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https://github.com/vcmi/vcmi.git
synced 2025-12-01 23:12:49 +02:00
Moved generation of new rumors to server
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@@ -1213,8 +1213,10 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
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return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
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}
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void CGameState::updateRumor()
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RumorState CGameState::pickNewRumor()
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{
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RumorState newRumor;
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static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
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std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
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RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
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@@ -1224,11 +1226,11 @@ void CGameState::updateRumor()
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int rumorId = -1;
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int rumorExtra = -1;
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auto & rand = getRandomGenerator();
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rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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do
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{
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switch(rumor.type)
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switch(newRumor.type)
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{
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case RumorState::TYPE_SPECIAL:
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{
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@@ -1266,13 +1268,13 @@ void CGameState::updateRumor()
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}
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case RumorState::TYPE_MAP:
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// Makes sure that map rumors only used if there enough rumors too choose from
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if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
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if(!map->rumors.empty() && (map->rumors.size() > 1 || !currentRumor.last.count(RumorState::TYPE_MAP)))
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{
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rumorId = rand.nextInt((int)map->rumors.size() - 1);
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break;
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}
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else
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rumor.type = RumorState::TYPE_RAND;
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newRumor.type = RumorState::TYPE_RAND;
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[[fallthrough]];
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case RumorState::TYPE_RAND:
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@@ -1282,7 +1284,9 @@ void CGameState::updateRumor()
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break;
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}
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}
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while(!rumor.update(rumorId, rumorExtra));
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while(!newRumor.update(rumorId, rumorExtra));
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return newRumor;
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}
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bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
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@@ -1906,23 +1910,7 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
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return nullptr;
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}
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bool RumorState::update(int id, int extra)
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{
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if(vstd::contains(last, type))
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{
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if(last[type].first != id)
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{
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last[type].first = id;
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last[type].second = extra;
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}
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else
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return false;
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}
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else
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last[type] = std::make_pair(id, extra);
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return true;
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}
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TeamState::TeamState()
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{
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