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https://github.com/vcmi/vcmi.git
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Merge pull request #4439 from IvanSavenko/event_timing
Trigger map and town events on start of player turn
This commit is contained in:
commit
f4a78bb31f
@ -44,8 +44,7 @@ DisposedHero::DisposedHero() : heroId(0), portrait(255)
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}
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CMapEvent::CMapEvent()
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: players(0)
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, humanAffected(false)
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: humanAffected(false)
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, computerAffected(false)
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, firstOccurrence(0)
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, nextOccurrence(0)
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@ -53,21 +52,51 @@ 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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{
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handler.serializeString("name", name);
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handler.serializeStruct("message", message);
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handler.serializeInt("players", players);
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if (!handler.saving && handler.getCurrent()["players"].isNumber())
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{
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// compatibility for old maps
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int playersMask = 0;
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handler.serializeInt("players", playersMask);
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for (int i = 0; i < 8; ++i)
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if ((playersMask & (1 << i)) != 0)
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players.insert(PlayerColor(i));
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}
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else
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{
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handler.serializeIdArray("players", players);
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}
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handler.serializeInt("humanAffected", humanAffected);
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handler.serializeInt("computerAffected", computerAffected);
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handler.serializeInt("firstOccurrence", firstOccurrence);
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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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@ -30,13 +30,13 @@ public:
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CMapEvent();
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virtual ~CMapEvent() = default;
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bool earlierThan(const CMapEvent & other) const;
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bool earlierThanOrEqual(const CMapEvent & other) const;
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bool occursToday(int currentDay) const;
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bool affectsPlayer(PlayerColor player, bool isHuman) const;
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std::string name;
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MetaString message;
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TResources resources;
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ui8 players; // affected players, bit field?
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std::set<PlayerColor> players;
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bool humanAffected;
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bool computerAffected;
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ui32 firstOccurrence;
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@ -48,7 +48,18 @@ public:
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h & name;
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h & message;
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h & resources;
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h & players;
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if (h.version >= Handler::Version::EVENTS_PLAYER_SET)
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{
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h & players;
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}
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else
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{
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ui8 playersMask = 0;
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h & playersMask;
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for (int i = 0; i < 8; ++i)
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if ((playersMask & (1 << i)) != 0)
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players.insert(PlayerColor(i));
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}
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h & humanAffected;
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h & computerAffected;
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h & firstOccurrence;
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@ -2244,7 +2244,7 @@ CGObjectInstance * CMapLoaderH3M::readTown(const int3 & position, std::shared_pt
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reader->readResources(event.resources);
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event.players = reader->readUInt8();
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reader->readBitmaskPlayers(event.players, false);
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if(features.levelSOD)
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event.humanAffected = reader->readBool();
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else
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@ -2313,7 +2313,7 @@ void CMapLoaderH3M::readEvents()
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event.message.appendTextID(readLocalizedString(TextIdentifier("event", eventID, "description")));
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reader->readResources(event.resources);
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event.players = reader->readUInt8();
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reader->readBitmaskPlayers(event.players, false);
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if(features.levelSOD)
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{
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event.humanAffected = reader->readBool();
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@ -55,8 +55,6 @@ public:
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virtual void visitSetCommanderProperty(SetCommanderProperty & pack) {}
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virtual void visitAddQuest(AddQuest & pack) {}
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virtual void visitUpdateArtHandlerLists(UpdateArtHandlerLists & pack) {}
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virtual void visitUpdateMapEvents(UpdateMapEvents & pack) {}
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virtual void visitUpdateCastleEvents(UpdateCastleEvents & pack) {}
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virtual void visitChangeFormation(ChangeFormation & pack) {}
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virtual void visitRemoveObject(RemoveObject & pack) {}
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virtual void visitTryMoveHero(TryMoveHero & pack) {}
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@ -225,16 +225,6 @@ void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
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visitor.visitUpdateArtHandlerLists(*this);
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}
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void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitUpdateMapEvents(*this);
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}
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void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitUpdateCastleEvents(*this);
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}
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void ChangeFormation::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeFormation(*this);
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@ -907,17 +897,6 @@ void UpdateArtHandlerLists::applyGs(CGameState * gs) const
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gs->allocatedArtifacts = allocatedArtifacts;
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}
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void UpdateMapEvents::applyGs(CGameState * gs) const
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{
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gs->map->events = events;
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}
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void UpdateCastleEvents::applyGs(CGameState * gs) const
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{
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auto * t = gs->getTown(town);
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t->events = events;
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}
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void ChangeFormation::applyGs(CGameState * gs) const
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{
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gs->getHero(hid)->setFormation(formation);
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@ -545,34 +545,6 @@ struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
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}
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};
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struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
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{
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std::list<CMapEvent> events;
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void applyGs(CGameState * gs) const;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & events;
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}
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};
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struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
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{
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ObjectInstanceID town;
