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734 lines
24 KiB
C++
734 lines
24 KiB
C++
/*
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* NewTurnProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "NewTurnProcessor.h"
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#include "HeroPoolProcessor.h"
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#include "../CGameHandler.h"
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#include "../../lib/CPlayerState.h"
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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/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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#include "../../lib/gameState/SThievesGuildInfo.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/IOwnableObject.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/networkPacks/PacksForClient.h"
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#include "../../lib/networkPacks/StackLocation.h"
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#include "../../lib/pathfinder/TurnInfo.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include <vstd/RNG.h>
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NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
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:gameHandler(gameHandler)
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{
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}
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void NewTurnProcessor::handleTimeEvents(PlayerColor color)
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{
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for (auto const & event : gameHandler->gameState()->map->events)
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{
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if (!event.occursToday(gameHandler->gameState()->day))
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continue;
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if (!event.affectsPlayer(color, gameHandler->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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gameHandler->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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gameHandler->sendAndApply(iw); //show dialog
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}
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}
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void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
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{
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for (auto const & event : town->events)
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{
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if (!event.occursToday(gameHandler->gameState()->day))
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continue;
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PlayerColor player = town->getOwner();
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if (!event.affectsPlayer(player, gameHandler->getPlayerState(player)->isHuman()))
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continue;
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// dialog
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InfoWindow iw;
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iw.player = player;
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iw.text = event.message;
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if (event.resources.nonZero())
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{
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gameHandler->giveResources(player, 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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for (auto & i : event.buildings)
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{
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// Only perform action if:
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// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
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// 2. Building was not built yet
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// othervice, silently ignore / skip it
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if (town->getTown()->buildings.count(i) && !town->hasBuilt(i))
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{
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gameHandler->buildStructure(town->id, i, true);
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iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i));
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}
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}
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if (!event.creatures.empty())
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{
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SetAvailableCreatures sac;
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sac.tid = town->id;
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sac.creatures = town->creatures;
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for (si32 i=0;i<event.creatures.size();i++) //creature growths
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{
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if (i < town->creatures.size() && !town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
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{
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sac.creatures[i].first += event.creatures.at(i);
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iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
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}
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}
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gameHandler->sendAndApply(sac); //show dialog
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}
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gameHandler->sendAndApply(iw); //show dialog
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}
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}
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void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
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{
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const auto * playerState = gameHandler->gameState()->getPlayerState(which);
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handleTimeEvents(which);
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for (const auto * t : playerState->getTowns())
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handleTownEvents(t);
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for (const auto * t : playerState->getTowns())
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{
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//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
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if (t->garrisonHero != nullptr)
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gameHandler->objectVisited(t, t->garrisonHero);
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if (t->visitingHero != nullptr)
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gameHandler->objectVisited(t, t->visitingHero);
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}
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}
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void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
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{
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const auto * playerState = gameHandler->gameState()->getPlayerState(which);
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assert(playerState->status == EPlayerStatus::INGAME);
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if (playerState->getTowns().empty())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
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gameHandler->sendAndApply(pack);
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}
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else
