NewTurnProcessor.cpp 23 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/callback/GameRandomizer.h"
  19. #include "../../lib/constants/StringConstants.h"
  20. #include "../../lib/entities/building/CBuilding.h"
  21. #include "../../lib/entities/faction/CTownHandler.h"
  22. #include "../../lib/gameState/CGameState.h"
  23. #include "../../lib/gameState/SThievesGuildInfo.h"
  24. #include "../../lib/mapObjects/CGHeroInstance.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. #include "../../lib/mapObjects/IOwnableObject.h"
  27. #include "../../lib/mapping/CMap.h"
  28. #include "../../lib/networkPacks/PacksForClient.h"
  29. #include "../../lib/networkPacks/StackLocation.h"
  30. #include "../../lib/pathfinder/TurnInfo.h"
  31. #include "../../lib/texts/CGeneralTextHandler.h"
  32. #include <vstd/RNG.h>
  33. NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
  34. :gameHandler(gameHandler)
  35. {
  36. }
  37. void NewTurnProcessor::handleTimeEvents(PlayerColor color)
  38. {
  39. for (auto const & event : gameHandler->gameState().getMap().events)
  40. {
  41. if (!event.occursToday(gameHandler->gameState().day))
  42. continue;
  43. if (!event.affectsPlayer(color, gameHandler->getPlayerState(color)->isHuman()))
  44. continue;
  45. InfoWindow iw;
  46. iw.player = color;
  47. iw.text = event.message;
  48. //give resources
  49. if (!event.resources.empty())
  50. {
  51. gameHandler->giveResources(color, event.resources);
  52. for (GameResID i : GameResID::ALL_RESOURCES())
  53. if (event.resources[i])
  54. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  55. }
  56. //remove objects specified by event
  57. for(const ObjectInstanceID objectIdToRemove : event.deletedObjectsInstances)
  58. {
  59. auto objectInstance = gameHandler->getObj(objectIdToRemove, false);
  60. if(objectInstance != nullptr)
  61. gameHandler->removeObject(objectInstance, PlayerColor::NEUTRAL);
  62. }
  63. gameHandler->sendAndApply(iw); //show dialog
  64. }
  65. }
  66. void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
  67. {
  68. for (auto const & event : town->events)
  69. {
  70. if (!event.occursToday(gameHandler->gameState().day))
  71. continue;
  72. PlayerColor player = town->getOwner();
  73. if (!event.affectsPlayer(player, gameHandler->getPlayerState(player)->isHuman()))
  74. continue;
  75. // dialog
  76. InfoWindow iw;
  77. iw.player = player;
  78. iw.text = event.message;
  79. if (event.resources.nonZero())
  80. {
  81. gameHandler->giveResources(player, event.resources);
  82. for (GameResID i : GameResID::ALL_RESOURCES())
  83. if (event.resources[i])
  84. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  85. }
  86. for (auto & i : event.buildings)
  87. {
  88. // Only perform action if:
  89. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  90. // 2. Building was not built yet
  91. // othervice, silently ignore / skip it
  92. if (town->getTown()->buildings.count(i) && !town->hasBuilt(i))
  93. {
  94. gameHandler->buildStructure(town->id, i, true);
  95. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i));
  96. }
  97. }
  98. if (!event.creatures.empty())
  99. {
  100. SetAvailableCreatures sac;
  101. sac.tid = town->id;
  102. sac.creatures = town->creatures;
  103. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  104. {
  105. if (i < town->creatures.size() && !town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  106. {
  107. sac.creatures[i].first += event.creatures.at(i);
  108. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  109. }
  110. }
  111. gameHandler->sendAndApply(sac); //show dialog
  112. }
  113. gameHandler->sendAndApply(iw); //show dialog
  114. }
  115. }
  116. void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
  117. {
  118. const auto * playerState = gameHandler->gameState().getPlayerState(which);
  119. handleTimeEvents(which);
  120. for (const auto * t : playerState->getTowns())
  121. handleTownEvents(t);
  122. for (const auto * t : playerState->getTowns())
  123. {
  124. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  125. if (t->getGarrisonHero() != nullptr)
  126. gameHandler->objectVisited(t, t->getGarrisonHero());
  127. if (t->getVisitingHero() != nullptr)
  128. gameHandler->objectVisited(t, t->getVisitingHero());
  129. }
  130. }
  131. void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
  132. {
  133. const auto * playerState = gameHandler->gameState().getPlayerState(which);
  134. assert(playerState->status == EPlayerStatus::INGAME);
