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mirror of 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:
Ivan Savenko 2024-08-12 10:38:18 +00:00
parent 5523e08cb7
commit 26fdaacbe5
4 changed files with 89 additions and 134 deletions

View File

@ -52,14 +52,32 @@ CMapEvent::CMapEvent()
}
bool CMapEvent::earlierThan(const CMapEvent & other) const
bool CMapEvent::occursToday(int currentDay) const
{
return firstOccurrence < other.firstOccurrence;
if (currentDay == firstOccurrence + 1)
return true;
if (nextOccurrence == 0)
return false;
if (currentDay < firstOccurrence)
return false;
return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
}
bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const
bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
{
return firstOccurrence <= other.firstOccurrence;
if (players.count(color) == 0)
return false;
if (!isHuman && !computerAffected)
return false;
if (isHuman && !humanAffected)
return false;
return true;
}
void CMapEvent::serializeJson(JsonSerializeFormat & handler)

View File

@ -136,7 +136,7 @@ public:
std::set<SpellID> allowedSpells;
std::set<ArtifactID> allowedArtifact;
std::set<SecondarySkill> allowedAbilities;
std::list<CMapEvent> events;
std::vector<CMapEvent> events;
int3 grailPos;
int grailRadius;

View File

@ -584,11 +584,6 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
reinitScripting();
}
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
{
return a.earlierThan(b);
}
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
@ -635,6 +630,11 @@ void CGameHandler::onPlayerTurnStarted(PlayerColor which)
{
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
turnTimerHandler->onPlayerGetTurn(which);
handleTimeEvents(which);
for (auto t : getPlayerState(which)->towns)
handleTownEvents(t);
}
void CGameHandler::onPlayerTurnEnded(PlayerColor which)
@ -860,7 +860,6 @@ void CGameHandler::onNewTurn()
for (CGTownInstance *t : gs->map->towns)
{
PlayerColor player = t->tempOwner;
handleTownEvents(t, n);
if (newWeek) //first day of week
{
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
@ -1017,7 +1016,6 @@ void CGameHandler::onNewTurn()
checkVictoryLossConditionsForAll(); // check for map turn limit
logGlobal->trace("Info about turn %d has been sent!", n.day);
handleTimeEvents();
//call objects
for (auto & elem : gs->map->objects)
{
@ -3406,148 +3404,87 @@ bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, Player
return true;
}
void CGameHandler::handleTimeEvents()
void CGameHandler::handleTimeEvents(PlayerColor color)
{
gs->map->events.sort(evntCmp);
while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
for (auto const & event : gs->map->events)
{
CMapEvent ev = gs->map->events.front();
if (!event.occursToday(gs->day))
continue;
for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
continue;
InfoWindow iw;
iw.player = color;
iw.text = event.message;
//give resources
if (!event.resources.empty())
{
auto color = PlayerColor(player);
const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
if (pinfo //player exists
&& (ev.players & 1<<player) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)
)
)
{
//give resources
giveResources(color, ev.resources);
//prepare dialog
InfoWindow iw;
iw.player = color;
iw.text = ev.message;
for (GameResID i : GameResID::ALL_RESOURCES())
{
if (ev.resources[i]) //if resource is changed, we add it to the dialog
iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if (ev.nextOccurrence)
{
gs->map->events.pop_front();
ev.firstOccurrence += ev.nextOccurrence;
auto it = gs->map->events.begin();
while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
it++;
gs->map->events.insert(it, ev);
}
else
{
gs->map->events.pop_front();
giveResources(color, event.resources);
for (GameResID i : GameResID::ALL_RESOURCES())
if (event.resources[i])
iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
}
sendAndApply(&iw); //show dialog
}
//TODO send only if changed
UpdateMapEvents ume;
ume.events = gs->map->events;
sendAndApply(&ume);
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
void CGameHandler::handleTownEvents(CGTownInstance * town)
{
std::sort(town->events.begin(), town->events.end(), evntCmp);
while(town->events.size() && town->events.front().firstOccurrence == gs->day)
for (auto const & event : town->events)
{
PlayerColor player = town->tempOwner;
CCastleEvent ev = town->events.front();
const PlayerState * pinfo = getPlayerState(player, false);
if (!event.occursToday(gs->day))
continue;
if (pinfo //player exists
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)))
PlayerColor player = town->getOwner();
if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
continue;
// dialog
InfoWindow iw;
iw.player = player;
iw.text = event.message;
if (event.resources.nonZero())
{
// dialog
InfoWindow iw;
iw.player = player;
iw.text = ev.message;
giveResources(player, event.resources);
if (ev.resources.nonZero())
for (GameResID i : GameResID::ALL_RESOURCES())
if (event.resources[i])
iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
}
for (auto & i : event.buildings)
{
// Only perform action if:
// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
// 2. Building was not built yet
// othervice, silently ignore / skip it
if (town->town->buildings.count(i) && !town->hasBuilt(i))
{
TResources was = n.res[player];
n.res[player] += ev.resources;
n.res[player].amax(0);
for (GameResID i : GameResID::ALL_RESOURCES())
if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
buildStructure(town->id, i, true);
iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
}
}
for (auto & i : ev.buildings)
if (!event.creatures.empty())
{
SetAvailableCreatures sac;
sac.tid = town->id;
sac.creatures = town->creatures;
for (si32 i=0;i<event.creatures.size();i++) //creature growths
{
// Only perform action if:
// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
// 2. Building was not built yet
// othervice, silently ignore / skip it
if (town->town->buildings.count(i) && !town->hasBuilt(i))
if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
{
buildStructure(town->id, i, true);
iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
sac.creatures[i].first += event.creatures.at(i);
iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
}
}
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
{
n.cres[town->id].tid = town->id;
n.cres[town->id].creatures = town->creatures;
}
auto & sac = n.cres[town->id];
for (si32 i=0;i<ev.creatures.size();i++) //creature growths
{
if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
{
sac.creatures[i].first += ev.creatures.at(i);
iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
}
}
sendAndApply(&iw); //show dialog
}
if (ev.nextOccurrence)
{
town->events.erase(town->events.begin());
ev.firstOccurrence += ev.nextOccurrence;
auto it = town->events.begin();
while(it != town->events.end() && it->earlierThanOrEqual(ev))
it++;
town->events.insert(it, ev);
}
else
{
town->events.erase(town->events.begin());
}
sendAndApply(&iw); //show dialog
}
//TODO send only if changed
UpdateCastleEvents uce;
uce.town = town->id;
uce.events = town->events;
sendAndApply(&uce);
}
bool CGameHandler::complain(const std::string &problem)

View File

@ -229,8 +229,8 @@ public:
void onNewTurn();
void addStatistics();
void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n);
void handleTimeEvents(PlayerColor player);
void handleTownEvents(CGTownInstance *town);
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
void objectVisitEnded(const CObjectVisitQuery &query);