NewTurnProcessor.cpp 21 KB

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  1. /*
  2. * NewTurnProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "NewTurnProcessor.h"
  12. #include "HeroPoolProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CPlayerState.h"
  15. #include "../../lib/IGameSettings.h"
  16. #include "../../lib/StartInfo.h"
  17. #include "../../lib/TerrainHandler.h"
  18. #include "../../lib/entities/building/CBuilding.h"
  19. #include "../../lib/entities/faction/CTownHandler.h"
  20. #include "../../lib/gameState/CGameState.h"
  21. #include "../../lib/gameState/SThievesGuildInfo.h"
  22. #include "../../lib/mapObjects/CGHeroInstance.h"
  23. #include "../../lib/mapObjects/CGTownInstance.h"
  24. #include "../../lib/mapObjects/IOwnableObject.h"
  25. #include "../../lib/mapping/CMap.h"
  26. #include "../../lib/networkPacks/PacksForClient.h"
  27. #include "../../lib/networkPacks/StackLocation.h"
  28. #include "../../lib/pathfinder/TurnInfo.h"
  29. #include "../../lib/texts/CGeneralTextHandler.h"
  30. #include <vstd/RNG.h>
  31. NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
  32. :gameHandler(gameHandler)
  33. {
  34. }
  35. void NewTurnProcessor::handleTimeEvents(PlayerColor color)
  36. {
  37. for (auto const & event : gameHandler->gameState()->map->events)
  38. {
  39. if (!event.occursToday(gameHandler->gameState()->day))
  40. continue;
  41. if (!event.affectsPlayer(color, gameHandler->getPlayerState(color)->isHuman()))
  42. continue;
  43. InfoWindow iw;
  44. iw.player = color;
  45. iw.text = event.message;
  46. //give resources
  47. if (!event.resources.empty())
  48. {
  49. gameHandler->giveResources(color, event.resources);
  50. for (GameResID i : GameResID::ALL_RESOURCES())
  51. if (event.resources[i])
  52. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  53. }
  54. gameHandler->sendAndApply(iw); //show dialog
  55. }
  56. }
  57. void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
  58. {
  59. for (auto const & event : town->events)
  60. {
  61. if (!event.occursToday(gameHandler->gameState()->day))
  62. continue;
  63. PlayerColor player = town->getOwner();
  64. if (!event.affectsPlayer(player, gameHandler->getPlayerState(player)->isHuman()))
  65. continue;
  66. // dialog
  67. InfoWindow iw;
  68. iw.player = player;
  69. iw.text = event.message;
  70. if (event.resources.nonZero())
  71. {
  72. gameHandler->giveResources(player, event.resources);
  73. for (GameResID i : GameResID::ALL_RESOURCES())
  74. if (event.resources[i])
  75. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  76. }
  77. for (auto & i : event.buildings)
  78. {
  79. // Only perform action if:
  80. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  81. // 2. Building was not built yet
  82. // othervice, silently ignore / skip it
  83. if (town->getTown()->buildings.count(i) && !town->hasBuilt(i))
  84. {
  85. gameHandler->buildStructure(town->id, i, true);
  86. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i));
  87. }
  88. }
  89. if (!event.creatures.empty())
  90. {
  91. SetAvailableCreatures sac;
  92. sac.tid = town->id;
  93. sac.creatures = town->creatures;
  94. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  95. {
  96. if (i < town->creatures.size() && !town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  97. {
  98. sac.creatures[i].first += event.creatures.at(i);
  99. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  100. }
  101. }
  102. gameHandler->sendAndApply(sac); //show dialog
  103. }
  104. gameHandler->sendAndApply(iw); //show dialog
  105. }
  106. }
  107. void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
  108. {
  109. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  110. handleTimeEvents(which);
  111. for (const auto * t : playerState->getTowns())
  112. handleTownEvents(t);
  113. for (const auto * t : playerState->getTowns())
  114. {
  115. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  116. if (t->garrisonHero != nullptr)
  117. gameHandler->objectVisited(t, t->garrisonHero);
  118. if (t->visitingHero != nullptr)
  119. gameHandler->objectVisited(t, t->visitingHero);
  120. }
  121. }
  122. void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
  123. {
  124. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  125. assert(playerState->status == EPlayerStatus::INGAME);
  126. if (playerState->getTowns().empty())
  127. {
  128. DaysWithoutTown pack;
  129. pack.player = which;
  130. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  131. gameHandler->sendAndApply(pack);
  132. }
  133. else
  134. {
  135. if (playerState->daysWithoutCastle.has_value())
