
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void CGameHandler::handleTimeEvents()
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void CGameHandler::handleTimeEvents(PlayerColor color)
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{
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gs->map->events.sort(evntCmp);
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while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
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for (auto const & event : gs->map->events)
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{
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CMapEvent ev = gs->map->events.front();
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if (!event.occursToday(gs->day))
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continue;
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for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
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if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
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continue;
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InfoWindow iw;
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iw.player = color;
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iw.text = event.message;
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//give resources
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if (!event.resources.empty())
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{
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auto color = PlayerColor(player);
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const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
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if (pinfo //player exists
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&& (ev.players & 1<<player) //event is enabled to this player
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&& ((ev.computerAffected && !pinfo->human)
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|| (ev.humanAffected && pinfo->human)
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)
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)
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{
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//give resources
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giveResources(color, ev.resources);
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//prepare dialog
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InfoWindow iw;
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iw.player = color;
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iw.text = ev.message;
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for (GameResID i : GameResID::ALL_RESOURCES())
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{
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if (ev.resources[i]) //if resource is changed, we add it to the dialog
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iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
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}
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sendAndApply(&iw); //show dialog
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}
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} //PLAYERS LOOP
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if (ev.nextOccurrence)
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{
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gs->map->events.pop_front();
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ev.firstOccurrence += ev.nextOccurrence;
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auto it = gs->map->events.begin();
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while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
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it++;
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gs->map->events.insert(it, ev);
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}
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else
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{
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gs->map->events.pop_front();
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giveResources(color, event.resources);
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for (GameResID i : GameResID::ALL_RESOURCES())
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if (event.resources[i])
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iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
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}
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sendAndApply(&iw); //show dialog
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}
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//TODO send only if changed
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UpdateMapEvents ume;
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ume.events = gs->map->events;
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sendAndApply(&ume);
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}
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void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
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void CGameHandler::handleTownEvents(CGTownInstance * town)
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{
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std::sort(town->events.begin(), town->events.end(), evntCmp);
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while(town->events.size() && town->events.front().firstOccurrence == gs->day)
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for (auto const & event : town->events)
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{
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PlayerColor player = town->tempOwner;
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CCastleEvent ev = town->events.front();
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const PlayerState * pinfo = getPlayerState(player, false);
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if (!event.occursToday(gs->day))
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continue;
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if (pinfo //player exists
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&& (ev.players & 1<<player.getNum()) //event is enabled to this player
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&& ((ev.computerAffected && !pinfo->human)
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|| (ev.humanAffected && pinfo->human)))
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PlayerColor player = town->getOwner();
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if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
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continue;
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// dialog
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InfoWindow iw;
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iw.player = player;
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iw.text = event.message;
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if (event.resources.nonZero())
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{
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// dialog
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InfoWindow iw;
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iw.player = player;
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iw.text = ev.message;
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giveResources(player, event.resources);
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if (ev.resources.nonZero())
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for (GameResID i : GameResID::ALL_RESOURCES())
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if (event.resources[i])
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iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
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}
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for (auto & i : event.buildings)
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{
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// Only perform action if:
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// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
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// 2. Building was not built yet
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// othervice, silently ignore / skip it
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if (town->town->buildings.count(i) && !town->hasBuilt(i))
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{
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TResources was = n.res[player];
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n.res[player] += ev.resources;
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n.res[player].amax(0);
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for (GameResID i : GameResID::ALL_RESOURCES())
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if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
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iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
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buildStructure(town->id, i, true);
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iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
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}
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}
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for (auto & i : ev.buildings)
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if (!event.creatures.empty())
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{
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SetAvailableCreatures sac;
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sac.tid = town->id;
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sac.creatures = town->creatures;
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for (si32 i=0;i<event.creatures.size();i++) //creature growths
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{
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// Only perform action if:
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// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
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// 2. Building was not built yet
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// othervice, silently ignore / skip it
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if (town->town->buildings.count(i) && !town->hasBuilt(i))
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if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
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{
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buildStructure(town->id, i, true);
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iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
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sac.creatures[i].first += event.creatures.at(i);
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iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
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}
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}
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if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
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{
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n.cres[town->id].tid = town->id;
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n.cres[town->id].creatures = town->creatures;
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}
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auto & sac = n.cres[town->id];
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for (si32 i=0;i<ev.creatures.size();i++) //creature growths
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{
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if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
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{
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sac.creatures[i].first += ev.creatures.at(i);
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iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
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}
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}
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sendAndApply(&iw); //show dialog
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}
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if (ev.nextOccurrence)
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{
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town->events.erase(town->events.begin());
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ev.firstOccurrence += ev.nextOccurrence;
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auto it = town->events.begin();
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while(it != town->events.end() && it->earlierThanOrEqual(ev))
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it++;
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town->events.insert(it, ev);
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}
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else
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{
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town->events.erase(town->events.begin());
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}
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sendAndApply(&iw); //show dialog
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}
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//TODO send only if changed
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UpdateCastleEvents uce;
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uce.town = town->id;
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uce.events = town->events;
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sendAndApply(&uce);
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}
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bool CGameHandler::complain(const std::string &problem)
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@ -229,8 +229,8 @@ public:
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void onNewTurn();
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void addStatistics();
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void handleTimeEvents();
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void handleTownEvents(CGTownInstance *town, NewTurn &n);
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void handleTimeEvents(PlayerColor player);
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void handleTownEvents(CGTownInstance *town);
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bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
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void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
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void objectVisitEnded(const CObjectVisitQuery &query);
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