  135. if (playerState->getTowns().empty())
  136. {
  137. DaysWithoutTown pack;
  138. pack.player = which;
  139. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  140. gameHandler->sendAndApply(pack);
  141. }
  142. else
  143. {
  144. if (playerState->daysWithoutCastle.has_value())
  145. {
  146. DaysWithoutTown pack;
  147. pack.player = which;
  148. pack.daysWithoutCastle = std::nullopt;
  149. gameHandler->sendAndApply(pack);
  150. }
  151. }
  152. // check for 7 days without castle
  153. gameHandler->checkVictoryLossConditionsForPlayer(which);
  154. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  155. if (newWeek) //new heroes in tavern
  156. gameHandler->heroPool->onNewWeek(which);
  157. }
  158. ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
  159. {
  160. const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
  161. const PlayerState & state = gameHandler->gameState().players.at(playerID);
  162. ResourceSet income;
  163. for (const auto & town : state.getTowns())
  164. {
  165. if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
  166. {
  167. //give 10% of starting gold
  168. income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
  169. }
  170. //give resources if there's a Mystic Pond
  171. if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
  172. {
  173. static constexpr std::array rareResources = {
  174. GameResID::MERCURY,
  175. GameResID::SULFUR,
  176. GameResID::CRYSTAL,
  177. GameResID::GEMS
  178. };
  179. auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
  180. int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
  181. income[resID] += resVal;
  182. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
  183. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  184. }
  185. }
  186. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  187. {
  188. income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  189. income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
  190. }
  191. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  192. {
  193. bool hasCrystalGenCreature = false;
  194. for (const auto & hero : state.getHeroes())
  195. for(const auto & stack : hero->stacks)
  196. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  197. hasCrystalGenCreature = true;
  198. for(const auto & town : state.getTowns())
  199. for(const auto & stack : town->stacks)
  200. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  201. hasCrystalGenCreature = true;
  202. if(hasCrystalGenCreature)
  203. income[EGameResID::CRYSTAL] += 3;
  204. }
  205. TResources incomeHandicapped = income;
  206. incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
  207. for (auto obj : state.getOwnedObjects())
  208. incomeHandicapped += obj->asOwnable()->dailyIncome();
  209. if (!state.isHuman())
  210. {
  211. // Initialize bonuses for different resources
  212. int difficultyIndex = gameHandler->gameState().getStartInfo()->difficulty;
  213. const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
  214. const JsonNode & weeklyBonusesConfig = gameHandler->gameState().getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
  215. const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
  216. // Distribute weekly bonuses over 7 days, depending on the current day of the week
  217. for (GameResID i : GameResID::ALL_RESOURCES())
  218. {
  219. const std::string & name = GameConstants::RESOURCE_NAMES[i.getNum()];
  220. int64_t weeklyBonus = difficultyConfig[name].Integer();
  221. int64_t dayOfWeek = gameHandler->gameState().getDate(Date::DAY_OF_WEEK);
  222. int64_t dailyIncome = incomeHandicapped[i];
  223. int64_t amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
  224. int64_t amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
  225. int64_t dailyBonusToday = amountAfterToday - amountTillToday;
  226. int64_t totalIncomeToday = std::min(GameConstants::PLAYER_RESOURCES_CAP, incomeHandicapped[i] + dailyBonusToday);
  227. incomeHandicapped[i] = totalIncomeToday;
  228. }
  229. }
  230. return incomeHandicapped;
  231. }
  232. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  233. {
  234. SetAvailableCreatures sac;
  235. PlayerColor player = t->tempOwner;
  236. sac.tid = t->id;
  237. sac.creatures = t->creatures;
  238. for (int k=0; k < t->getTown()->creatures.size(); k++)
  239. {
  240. if (t->creatures.at(k).second.empty())
  241. continue;
  242. uint32_t creaturesBefore = t->creatures.at(k).first;
  243. uint32_t creatureGrowth = 0;