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{
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if (playerState->daysWithoutCastle.has_value())
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{
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DaysWithoutTown pack;
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pack.player = which;
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pack.daysWithoutCastle = std::nullopt;
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gameHandler->sendAndApply(pack);
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}
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}
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// check for 7 days without castle
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gameHandler->checkVictoryLossConditionsForPlayer(which);
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bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
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if (newWeek) //new heroes in tavern
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gameHandler->heroPool->onNewWeek(which);
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}
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ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
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{
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const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
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const PlayerState & state = gameHandler->gameState()->players.at(playerID);
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ResourceSet income;
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for (const auto & town : state.getTowns())
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{
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if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
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{
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//give 10% of starting gold
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income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
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}
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//give resources if there's a Mystic Pond
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if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
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{
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static constexpr std::array rareResources = {
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GameResID::MERCURY,
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GameResID::SULFUR,
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GameResID::CRYSTAL,
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GameResID::GEMS
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};
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auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
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int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
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income[resID] += resVal;
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gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
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gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
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}
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}
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for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
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{
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income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
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income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
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}
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if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
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{
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bool hasCrystalGenCreature = false;
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for (const auto & hero : state.getHeroes())
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for(auto stack : hero->stacks)
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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hasCrystalGenCreature = true;
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for(const auto & town : state.getTowns())
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for(auto stack : town->stacks)
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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hasCrystalGenCreature = true;
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if(hasCrystalGenCreature)
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income[EGameResID::CRYSTAL] += 3;
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}
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TResources incomeHandicapped = income;
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incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
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for (auto obj : state.getOwnedObjects())
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incomeHandicapped += obj->asOwnable()->dailyIncome();
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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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// 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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{
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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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}
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}
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return incomeHandicapped;
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}
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SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
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{
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SetAvailableCreatures sac;
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PlayerColor player = t->tempOwner;
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sac.tid = t->id;
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sac.creatures = t->creatures;
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for (int k=0; k < t->getTown()->creatures.size(); k++)
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{
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if (t->creatures.at(k).second.empty())
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continue;
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uint32_t creaturesBefore = t->creatures.at(k).first;
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uint32_t creatureGrowth = 0;
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const CCreature *cre = t->creatures.at(k).second.back().toCreature();
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if (firstDay)
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{
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creatureGrowth = cre->getGrowth();
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}
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else
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{
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creatureGrowth = t->creatureGrowth(k);
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//Deity of fire week - upgrade both imps and upgrades
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if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
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creatureGrowth += 15;
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//bonus week, effect applies only to identical creatures
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if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
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creatureGrowth += 5;
