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. std::vector<const CGObjectInstance*> removedObjects;
  38. for (auto const & event : gameHandler->gameState()->map->events)
  39. {
  40. if (!event.occursToday(gameHandler->gameState()->day))
  41. continue;
  42. if (!event.affectsPlayer(color, gameHandler->getPlayerState(color)->isHuman()))
  43. continue;
  44. InfoWindow iw;
  45. iw.player = color;
  46. iw.text = event.message;
  47. //give resources
  48. if (!event.resources.empty())
  49. {
  50. gameHandler->giveResources(color, event.resources);
  51. for (GameResID i : GameResID::ALL_RESOURCES())
  52. if (event.resources[i])
  53. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  54. }
  55. //remove objects specified by event
  56. for(const CGObjectInstance * objectToRemove : event.deletedObjectsInstances)
  57. {
  58. removedObjects.push_back(objectToRemove);
  59. gameHandler->removeObject(objectToRemove, PlayerColor::NEUTRAL);
  60. }
  61. gameHandler->sendAndApply(&iw); //show dialog
  62. }
  63. for (auto & event : gameHandler->gameState()->map->events)
  64. vstd::erase_if(event.deletedObjectsInstances,
  65. [removedObjects](const CGObjectInstance * o)
  66. {
  67. return vstd::contains(removedObjects, o);
  68. });
  69. }
  70. void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
  71. {
  72. for (auto const & event : town->events)
  73. {
  74. if (!event.occursToday(gameHandler->gameState()->day))
  75. continue;
  76. PlayerColor player = town->getOwner();
  77. if (!event.affectsPlayer(player, gameHandler->getPlayerState(player)->isHuman()))
  78. continue;
  79. // dialog
  80. InfoWindow iw;
  81. iw.player = player;
  82. iw.text = event.message;
  83. if (event.resources.nonZero())
  84. {
  85. gameHandler->giveResources(player, event.resources);
  86. for (GameResID i : GameResID::ALL_RESOURCES())
  87. if (event.resources[i])
  88. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  89. }
  90. for (auto & i : event.buildings)
  91. {
  92. // Only perform action if:
  93. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  94. // 2. Building was not built yet
  95. // othervice, silently ignore / skip it
  96. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  97. {
  98. gameHandler->buildStructure(town->id, i, true);
  99. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  100. }
  101. }
  102. if (!event.creatures.empty())
  103. {
  104. SetAvailableCreatures sac;
  105. sac.tid = town->id;
  106. sac.creatures = town->creatures;
  107. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  108. {
  109. if (i < town->creatures.size() && !town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  110. {
  111. sac.creatures[i].first += event.creatures.at(i);
  112. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  113. }
  114. }
  115. }
  116. gameHandler->sendAndApply(&iw); //show dialog
  117. }
  118. }
  119. void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
  120. {
  121. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  122. handleTimeEvents(which);
  123. for (const auto * t : playerState->getTowns())
  124. handleTownEvents(t);
  125. for (const auto * t : playerState->getTowns())
  126. {
  127. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  128. if (t->garrisonHero != nullptr)
  129. gameHandler->objectVisited(t, t->garrisonHero);
  130. if (t->visitingHero != nullptr)
  131. gameHandler->objectVisited(t, t->visitingHero);
  132. }
  133. }
  134. void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
  135. {
  136. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  137. assert(playerState->status == EPlayerStatus::INGAME);
  138. if (playerState->getTowns().empty())
  139. {
  140. DaysWithoutTown pack;
  141. pack.player = which;
  142. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  143. gameHandler->sendAndApply(&pack);
  144. }
  145. else
  146. {
  147. if (playerState->daysWithoutCastle.has_value())
  148. {
  149. DaysWithoutTown pack;
  150. pack.player = which;
  151. pack.daysWithoutCastle = std::nullopt;
  152. gameHandler->sendAndApply(&pack);
  153. }
  154. }
  155. // check for 7 days without castle
  156. gameHandler->checkVictoryLossConditionsForPlayer(which);
  157. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  158. if (newWeek) //new heroes in tavern