  244. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  245. if (firstDay)
  246. {
  247. creatureGrowth = cre->getGrowth();
  248. }
  249. else
  250. {
  251. creatureGrowth = t->creatureGrowth(k);
  252. //Deity of fire week - upgrade both imps and upgrades
  253. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  254. creatureGrowth += 15;
  255. //bonus week, effect applies only to identical creatures
  256. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  257. creatureGrowth += 5;
  258. }
  259. // Neutral towns have halved creature growth
  260. if (!player.isValidPlayer())
  261. creatureGrowth /= 2;
  262. uint32_t resultingCreatures = 0;
  263. if (weekType == EWeekType::PLAGUE)
  264. resultingCreatures = creaturesBefore / 2;
  265. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  266. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  267. else
  268. resultingCreatures = creaturesBefore + creatureGrowth;
  269. sac.creatures.at(k).first = resultingCreatures;
  270. }
  271. return sac;
  272. }
  273. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  274. {
  275. assert(t);
  276. assert(!t->getOwner().isValidPlayer());
  277. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  278. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  279. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  280. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  281. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  282. {
  283. int tierToSubstract = -1;
  284. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  285. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  286. tierToSubstract = i;
  287. if (tierToSubstract == -1)
  288. return; // impossible?
  289. int creaturesAvailable = t->creatures[tierToSubstract].first;
  290. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  291. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  292. if (creaturesLeft != creaturesAvailable)
  293. {
  294. SetAvailableCreatures sac;
  295. sac.tid = t->id;
  296. sac.creatures = t->creatures;
  297. sac.creatures[tierToSubstract].first = creaturesLeft;
  298. gameHandler->sendAndApply(sac);
  299. }
  300. };
  301. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  302. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  303. if (growthRoll >= growthChance)
  304. return;
  305. int tierRoll = 0;
  306. for(int i = 0; i < randomRollsCounts; ++i)
  307. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  308. // NOTE: determined by observing H3 games, might not match H3 100%
  309. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  310. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  311. // Check if town garrison already has unit of specified tier
  312. for(const auto & slot : t->Slots())
  313. {
  314. const auto * creature = slot.second->getCreature();
  315. if (creature->getFactionID() != t->getFactionID())
  316. continue;
  317. if (creature->getLevel() != tierToGrow)
  318. continue;
  319. StackLocation stackLocation(t->id, slot.first);
  320. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), ChangeValueMode::RELATIVE);
  321. takeFromAvailable(creature->getGrowth());
  322. if (upgradeUnit && !creature->upgrades.empty())
  323. {
  324. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  325. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  326. }
  327. else
  328. gameHandler->changeStackType(stackLocation, creature);
  329. return;
  330. }
  331. // No existing creatures in garrison, but we have a free slot we can use
  332. SlotID freeSlotID = t->getFreeSlot();
  333. if (freeSlotID.validSlot())
  334. {
  335. for (auto const & tierVector : t->getTown()->creatures)
  336. {
  337. CreatureID baseCreature = tierVector.at(0);
  338. if (baseCreature.toEntity(LIBRARY)->getLevel() != tierToGrow)
  339. continue;
  340. StackLocation stackLocation(t->id, freeSlotID);
  341. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  342. {
  343. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  344. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  345. takeFromAvailable(upgraded.toCreature()->getGrowth());
  346. }
  347. else
  348. {
  349. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  350. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  351. }
  352. return;
  353. }
  354. }
  355. }
  356. RumorState NewTurnProcessor::pickNewRumor()
  357. {
  358. RumorState newRumor;
