1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-12-01 23:12:49 +02:00

Moved generation of new rumors to server

This commit is contained in:
Ivan Savenko
2024-06-01 16:38:41 +00:00
parent 55bf75c43e
commit 5178e4842e
9 changed files with 100 additions and 59 deletions

View File

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