  159. gameHandler->heroPool->onNewWeek(which);
  160. }
  161. ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
  162. {
  163. const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
  164. const PlayerState & state = gameHandler->gameState()->players.at(playerID);
  165. ResourceSet income;
  166. for (const auto & town : state.getTowns())
  167. {
  168. if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
  169. {
  170. //give 10% of starting gold
  171. income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
  172. }
  173. //give resources if there's a Mystic Pond
  174. if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
  175. {
  176. static constexpr std::array rareResources = {
  177. GameResID::MERCURY,
  178. GameResID::SULFUR,
  179. GameResID::CRYSTAL,
  180. GameResID::GEMS
  181. };
  182. auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
  183. int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
  184. income[resID] += resVal;
  185. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
  186. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  187. }
  188. }
  189. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  190. {
  191. income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  192. income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
  193. }
  194. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  195. {
  196. bool hasCrystalGenCreature = false;
  197. for (const auto & hero : state.getHeroes())
  198. for(auto stack : hero->stacks)
  199. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  200. hasCrystalGenCreature = true;
  201. for(const auto & town : state.getTowns())
  202. for(auto stack : town->stacks)
  203. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  204. hasCrystalGenCreature = true;
  205. if(hasCrystalGenCreature)
  206. income[EGameResID::CRYSTAL] += 3;
  207. }
  208. TResources incomeHandicapped = income;
  209. incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
  210. for (auto obj : state.getOwnedObjects())
  211. incomeHandicapped += obj->asOwnable()->dailyIncome();
  212. return incomeHandicapped;
  213. }
  214. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  215. {
  216. SetAvailableCreatures sac;
  217. PlayerColor player = t->tempOwner;
  218. sac.tid = t->id;
  219. sac.creatures = t->creatures;
  220. for (int k=0; k < t->town->creatures.size(); k++)
  221. {
  222. if (t->creatures.at(k).second.empty())
  223. continue;
  224. uint32_t creaturesBefore = t->creatures.at(k).first;
  225. uint32_t creatureGrowth = 0;
  226. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  227. if (firstDay)
  228. {
  229. creatureGrowth = cre->getGrowth();
  230. }
  231. else
  232. {
  233. creatureGrowth = t->creatureGrowth(k);
  234. //Deity of fire week - upgrade both imps and upgrades
  235. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  236. creatureGrowth += 15;
  237. //bonus week, effect applies only to identical creatures
  238. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  239. creatureGrowth += 5;
  240. }
  241. // Neutral towns have halved creature growth
  242. if (!player.isValidPlayer())
  243. creatureGrowth /= 2;
  244. uint32_t resultingCreatures = 0;
  245. if (weekType == EWeekType::PLAGUE)
  246. resultingCreatures = creaturesBefore / 2;
  247. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  248. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  249. else
  250. resultingCreatures = creaturesBefore + creatureGrowth;
  251. sac.creatures.at(k).first = resultingCreatures;
  252. }
  253. return sac;
  254. }
  255. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  256. {
  257. assert(t);
  258. assert(!t->getOwner().isValidPlayer());
  259. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  260. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  261. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  262. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  263. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  264. {
  265. int tierToSubstract = -1;
  266. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  267. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  268. tierToSubstract = i;
  269. if (tierToSubstract == -1)
  270. return; // impossible?
