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Moved weekly income bonus for AI to game settings
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@@ -18,6 +18,7 @@
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#include "../../lib/IGameSettings.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/constants/StringConstants.h"
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#include "../../lib/entities/building/CBuilding.h"
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#include "../../lib/entities/faction/CTownHandler.h"
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#include "../../lib/gameState/CGameState.h"
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@@ -240,46 +241,22 @@ ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool ne
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if (!state.isHuman())
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{
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// Initialize bonuses for different resources
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std::array<int, GameResID::COUNT> weeklyBonuses = {};
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// Calculate weekly bonuses based on difficulty
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if (gameHandler->gameState()->getStartInfo()->difficulty == 0)
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{
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weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * (0.75 - 1) * 7));
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}
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else if (gameHandler->gameState()->getStartInfo()->difficulty == 3)
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{
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weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * 0.25 * 7));
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weeklyBonuses[EGameResID::WOOD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::WOOD] * 0.39 * 7));
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weeklyBonuses[EGameResID::ORE] = static_cast<int>(std::round(incomeHandicapped[EGameResID::ORE] * 0.39 * 7));
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weeklyBonuses[EGameResID::MERCURY] = static_cast<int>(std::round(incomeHandicapped[EGameResID::MERCURY] * 0.14 * 7));
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weeklyBonuses[EGameResID::CRYSTAL] = static_cast<int>(std::round(incomeHandicapped[EGameResID::CRYSTAL] * 0.14 * 7));
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weeklyBonuses[EGameResID::SULFUR] = static_cast<int>(std::round(incomeHandicapped[EGameResID::SULFUR] * 0.14 * 7));
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weeklyBonuses[EGameResID::GEMS] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GEMS] * 0.14 * 7));
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}
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else if (gameHandler->gameState()->getStartInfo()->difficulty == 4)
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{
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weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * 0.5 * 7));
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weeklyBonuses[EGameResID::WOOD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::WOOD] * 0.53 * 7));
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weeklyBonuses[EGameResID::ORE] = static_cast<int>(std::round(incomeHandicapped[EGameResID::ORE] * 0.53 * 7));
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weeklyBonuses[EGameResID::MERCURY] = static_cast<int>(std::round(incomeHandicapped[EGameResID::MERCURY] * 0.28 * 7));
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weeklyBonuses[EGameResID::CRYSTAL] = static_cast<int>(std::round(incomeHandicapped[EGameResID::CRYSTAL] * 0.28 * 7));
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weeklyBonuses[EGameResID::SULFUR] = static_cast<int>(std::round(incomeHandicapped[EGameResID::SULFUR] * 0.28 * 7));
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weeklyBonuses[EGameResID::GEMS] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GEMS] * 0.28 * 7));
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}
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int difficultyIndex = gameHandler->gameState()->getStartInfo()->difficulty;
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const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
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const JsonNode & weeklyBonusesConfig = gameHandler->gameState()->getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
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const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
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// Distribute weekly bonuses over 7 days, depending on the current day of the week
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for (int i = 0; i < GameResID::COUNT; ++i)
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for (GameResID i : GameResID::ALL_RESOURCES())
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{
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int dailyBonus = weeklyBonuses[i] / 7;
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int remainderBonus = weeklyBonuses[i] % 7;
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// Apply the daily bonus for each day, and distribute the remainder accordingly
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incomeHandicapped[static_cast<GameResID>(i)] += dailyBonus;
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if (gameHandler->gameState()->getDate(Date::DAY_OF_WEEK) - 1 < remainderBonus)
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{
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incomeHandicapped[static_cast<GameResID>(i)] += 1;
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}
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const std::string & name = GameConstants::RESOURCE_NAMES[i];
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int weeklyBonus = difficultyConfig[name].Integer();
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int dayOfWeek = gameHandler->gameState()->getDate(Date::DAY_OF_WEEK);
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int dailyIncome = incomeHandicapped[i];
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int amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
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int amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
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int dailyBonusToday = amountAfterToday - amountTillToday;
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incomeHandicapped[static_cast<GameResID>(i)] += dailyBonusToday;
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}
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}
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