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}
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// Neutral towns have halved creature growth
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if (!player.isValidPlayer())
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creatureGrowth /= 2;
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uint32_t resultingCreatures = 0;
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if (weekType == EWeekType::PLAGUE)
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resultingCreatures = creaturesBefore / 2;
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else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
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resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
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else
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resultingCreatures = creaturesBefore + creatureGrowth;
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sac.creatures.at(k).first = resultingCreatures;
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}
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return sac;
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}
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void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
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{
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assert(t);
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assert(!t->getOwner().isValidPlayer());
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constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
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constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
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constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
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constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
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const auto & takeFromAvailable = [this, t](CreatureID creatureID)
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{
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int tierToSubstract = -1;
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for (int i = 0; i < t->getTown()->creatures.size(); ++i)
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if (vstd::contains(t->getTown()->creatures[i], creatureID))
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tierToSubstract = i;
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if (tierToSubstract == -1)
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return; // impossible?
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int creaturesAvailable = t->creatures[tierToSubstract].first;
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int creaturesRecruited = creatureID.toCreature()->getGrowth();
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int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
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if (creaturesLeft != creaturesAvailable)
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{
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SetAvailableCreatures sac;
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sac.tid = t->id;
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sac.creatures = t->creatures;
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sac.creatures[tierToSubstract].first = creaturesLeft;
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gameHandler->sendAndApply(sac);
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}
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};
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int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
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int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
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if (growthRoll >= growthChance)
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return;
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int tierRoll = 0;
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for(int i = 0; i < randomRollsCounts; ++i)
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tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
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// NOTE: determined by observing H3 games, might not match H3 100%
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int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
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bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
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// Check if town garrison already has unit of specified tier
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for(const auto & slot : t->Slots())
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{
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const auto * creature = slot.second->getCreature();
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if (creature->getFactionID() != t->getFactionID())
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continue;
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if (creature->getLevel() != tierToGrow)
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continue;
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StackLocation stackLocation(t, slot.first);
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gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
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takeFromAvailable(creature->getGrowth());
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if (upgradeUnit && !creature->upgrades.empty())
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{
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CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
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gameHandler->changeStackType(stackLocation, upgraded.toCreature());
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}
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else
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gameHandler->changeStackType(stackLocation, creature);
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return;
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}
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// No existing creatures in garrison, but we have a free slot we can use
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SlotID freeSlotID = t->getFreeSlot();
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if (freeSlotID.validSlot())
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{
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for (auto const & tierVector : t->getTown()->creatures)
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{
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CreatureID baseCreature = tierVector.at(0);
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if (baseCreature.toEntity(VLC)->getLevel() != tierToGrow)
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continue;
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StackLocation stackLocation(t, freeSlotID);
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if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
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{
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CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
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gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
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takeFromAvailable(upgraded.toCreature()->getGrowth());
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}
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else
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{
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gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
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takeFromAvailable(baseCreature.toCreature()->getGrowth());
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}
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return;