  271. int creaturesAvailable = t->creatures[tierToSubstract].first;
  272. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  273. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  274. if (creaturesLeft != creaturesAvailable)
  275. {
  276. SetAvailableCreatures sac;
  277. sac.tid = t->id;
  278. sac.creatures = t->creatures;
  279. sac.creatures[tierToSubstract].first = creaturesLeft;
  280. gameHandler->sendAndApply(&sac);
  281. }
  282. };
  283. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  284. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  285. if (growthRoll >= growthChance)
  286. return;
  287. int tierRoll = 0;
  288. for(int i = 0; i < randomRollsCounts; ++i)
  289. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  290. // NOTE: determined by observing H3 games, might not match H3 100%
  291. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  292. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  293. // Check if town garrison already has unit of specified tier
  294. for(const auto & slot : t->Slots())
  295. {
  296. const auto * creature = slot.second->type;
  297. if (creature->getFaction() != t->getFaction())
  298. continue;
  299. if (creature->getLevel() != tierToGrow)
  300. continue;
  301. StackLocation stackLocation(t, slot.first);
  302. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
  303. takeFromAvailable(creature->getGrowth());
  304. if (upgradeUnit && !creature->upgrades.empty())
  305. {
  306. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  307. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  308. }
  309. else
  310. gameHandler->changeStackType(stackLocation, creature);
  311. return;
  312. }
  313. // No existing creatures in garrison, but we have a free slot we can use
  314. SlotID freeSlotID = t->getFreeSlot();
  315. if (freeSlotID.validSlot())
  316. {
  317. for (auto const & tierVector : t->getTown()->creatures)
  318. {
  319. CreatureID baseCreature = tierVector.at(0);
  320. if (baseCreature.toEntity(VLC)->getLevel() != tierToGrow)
  321. continue;
  322. StackLocation stackLocation(t, freeSlotID);
  323. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  324. {
  325. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  326. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  327. takeFromAvailable(upgraded.toCreature()->getGrowth());
  328. }
  329. else
  330. {
  331. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  332. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  333. }
  334. return;
  335. }
  336. }
  337. }
  338. RumorState NewTurnProcessor::pickNewRumor()
  339. {
  340. RumorState newRumor;
  341. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  342. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  343. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  344. if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  345. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  346. int rumorId = -1;
  347. int rumorExtra = -1;
  348. auto & rand = gameHandler->getRandomGenerator();
  349. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  350. do
  351. {
  352. switch(newRumor.type)
  353. {
  354. case RumorState::TYPE_SPECIAL:
  355. {
  356. SThievesGuildInfo tgi;
  357. gameHandler->gameState()->obtainPlayersStats(tgi, 20);
  358. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  359. if(rumorId == RumorState::RUMOR_GRAIL)
  360. {
  361. rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
  362. break;
  363. }
  364. std::vector<PlayerColor> players = {};
  365. switch(rumorId)
  366. {
  367. case RumorState::RUMOR_OBELISKS:
  368. players = tgi.obelisks[0];
  369. break;
  370. case RumorState::RUMOR_ARTIFACTS:
  371. players = tgi.artifacts[0];
  372. break;
  373. case RumorState::RUMOR_ARMY:
  374. players = tgi.army[0];
  375. break;
  376. case RumorState::RUMOR_INCOME:
  377. players = tgi.income[0];
  378. break;
  379. }
  380. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  381. break;
  382. }
  383. case RumorState::TYPE_MAP:
  384. // Makes sure that map rumors only used if there enough rumors too choose from
  385. if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
  386. {
  387. rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
  388. break;
  389. }
  390. else
  391. newRumor.type = RumorState::TYPE_RAND;
  392. [[fallthrough]];
  393. case RumorState::TYPE_RAND:
  394. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  395. rumorId = rand.nextInt((int)vector.size() - 1);
  396. break;
  397. }
  398. }
  399. while(!newRumor.update(rumorId, rumorExtra));
  400. return newRumor;
  401. }
  402. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  403. {
  404. for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
  405. {
  406. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  407. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  408. }
  409. if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  410. return { EWeekType::NORMAL, CreatureID::NONE};
  411. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  412. if (newMonth) //new month
  413. {
  414. if (monthType < 40) //double growth
  415. {
  416. if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  417. {
  418. CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  419. return { EWeekType::DOUBLE_GROWTH, creatureID};
  420. }
  421. else if (VLC->creh->doubledCreatures.size())
  422. {
  423. CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
