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