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std::vector<CCastleEvent> events;
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void applyGs(CGameState * gs) const;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & town;
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h & events;
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}
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};
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struct DLL_LINKAGE ChangeFormation : public CPackForClient
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{
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ObjectInstanceID hid;
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@ -44,8 +44,6 @@ void registerTypesClientPacks(Serializer &s)
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s.template registerType<CPackForClient, PlayerReinitInterface>();
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s.template registerType<CPackForClient, RemoveBonus>();
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s.template registerType<CPackForClient, UpdateArtHandlerLists>();
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s.template registerType<CPackForClient, UpdateMapEvents>();
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s.template registerType<CPackForClient, UpdateCastleEvents>();
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s.template registerType<CPackForClient, ChangeFormation>();
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s.template registerType<CPackForClient, RemoveObject>();
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s.template registerType<CPackForClient, TryMoveHero>();
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@ -50,6 +50,7 @@ enum class ESerializationVersion : int32_t
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BANK_UNIT_PLACEMENT, // 843 Banks have unit placement flag
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RELEASE_152 = BANK_UNIT_PLACEMENT,
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RELEASE_156 = BANK_UNIT_PLACEMENT,
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COMPACT_STRING_SERIALIZATION, // 844 - optimized serialization of previously encountered strings
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COMPACT_INTEGER_SERIALIZATION, // 845 - serialize integers in forms similar to protobuf
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@ -61,6 +62,7 @@ enum class ESerializationVersion : int32_t
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PLAYER_HANDICAP, // 851 - player handicap selection at game start
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STATISTICS, // 852 - removed random number generators from library classes
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CAMPAIGN_REGIONS, // 853 - configurable campaign regions
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EVENTS_PLAYER_SET, // 854 - map & town events use std::set instead of bitmask to store player list
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CURRENT = CAMPAIGN_REGIONS
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CURRENT = EVENTS_PLAYER_SET
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};
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@ -69,7 +69,7 @@ QVariant toVariant(const CCastleEvent& event)
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QVariantMap result;
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result["name"] = QString::fromStdString(event.name);
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result["message"] = QString::fromStdString(event.message.toString());
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result["players"] = QVariant::fromValue(event.players);
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result["players"] = toVariant(event.players);
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result["humanAffected"] = QVariant::fromValue(event.humanAffected);
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result["computerAffected"] = QVariant::fromValue(event.computerAffected);
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result["firstOccurrence"] = QVariant::fromValue(event.firstOccurrence);
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@ -87,7 +87,7 @@ CCastleEvent eventFromVariant(CMapHeader& map, const CGTownInstance& town, const
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auto v = variant.toMap();
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result.name = v.value("name").toString().toStdString();
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result.message.appendTextID(mapRegisterLocalizedString("map", map, TextIdentifier("town", town.instanceName, "event", result.name, "message"), v.value("message").toString().toStdString()));
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result.players = v.value("players").toInt();
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result.players = playersFromVariant(v.value("players"));
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result.humanAffected = v.value("humanAffected").toInt();
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result.computerAffected = v.value("computerAffected").toInt();
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result.firstOccurrence = v.value("firstOccurrence").toInt();
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@ -16,6 +16,24 @@
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#include "../../lib/constants/NumericConstants.h"
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#include "../../lib/constants/StringConstants.h"
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QVariant toVariant(const std::set<PlayerColor> & players)
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{
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QVariantList result;
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for(auto const id : players)
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result.push_back(QString::fromStdString(id.toString()));
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return result;
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}
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std::set<PlayerColor> playersFromVariant(const QVariant & v)
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{
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std::set<PlayerColor> result;
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for(auto const & id : v.toList())
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result.insert(PlayerColor(PlayerColor::decode(id.toString().toStdString())));
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return result;
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}
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QVariant toVariant(const TResources & resources)
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{
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QVariantMap result;
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@ -30,7 +48,6 @@ TResources resourcesFromVariant(const QVariant & v)
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for(auto r : v.toMap().keys())
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vJson[r.toStdString()].Integer() = v.toMap().value(r).toInt();
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return TResources(vJson);
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}
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QVariant toVariant(const CMapEvent & event)
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@ -38,7 +55,7 @@ QVariant toVariant(const CMapEvent & event)
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QVariantMap result;
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result["name"] = QString::fromStdString(event.name);
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result["message"] = QString::fromStdString(event.message.toString());
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result["players"] = QVariant::fromValue(event.players);
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result["players"] = toVariant(event.players);
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result["humanAffected"] = QVariant::fromValue(event.humanAffected);
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result["computerAffected"] = QVariant::fromValue(event.computerAffected);
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result["firstOccurrence"] = QVariant::fromValue(event.firstOccurrence);
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@ -53,7 +70,7 @@ CMapEvent eventFromVariant(CMapHeader & mapHeader, const QVariant & variant)
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auto v = variant.toMap();
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result.name = v.value("name").toString().toStdString();
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result.message.appendTextID(mapRegisterLocalizedString("map", mapHeader, TextIdentifier("header", "event", result.name, "message"), v.value("message").toString().toStdString()));
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result.players = v.value("players").toInt();
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result.players = playersFromVariant(v.value("players"));
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result.humanAffected = v.value("humanAffected").toInt();
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result.computerAffected = v.value("computerAffected").toInt();
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result.firstOccurrence = v.value("firstOccurrence").toInt();
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@ -16,7 +16,10 @@ class EventSettings;
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}
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QVariant toVariant(const TResources & resources);
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QVariant toVariant(const std::set<PlayerColor> & players);
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TResources resourcesFromVariant(const QVariant & v);
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std::set<PlayerColor> playersFromVariant(const QVariant & v);
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class EventSettings : public AbstractSettings
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{
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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)
|
||||
{
|
||||
PlayerColor player = town->tempOwner;
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||||
CCastleEvent ev = town->events.front();
|
||||
const PlayerState * pinfo = getPlayerState(player, false);
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if (!event.occursToday(gs->day))
|
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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)
|
||||
|
@ -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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user