  136. {
  137. DaysWithoutTown pack;
  138. pack.player = which;
  139. pack.daysWithoutCastle = std::nullopt;
  140. gameHandler->sendAndApply(pack);
  141. }
  142. }
  143. // check for 7 days without castle
  144. gameHandler->checkVictoryLossConditionsForPlayer(which);
  145. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  146. if (newWeek) //new heroes in tavern
  147. gameHandler->heroPool->onNewWeek(which);
  148. }
  149. ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
  150. {
  151. const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
  152. const PlayerState & state = gameHandler->gameState()->players.at(playerID);
  153. ResourceSet income;
  154. for (const auto & town : state.getTowns())
  155. {
  156. if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
  157. {
  158. //give 10% of starting gold
  159. income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
  160. }
  161. //give resources if there's a Mystic Pond
  162. if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
  163. {
  164. static constexpr std::array rareResources = {
  165. GameResID::MERCURY,
  166. GameResID::SULFUR,
  167. GameResID::CRYSTAL,
  168. GameResID::GEMS
  169. };
  170. auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
  171. int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
  172. income[resID] += resVal;
  173. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
  174. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  175. }
  176. }
  177. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  178. {
  179. income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  180. income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
  181. }
  182. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  183. {
  184. bool hasCrystalGenCreature = false;
  185. for (const auto & hero : state.getHeroes())
  186. for(auto stack : hero->stacks)
  187. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  188. hasCrystalGenCreature = true;
  189. for(const auto & town : state.getTowns())
  190. for(auto stack : town->stacks)
  191. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  192. hasCrystalGenCreature = true;
  193. if(hasCrystalGenCreature)
  194. income[EGameResID::CRYSTAL] += 3;
  195. }
  196. TResources incomeHandicapped = income;
  197. incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
  198. for (auto obj : state.getOwnedObjects())
  199. incomeHandicapped += obj->asOwnable()->dailyIncome();
  200. return incomeHandicapped;
  201. }
  202. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  203. {
  204. SetAvailableCreatures sac;
  205. PlayerColor player = t->tempOwner;
  206. sac.tid = t->id;
  207. sac.creatures = t->creatures;
  208. for (int k=0; k < t->getTown()->creatures.size(); k++)
  209. {
  210. if (t->creatures.at(k).second.empty())
  211. continue;
  212. uint32_t creaturesBefore = t->creatures.at(k).first;
  213. uint32_t creatureGrowth = 0;
  214. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  215. if (firstDay)
  216. {
  217. creatureGrowth = cre->getGrowth();
  218. }
  219. else
  220. {
  221. creatureGrowth = t->creatureGrowth(k);
  222. //Deity of fire week - upgrade both imps and upgrades
  223. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  224. creatureGrowth += 15;
  225. //bonus week, effect applies only to identical creatures
  226. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  227. creatureGrowth += 5;
  228. }
  229. // Neutral towns have halved creature growth
  230. if (!player.isValidPlayer())
  231. creatureGrowth /= 2;
  232. uint32_t resultingCreatures = 0;
  233. if (weekType == EWeekType::PLAGUE)
  234. resultingCreatures = creaturesBefore / 2;
  235. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  236. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  237. else
  238. resultingCreatures = creaturesBefore + creatureGrowth;
  239. sac.creatures.at(k).first = resultingCreatures;
  240. }
  241. return sac;
  242. }
  243. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  244. {
  245. assert(t);
  246. assert(!t->getOwner().isValidPlayer());
  247. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  248. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  249. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  250. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  251. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  252. {
  253. int tierToSubstract = -1;
  254. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  255. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  256. tierToSubstract = i;
  257. if (tierToSubstract == -1)
  258. return; // impossible?