  424. return { EWeekType::DOUBLE_GROWTH, creatureID};
  425. }
  426. else
  427. {
  428. gameHandler->complain("Cannot find creature that can be spawned!");
  429. return { EWeekType::NORMAL, CreatureID::NONE};
  430. }
  431. }
  432. if (monthType < 50)
  433. return { EWeekType::PLAGUE, CreatureID::NONE};
  434. return { EWeekType::NORMAL, CreatureID::NONE};
  435. }
  436. else //it's a week, but not full month
  437. {
  438. if (monthType < 25)
  439. {
  440. std::pair<int, CreatureID> newMonster(54, CreatureID());
  441. do
  442. {
  443. newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  444. } while (VLC->creh->objects[newMonster.second] &&
  445. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  446. return { EWeekType::BONUS_GROWTH, newMonster.second};
  447. }
  448. return { EWeekType::NORMAL, CreatureID::NONE};
  449. }
  450. }
  451. std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
  452. {
  453. std::vector<SetMana> result;
  454. for (auto & elem : gameHandler->gameState()->players)
  455. {
  456. for (CGHeroInstance *h : elem.second.getHeroes())
  457. {
  458. int32_t newMana = h->getManaNewTurn();
  459. if (newMana != h->mana)
  460. result.emplace_back(h->id, newMana, true);
  461. }
  462. }
  463. return result;
  464. }
  465. std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
  466. {
  467. std::vector<SetMovePoints> result;
  468. for (auto & elem : gameHandler->gameState()->players)
  469. {
  470. for (CGHeroInstance *h : elem.second.getHeroes())
  471. {
  472. auto ti = std::make_unique<TurnInfo>(h, 1);
  473. // NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  474. int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  475. if (newMovementPoints != h->movementPointsRemaining())
  476. result.emplace_back(h->id, newMovementPoints, true);
  477. }
  478. }
  479. return result;
  480. }
  481. InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
  482. {
  483. InfoWindow iw;
  484. switch (weekType)
  485. {
  486. case EWeekType::DOUBLE_GROWTH:
  487. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  488. iw.text.replaceNameSingular(creatureWeek);
  489. iw.text.replaceNameSingular(creatureWeek);
  490. break;
  491. case EWeekType::PLAGUE:
  492. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  493. break;
  494. case EWeekType::BONUS_GROWTH:
  495. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  496. iw.text.replaceNameSingular(creatureWeek);
  497. iw.text.replaceNameSingular(creatureWeek);
  498. break;
  499. case EWeekType::DEITYOFFIRE:
  500. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  501. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  502. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  503. iw.text.replacePositiveNumber(15);//%+d 15
  504. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  505. iw.text.replacePositiveNumber(15);//%+d 15
  506. break;
  507. default:
  508. if (newMonth)
  509. {
  510. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  511. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
  512. }
  513. else
  514. {
  515. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  516. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
  517. }
  518. }
  519. return iw;
  520. }
  521. NewTurn NewTurnProcessor::generateNewTurnPack()
  522. {
  523. NewTurn n;
  524. n.specialWeek = EWeekType::FIRST_WEEK;
  525. n.creatureid = CreatureID::NONE;
  526. n.day = gameHandler->gameState()->day + 1;
  527. bool firstTurn = !gameHandler->getDate(Date::DAY);
  528. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  529. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  530. if (!firstTurn)
  531. {
  532. for (const auto & player : gameHandler->gameState()->players)
  533. n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
  534. }
  535. if (newWeek && !firstTurn)
  536. {
  537. auto [specialWeek, creatureID] = pickWeekType(newMonth);
  538. n.specialWeek = specialWeek;
  539. n.creatureid = creatureID;
  540. }
  541. n.heroesMana = updateHeroesManaPoints();
  542. n.heroesMovement = updateHeroesMovementPoints();
  543. if (newWeek)
  544. {
  545. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  546. n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  547. }
  548. if (newWeek)
  549. n.newRumor = pickNewRumor();
  550. if (newWeek)
  551. {
  552. //new week info popup
  553. if (n.specialWeek != EWeekType::FIRST_WEEK)
  554. n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
  555. }
  556. return n;
  557. }
  558. void NewTurnProcessor::onNewTurn()
  559. {
  560. NewTurn n = generateNewTurnPack();
  561. bool firstTurn = !gameHandler->getDate(Date::DAY);
  562. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  563. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  564. gameHandler->sendAndApply(&n);
  565. if (newWeek)
  566. {
  567. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  568. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  569. gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  570. }
  571. if (newWeek && !firstTurn)
  572. {
  573. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  574. {
  575. if (!t->getOwner().isValidPlayer())
  576. updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
  577. }
  578. }
  579. //spawn wandering monsters
  580. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  581. {
  582. gameHandler->spawnWanderingMonsters(n.creatureid);
  583. }
  584. logGlobal->trace("Info about turn %d has been sent!", n.day);
  585. }