  359. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  360. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  361. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  362. if(gameHandler->gameState().getMap().grailPos.isValid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  363. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  364. int rumorId = -1;
  365. int rumorExtra = -1;
  366. auto & rand = gameHandler->getRandomGenerator();
  367. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  368. do
  369. {
  370. switch(newRumor.type)
  371. {
  372. case RumorState::TYPE_SPECIAL:
  373. {
  374. SThievesGuildInfo tgi;
  375. gameHandler->gameState().obtainPlayersStats(tgi, 20);
  376. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  377. if(rumorId == RumorState::RUMOR_GRAIL)
  378. {
  379. rumorExtra = gameHandler->gameState().getTile(gameHandler->gameState().getMap().grailPos)->getTerrainID().getNum();
  380. break;
  381. }
  382. std::vector<PlayerColor> players = {};
  383. switch(rumorId)
  384. {
  385. case RumorState::RUMOR_OBELISKS:
  386. players = tgi.obelisks[0];
  387. break;
  388. case RumorState::RUMOR_ARTIFACTS:
  389. players = tgi.artifacts[0];
  390. break;
  391. case RumorState::RUMOR_ARMY:
  392. players = tgi.army[0];
  393. break;
  394. case RumorState::RUMOR_INCOME:
  395. players = tgi.income[0];
  396. break;
  397. }
  398. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  399. break;
  400. }
  401. case RumorState::TYPE_MAP:
  402. // Makes sure that map rumors only used if there enough rumors too choose from
  403. if(!gameHandler->gameState().getMap().rumors.empty() && (gameHandler->gameState().getMap().rumors.size() > 1 || !gameHandler->gameState().currentRumor.last.count(RumorState::TYPE_MAP)))
  404. {
  405. rumorId = rand.nextInt(gameHandler->gameState().getMap().rumors.size() - 1);
  406. break;
  407. }
  408. else
  409. newRumor.type = RumorState::TYPE_RAND;
  410. [[fallthrough]];
  411. case RumorState::TYPE_RAND:
  412. auto vector = LIBRARY->generaltexth->findStringsWithPrefix("core.randtvrn");
  413. rumorId = rand.nextInt((int)vector.size() - 1);
  414. break;
  415. }
  416. }
  417. while(!newRumor.update(rumorId, rumorExtra));
  418. return newRumor;
  419. }
  420. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  421. {
  422. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  423. {
  424. auto t = gameHandler->gameState().getTown(townID);
  425. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  426. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  427. }
  428. if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  429. return { EWeekType::NORMAL, CreatureID::NONE};
  430. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  431. if (newMonth) //new month
  432. {
  433. if (monthType < 40) //double growth
  434. {
  435. if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  436. {
  437. CreatureID creatureID = gameHandler->randomizer->rollCreature();
  438. return { EWeekType::DOUBLE_GROWTH, creatureID};
  439. }
  440. else if (LIBRARY->creh->doubledCreatures.size())
  441. {
  442. CreatureID creatureID = *RandomGeneratorUtil::nextItem(LIBRARY->creh->doubledCreatures, gameHandler->getRandomGenerator());
  443. return { EWeekType::DOUBLE_GROWTH, creatureID};
  444. }
  445. else
  446. {
  447. gameHandler->complain("Cannot find creature that can be spawned!");
  448. return { EWeekType::NORMAL, CreatureID::NONE};
  449. }
  450. }
  451. if (monthType < 50)
  452. return { EWeekType::PLAGUE, CreatureID::NONE};
  453. return { EWeekType::NORMAL, CreatureID::NONE};
  454. }
  455. else //it's a week, but not full month
  456. {
  457. if (monthType < 25)
  458. {
  459. std::pair<int, CreatureID> newMonster(54, CreatureID());
  460. do
  461. {
  462. newMonster.second = gameHandler->randomizer->rollCreature();
  463. } while (newMonster.second.toEntity(LIBRARY)->getFactionID().toFaction()->town == nullptr); // find first non neutral creature
  464. return { EWeekType::BONUS_GROWTH, newMonster.second};
  465. }
  466. return { EWeekType::NORMAL, CreatureID::NONE};
  467. }
  468. }
  469. std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
  470. {
  471. std::vector<SetMana> result;
  472. for (auto & elem : gameHandler->gameState().players)
  473. {
  474. for (CGHeroInstance *h : elem.second.getHeroes())
  475. {
  476. int32_t newMana = h->getManaNewTurn();
  477. if (newMana != h->mana)
  478. result.emplace_back(h->id, newMana, ChangeValueMode::ABSOLUTE);
  479. }
  480. }
  481. return result;
  482. }