  259. int creaturesAvailable = t->creatures[tierToSubstract].first;
  260. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  261. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  262. if (creaturesLeft != creaturesAvailable)
  263. {
  264. SetAvailableCreatures sac;
  265. sac.tid = t->id;
  266. sac.creatures = t->creatures;
  267. sac.creatures[tierToSubstract].first = creaturesLeft;
  268. gameHandler->sendAndApply(sac);
  269. }
  270. };
  271. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  272. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  273. if (growthRoll >= growthChance)
  274. return;
  275. int tierRoll = 0;
  276. for(int i = 0; i < randomRollsCounts; ++i)
  277. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  278. // NOTE: determined by observing H3 games, might not match H3 100%
  279. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  280. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  281. // Check if town garrison already has unit of specified tier
  282. for(const auto & slot : t->Slots())
  283. {
  284. const auto * creature = slot.second->type;
  285. if (creature->getFactionID() != t->getFactionID())
  286. continue;
  287. if (creature->getLevel() != tierToGrow)
  288. continue;
  289. StackLocation stackLocation(t, slot.first);
  290. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
  291. takeFromAvailable(creature->getGrowth());
  292. if (upgradeUnit && !creature->upgrades.empty())
  293. {
  294. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  295. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  296. }
  297. else
  298. gameHandler->changeStackType(stackLocation, creature);
  299. return;
  300. }
  301. // No existing creatures in garrison, but we have a free slot we can use
  302. SlotID freeSlotID = t->getFreeSlot();
  303. if (freeSlotID.validSlot())
  304. {
  305. for (auto const & tierVector : t->getTown()->creatures)
  306. {
  307. CreatureID baseCreature = tierVector.at(0);
  308. if (baseCreature.toEntity(VLC)->getLevel() != tierToGrow)
  309. continue;
  310. StackLocation stackLocation(t, freeSlotID);
  311. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  312. {
  313. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  314. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  315. takeFromAvailable(upgraded.toCreature()->getGrowth());
  316. }
  317. else
  318. {
  319. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  320. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  321. }
  322. return;
  323. }
  324. }
  325. }
  326. RumorState NewTurnProcessor::pickNewRumor()
  327. {
  328. RumorState newRumor;
  329. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  330. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  331. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  332. if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  333. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  334. int rumorId = -1;
  335. int rumorExtra = -1;
  336. auto & rand = gameHandler->getRandomGenerator();
  337. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  338. do
  339. {
  340. switch(newRumor.type)
  341. {
  342. case RumorState::TYPE_SPECIAL:
  343. {
  344. SThievesGuildInfo tgi;
  345. gameHandler->gameState()->obtainPlayersStats(tgi, 20);
  346. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  347. if(rumorId == RumorState::RUMOR_GRAIL)
  348. {
  349. rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->getTerrainID().getNum();
  350. break;
  351. }
  352. std::vector<PlayerColor> players = {};
  353. switch(rumorId)
  354. {
  355. case RumorState::RUMOR_OBELISKS:
  356. players = tgi.obelisks[0];
  357. break;
  358. case RumorState::RUMOR_ARTIFACTS:
  359. players = tgi.artifacts[0];
  360. break;
  361. case RumorState::RUMOR_ARMY:
  362. players = tgi.army[0];
  363. break;
  364. case RumorState::RUMOR_INCOME:
  365. players = tgi.income[0];
  366. break;
  367. }
  368. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  369. break;
  370. }
  371. case RumorState::TYPE_MAP:
  372. // Makes sure that map rumors only used if there enough rumors too choose from
  373. if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
  374. {
  375. rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
  376. break;
  377. }
  378. else
  379. newRumor.type = RumorState::TYPE_RAND;
  380. [[fallthrough]];
  381. case RumorState::TYPE_RAND:
  382. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  383. rumorId = rand.nextInt((int)vector.size() - 1);
  384. break;
  385. }
  386. }
  387. while(!newRumor.update(rumorId, rumorExtra));
  388. return newRumor;
  389. }
  390. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  391. {
  392. for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
  393. {
  394. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  395. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  396. }
  397. if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  398. return { EWeekType::NORMAL, CreatureID::NONE};
  399. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  400. if (newMonth) //new month
  401. {
  402. if (monthType < 40) //double growth
  403. {
  404. if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  405. {
  406. CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  407. return { EWeekType::DOUBLE_GROWTH, creatureID};
  408. }
  409. else if (VLC->creh->doubledCreatures.size())
  410. {
  411. CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
  412. return { EWeekType::DOUBLE_GROWTH, creatureID};
