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Rumors: implement income checking via statsHLP::getIncome
This also fix income ranking in Thieves' Guild
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@ -2136,7 +2136,7 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
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void CGameState::updateRumor()
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void CGameState::updateRumor()
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{
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{
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static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::RUMOR_MAP, RumorState::RUMOR_STATS, RumorState::RUMOR_RAND, RumorState::RUMOR_RAND};
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static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::RUMOR_MAP, RumorState::RUMOR_STATS, RumorState::RUMOR_RAND, RumorState::RUMOR_RAND};
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static std::vector<int> statsRumorTypes = {208, 209, 210, 212};// 211};
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static std::vector<int> statsRumorTypes = {208, 209, 210, 211, 212};
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int rumorId = -1, rumorExtra = -1;
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int rumorId = -1, rumorExtra = -1;
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auto & rand = gs->getRandomGenerator();
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auto & rand = gs->getRandomGenerator();
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@ -2175,7 +2175,6 @@ void CGameState::updateRumor()
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break;
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break;
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case 211:
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case 211:
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/// TODO: not implemented in obtainPlayersStats
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players = tgi.income[0];
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players = tgi.income[0];
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break;
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break;
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}
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}
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@ -2522,6 +2521,58 @@ struct statsHLP
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}
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}
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return str;
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return str;
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}
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}
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// get total gold income
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static int getIncome(const PlayerState * ps)
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{
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int totalIncome = 0;
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const CGObjectInstance * heroOrTown = nullptr;
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//Heroes can produce gold as well - skill, specialty or arts
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for(auto & h : ps->heroes)
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{
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
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if(!heroOrTown)
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heroOrTown = h;
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}
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//Add town income of all towns
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for(auto & t : ps->towns)
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{
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totalIncome += t->dailyIncome()[Res::GOLD];
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if(!heroOrTown)
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heroOrTown = t;
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}
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/// FIXME: Dirty dirty hack
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/// Stats helper need some access to gamestate.
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std::vector<const CGObjectInstance *> ownedObjects;
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for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
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{
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if(obj && obj->tempOwner == ps->color)
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ownedObjects.push_back(obj);
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}
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/// This is code from CPlayerSpecificInfoCallback::getMyObjects
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/// I'm really need to find out about callback interface design...
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for(auto object : ownedObjects)
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{
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//Mines
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if ( object->ID == Obj::MINE )
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{
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const CGMine *mine = dynamic_cast<const CGMine*>(object);
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assert(mine);
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if (mine->producedResource == Res::GOLD)
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totalIncome += mine->producedQuantity;
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}
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}
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return totalIncome;
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}
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};
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};
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void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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@ -2596,7 +2647,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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}
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}
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if(level >= 7) //income
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if(level >= 7) //income
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{
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{
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//TODO:obtainPlayersStats - income
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FILL_FIELD(income, statsHLP::getIncome(&g->second))
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}
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}
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if(level >= 8) //best hero's stats
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if(level >= 8) //best hero's stats
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{
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{
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