  483. std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
  484. {
  485. std::vector<SetMovePoints> result;
  486. for (auto & elem : gameHandler->gameState().players)
  487. {
  488. for (CGHeroInstance *h : elem.second.getHeroes())
  489. {
  490. auto ti = h->getTurnInfo(1);
  491. // NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  492. int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState().getMap().getTile(h->visitablePos()).isLand(), ti.get());
  493. if (newMovementPoints != h->movementPointsRemaining())
  494. result.emplace_back(h->id, newMovementPoints, ChangeValueMode::ABSOLUTE);
  495. }
  496. }
  497. return result;
  498. }
  499. InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
  500. {
  501. InfoWindow iw;
  502. switch (weekType)
  503. {
  504. case EWeekType::DOUBLE_GROWTH:
  505. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  506. iw.text.replaceNameSingular(creatureWeek);
  507. iw.text.replaceNameSingular(creatureWeek);
  508. break;
  509. case EWeekType::PLAGUE:
  510. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  511. break;
  512. case EWeekType::BONUS_GROWTH:
  513. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  514. iw.text.replaceNameSingular(creatureWeek);
  515. iw.text.replaceNameSingular(creatureWeek);
  516. break;
  517. case EWeekType::DEITYOFFIRE:
  518. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  519. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  520. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  521. iw.text.replacePositiveNumber(15);//%+d 15
  522. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  523. iw.text.replacePositiveNumber(15);//%+d 15
  524. break;
  525. default:
  526. if (newMonth)
  527. {
  528. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  529. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
  530. }
  531. else
  532. {
  533. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  534. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
  535. }
  536. }
  537. return iw;
  538. }
  539. NewTurn NewTurnProcessor::generateNewTurnPack()
  540. {
  541. NewTurn n;
  542. n.specialWeek = EWeekType::FIRST_WEEK;
  543. n.creatureid = CreatureID::NONE;
  544. n.day = gameHandler->gameState().day + 1;
  545. bool firstTurn = !gameHandler->getDate(Date::DAY);
  546. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  547. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  548. if (!firstTurn)
  549. {
  550. for (const auto & player : gameHandler->gameState().players)
  551. n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
  552. }
  553. if (newWeek && !firstTurn)
  554. {
  555. auto [specialWeek, creatureID] = pickWeekType(newMonth);
  556. n.specialWeek = specialWeek;
  557. n.creatureid = creatureID;
  558. }
  559. n.heroesMana = updateHeroesManaPoints();
  560. n.heroesMovement = updateHeroesMovementPoints();
  561. if (newWeek)
  562. {
  563. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  564. {
  565. auto t = gameHandler->gameState().getTown(townID);
  566. n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  567. }
  568. }
  569. if (newWeek)
  570. n.newRumor = pickNewRumor();
  571. if (newWeek)
  572. {
  573. //new week info popup
  574. if (n.specialWeek != EWeekType::FIRST_WEEK)
  575. n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
  576. }
  577. return n;
  578. }
  579. void NewTurnProcessor::onNewTurn()
  580. {
  581. NewTurn n = generateNewTurnPack();
  582. bool firstTurn = !gameHandler->getDate(Date::DAY);
  583. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  584. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  585. gameHandler->sendAndApply(n);
  586. if (newWeek)
  587. {
  588. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  589. {
  590. auto t = gameHandler->gameState().getTown(townID);
  591. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  592. gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  593. }
  594. }
  595. if (newWeek && !firstTurn)
  596. {
  597. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  598. {
  599. auto t = gameHandler->gameState().getTown(townID);
  600. if (!t->getOwner().isValidPlayer())
  601. updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
  602. }
  603. }
  604. //spawn wandering monsters
  605. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  606. {
  607. gameHandler->spawnWanderingMonsters(n.creatureid);
  608. }
  609. logGlobal->trace("Info about turn %d has been sent!", n.day);
  610. }