  413. }
  414. else
  415. {
  416. gameHandler->complain("Cannot find creature that can be spawned!");
  417. return { EWeekType::NORMAL, CreatureID::NONE};
  418. }
  419. }
  420. if (monthType < 50)
  421. return { EWeekType::PLAGUE, CreatureID::NONE};
  422. return { EWeekType::NORMAL, CreatureID::NONE};
  423. }
  424. else //it's a week, but not full month
  425. {
  426. if (monthType < 25)
  427. {
  428. std::pair<int, CreatureID> newMonster(54, CreatureID());
  429. do
  430. {
  431. newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  432. } while (VLC->creh->objects[newMonster.second] &&
  433. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFactionID()]->town == nullptr); // find first non neutral creature
  434. return { EWeekType::BONUS_GROWTH, newMonster.second};
  435. }
  436. return { EWeekType::NORMAL, CreatureID::NONE};
  437. }
  438. }
  439. std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
  440. {
  441. std::vector<SetMana> result;
  442. for (auto & elem : gameHandler->gameState()->players)
  443. {
  444. for (CGHeroInstance *h : elem.second.getHeroes())
  445. {
  446. int32_t newMana = h->getManaNewTurn();
  447. if (newMana != h->mana)
  448. result.emplace_back(h->id, newMana, true);
  449. }
  450. }
  451. return result;
  452. }
  453. std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
  454. {
  455. std::vector<SetMovePoints> result;
  456. for (auto & elem : gameHandler->gameState()->players)
  457. {
  458. for (CGHeroInstance *h : elem.second.getHeroes())
  459. {
  460. auto ti = std::make_unique<TurnInfo>(h, 1);
  461. // NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  462. int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).isLand(), ti.get());
  463. if (newMovementPoints != h->movementPointsRemaining())
  464. result.emplace_back(h->id, newMovementPoints, true);
  465. }
  466. }
  467. return result;
  468. }
  469. InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
  470. {
  471. InfoWindow iw;
  472. switch (weekType)
  473. {
  474. case EWeekType::DOUBLE_GROWTH:
  475. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  476. iw.text.replaceNameSingular(creatureWeek);
  477. iw.text.replaceNameSingular(creatureWeek);
  478. break;
  479. case EWeekType::PLAGUE:
  480. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  481. break;
  482. case EWeekType::BONUS_GROWTH:
  483. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  484. iw.text.replaceNameSingular(creatureWeek);
  485. iw.text.replaceNameSingular(creatureWeek);
  486. break;
  487. case EWeekType::DEITYOFFIRE:
  488. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  489. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  490. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  491. iw.text.replacePositiveNumber(15);//%+d 15
  492. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  493. iw.text.replacePositiveNumber(15);//%+d 15
  494. break;
  495. default:
  496. if (newMonth)
  497. {
  498. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  499. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
  500. }
  501. else
  502. {
  503. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  504. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
  505. }
  506. }
  507. return iw;
  508. }
  509. NewTurn NewTurnProcessor::generateNewTurnPack()
  510. {
  511. NewTurn n;
  512. n.specialWeek = EWeekType::FIRST_WEEK;
  513. n.creatureid = CreatureID::NONE;
  514. n.day = gameHandler->gameState()->day + 1;
  515. bool firstTurn = !gameHandler->getDate(Date::DAY);
  516. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  517. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  518. if (!firstTurn)
  519. {
  520. for (const auto & player : gameHandler->gameState()->players)
  521. n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
  522. }
  523. if (newWeek && !firstTurn)
  524. {
  525. auto [specialWeek, creatureID] = pickWeekType(newMonth);
  526. n.specialWeek = specialWeek;
  527. n.creatureid = creatureID;
  528. }
  529. n.heroesMana = updateHeroesManaPoints();
  530. n.heroesMovement = updateHeroesMovementPoints();
  531. if (newWeek)
  532. {
  533. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  534. n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  535. }
  536. if (newWeek)
  537. n.newRumor = pickNewRumor();
  538. if (newWeek)
  539. {
  540. //new week info popup
  541. if (n.specialWeek != EWeekType::FIRST_WEEK)
  542. n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
  543. }
  544. return n;
  545. }
  546. void NewTurnProcessor::onNewTurn()
  547. {
  548. NewTurn n = generateNewTurnPack();
  549. bool firstTurn = !gameHandler->getDate(Date::DAY);
  550. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  551. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  552. gameHandler->sendAndApply(n);
  553. if (newWeek)
  554. {
  555. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  556. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  557. gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  558. }
  559. if (newWeek && !firstTurn)
  560. {
  561. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  562. {
  563. if (!t->getOwner().isValidPlayer())
  564. updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
  565. }
  566. }
  567. //spawn wandering monsters
  568. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  569. {
  570. gameHandler->spawnWanderingMonsters(n.creatureid);
  571. }
  572. logGlobal->trace("Info about turn %d has been sent!", n.day);
  573. }