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