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}
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}
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}
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RumorState NewTurnProcessor::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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if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
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sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
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int rumorId = -1;
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int rumorExtra = -1;
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auto & rand = gameHandler->getRandomGenerator();
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newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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do
|
|
{
|
|
switch(newRumor.type)
|
|
{
|
|
case RumorState::TYPE_SPECIAL:
|
|
{
|
|
SThievesGuildInfo tgi;
|
|
gameHandler->gameState()->obtainPlayersStats(tgi, 20);
|
|
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
|
|
if(rumorId == RumorState::RUMOR_GRAIL)
|
|
{
|
|
rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->getTerrainID().getNum();
|
|
break;
|
|
}
|
|
|
|
std::vector<PlayerColor> players = {};
|
|
switch(rumorId)
|
|
{
|
|
case RumorState::RUMOR_OBELISKS:
|
|
players = tgi.obelisks[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARTIFACTS:
|
|
players = tgi.artifacts[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARMY:
|
|
players = tgi.army[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_INCOME:
|
|
players = tgi.income[0];
|
|
break;
|
|
}
|
|
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
|
|
|
|
break;
|
|
}
|
|
case RumorState::TYPE_MAP:
|
|
// Makes sure that map rumors only used if there enough rumors too choose from
|
|
if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
|
|
{
|
|
rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
|
|
break;
|
|
}
|
|
else
|
|
newRumor.type = RumorState::TYPE_RAND;
|
|
[[fallthrough]];
|
|
|
|
case RumorState::TYPE_RAND:
|
|
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
|
|
rumorId = rand.nextInt((int)vector.size() - 1);
|
|
|
|
break;
|
|
}
|
|
}
|
|
while(!newRumor.update(rumorId, rumorExtra));
|
|
|
|
return newRumor;
|
|
}
|
|
|
|
std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
|
|
{
|
|
for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
|
|
return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
|
|
}
|
|
|
|
if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
|
|
return { EWeekType::NORMAL, CreatureID::NONE};
|
|
|
|
int monthType = gameHandler->getRandomGenerator().nextInt(99);
|
|
if (newMonth) //new month
|
|
{
|
|
if (monthType < 40) //double growth
|
|
{
|
|
if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
|
|
{
|
|
CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
|
|
return { EWeekType::DOUBLE_GROWTH, creatureID};
|
|
}
|
|
else if (VLC->creh->doubledCreatures.size())
|
|
{
|
|
CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
|
|
return { EWeekType::DOUBLE_GROWTH, creatureID};
|
|
}
|
|
else
|
|
{
|
|
gameHandler->complain("Cannot find creature that can be spawned!");
|
|
return { EWeekType::NORMAL, CreatureID::NONE};
|
|
}
|
|
}
|
|
|
|
if (monthType < 50)
|
|
return { EWeekType::PLAGUE, CreatureID::NONE};
|
|
|
|
return { EWeekType::NORMAL, CreatureID::NONE};
|
|
}
|
|
else //it's a week, but not full month
|
|
{
|
|
if (monthType < 25)
|
|
{
|
|
std::pair<int, CreatureID> newMonster(54, CreatureID());
|
|
do
|
|
{
|
|
newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
|
|
} while (VLC->creh->objects[newMonster.second] &&
|
|
(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFactionID()]->town == nullptr); // find first non neutral creature
|
|
|
|
return { EWeekType::BONUS_GROWTH, newMonster.second};
|
|
}
|
|
return { EWeekType::NORMAL, CreatureID::NONE};
|
|
}
|
|
}
|
|
|
|
std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
|
|
{
|
|
std::vector<SetMana> result;
|
|
|
|
for (auto & elem : gameHandler->gameState()->players)
|
|
{
|
|
for (CGHeroInstance *h : elem.second.getHeroes())
|
|
{
|
|
int32_t newMana = h->getManaNewTurn();
|
|
|
|
if (newMana != h->mana)
|
|
result.emplace_back(h->id, newMana, true);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
|
|
{
|
|
std::vector<SetMovePoints> result;
|
|
|
|
for (auto & elem : gameHandler->gameState()->players)
|
|
{
|
|
for (CGHeroInstance *h : elem.second.getHeroes())
|
|
{
|
|
auto ti = std::make_unique<TurnInfo>(h, 1);
|
|
// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
|
|
int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).isLand(), ti.get());
|
|
|
|
if (newMovementPoints != h->movementPointsRemaining())
|
|
result.emplace_back(h->id, newMovementPoints, true);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
|
|
{
|
|
InfoWindow iw;
|
|
switch (weekType)
|
|
{
|
|
case EWeekType::DOUBLE_GROWTH:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
|
|
iw.text.replaceNameSingular(creatureWeek);
|
|
iw.text.replaceNameSingular(creatureWeek);
|
|
break;
|
|
case EWeekType::PLAGUE:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
|
|
break;
|
|
case EWeekType::BONUS_GROWTH:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
|
|
iw.text.replaceNameSingular(creatureWeek);
|
|
iw.text.replaceNameSingular(creatureWeek);
|
|
break;
|
|
case EWeekType::DEITYOFFIRE:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
|
|
iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
|
|
iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
|
|
iw.text.replacePositiveNumber(15);//%+d 15
|
|
iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
|
|
iw.text.replacePositiveNumber(15);//%+d 15
|
|
break;
|
|
default:
|
|
if (newMonth)
|
|
{
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
|
|
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
|
|
}
|
|
else
|
|
{
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
|
|
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
|
|
}
|
|
}
|
|
return iw;
|
|
}
|
|
|
|
NewTurn NewTurnProcessor::generateNewTurnPack()
|
|
{
|
|
NewTurn n;
|
|
n.specialWeek = EWeekType::FIRST_WEEK;
|
|
n.creatureid = CreatureID::NONE;
|
|
n.day = gameHandler->gameState()->day + 1;
|
|
|
|
bool firstTurn = !gameHandler->getDate(Date::DAY);
|
|
bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
|
|
bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
|
|
|
|
if (!firstTurn)
|
|
{
|
|
for (const auto & player : gameHandler->gameState()->players)
|
|
n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
|
|
}
|
|
|
|
if (newWeek && !firstTurn)
|
|
{
|
|
auto [specialWeek, creatureID] = pickWeekType(newMonth);
|
|
n.specialWeek = specialWeek;
|
|
n.creatureid = creatureID;
|
|
}
|
|
|
|
n.heroesMana = updateHeroesManaPoints();
|
|
n.heroesMovement = updateHeroesMovementPoints();
|
|
|
|
if (newWeek)
|
|
{
|
|
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
|
|
n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
|
|
}
|
|
|
|
if (newWeek)
|
|
n.newRumor = pickNewRumor();
|
|
|
|
if (newWeek)
|
|
{
|
|
//new week info popup
|
|
if (n.specialWeek != EWeekType::FIRST_WEEK)
|
|
n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
void NewTurnProcessor::onNewTurn()
|
|
{
|
|
NewTurn n = generateNewTurnPack();
|
|
|
|
bool firstTurn = !gameHandler->getDate(Date::DAY);
|
|
bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
|
|
bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
|
|
|
|
gameHandler->sendAndApply(n);
|
|
|
|
if (newWeek)
|
|
{
|
|
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
|
|
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
|
|
}
|
|
|
|
if (newWeek && !firstTurn)
|
|
{
|
|
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
|
|
{
|
|
if (!t->getOwner().isValidPlayer())
|
|
updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
|
|
}
|
|
}
|
|
|
|
//spawn wandering monsters
|
|
if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
|
|
{
|
|
gameHandler->spawnWanderingMonsters(n.creatureid);
|
|
}
|
|
|
|
logGlobal->trace("Info about turn %d has been sent!", n.day);
|
|
}
|