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							- /*
 
-  * NewTurnProcessor.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "NewTurnProcessor.h"
 
- #include "HeroPoolProcessor.h"
 
- #include "../CGameHandler.h"
 
- #include "../../lib/CPlayerState.h"
 
- #include "../../lib/GameSettings.h"
 
- #include "../../lib/StartInfo.h"
 
- #include "../../lib/TerrainHandler.h"
 
- #include "../../lib/entities/building/CBuilding.h"
 
- #include "../../lib/entities/faction/CTownHandler.h"
 
- #include "../../lib/gameState/CGameState.h"
 
- #include "../../lib/gameState/SThievesGuildInfo.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/mapObjects/IOwnableObject.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/networkPacks/PacksForClient.h"
 
- #include "../../lib/networkPacks/StackLocation.h"
 
- #include "../../lib/pathfinder/TurnInfo.h"
 
- #include "../../lib/texts/CGeneralTextHandler.h"
 
- #include <vstd/RNG.h>
 
- NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
 
- 	:gameHandler(gameHandler)
 
- {
 
- }
 
- void NewTurnProcessor::handleTimeEvents(PlayerColor color)
 
- {
 
- 	for (auto const & event : gameHandler->gameState()->map->events)
 
- 	{
 
- 		if (!event.occursToday(gameHandler->gameState()->day))
 
- 			continue;
 
- 		if (!event.affectsPlayer(color, gameHandler->getPlayerState(color)->isHuman()))
 
- 			continue;
 
- 		InfoWindow iw;
 
- 		iw.player = color;
 
- 		iw.text = event.message;
 
- 		//give resources
 
- 		if (!event.resources.empty())
 
- 		{
 
- 			gameHandler->giveResources(color, event.resources);
 
- 			for (GameResID i : GameResID::ALL_RESOURCES())
 
- 				if (event.resources[i])
 
- 					iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
 
- 		}
 
- 		gameHandler->sendAndApply(&iw); //show dialog
 
- 	}
 
- }
 
- void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
 
- {
 
- 	for (auto const & event : town->events)
 
- 	{
 
- 		if (!event.occursToday(gameHandler->gameState()->day))
 
- 			continue;
 
- 		PlayerColor player = town->getOwner();
 
- 		if (!event.affectsPlayer(player, gameHandler->getPlayerState(player)->isHuman()))
 
- 			continue;
 
- 		// dialog
 
- 		InfoWindow iw;
 
- 		iw.player = player;
 
- 		iw.text = event.message;
 
- 		if (event.resources.nonZero())
 
- 		{
 
- 			gameHandler->giveResources(player, event.resources);
 
- 			for (GameResID i : GameResID::ALL_RESOURCES())
 
- 				if (event.resources[i])
 
- 					iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
 
- 		}
 
- 		for (auto & i : event.buildings)
 
- 		{
 
- 			// Only perform action if:
 
- 			// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
 
- 			// 2. Building was not built yet
 
- 			// othervice, silently ignore / skip it
 
- 			if (town->town->buildings.count(i) && !town->hasBuilt(i))
 
- 			{
 
- 				gameHandler->buildStructure(town->id, i, true);
 
- 				iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
 
- 			}
 
- 		}
 
- 		if (!event.creatures.empty())
 
- 		{
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = town->id;
 
- 			sac.creatures = town->creatures;
 
- 			for (si32 i=0;i<event.creatures.size();i++) //creature growths
 
- 			{
 
- 				if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
 
- 				{
 
- 					sac.creatures[i].first += event.creatures.at(i);
 
- 					iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
 
- 				}
 
- 			}
 
- 		}
 
- 		gameHandler->sendAndApply(&iw); //show dialog
 
- 	}
 
- }
 
- void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
 
- {
 
- 	const auto * playerState = gameHandler->gameState()->getPlayerState(which);
 
- 	handleTimeEvents(which);
 
- 	for (const auto * t : playerState->getTowns())
 
- 		handleTownEvents(t);
 
- 	for (const auto * t : playerState->getTowns())
 
- 	{
 
- 		//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
 
- 		if (t->garrisonHero != nullptr)
 
- 			gameHandler->objectVisited(t, t->garrisonHero);
 
- 		if (t->visitingHero != nullptr)
 
- 			gameHandler->objectVisited(t, t->visitingHero);
 
- 	}
 
- }
 
- void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
 
- {
 
- 	const auto * playerState = gameHandler->gameState()->getPlayerState(which);
 
- 	assert(playerState->status == EPlayerStatus::INGAME);
 
- 	if (playerState->getTowns().empty())
 
- 	{
 
- 		DaysWithoutTown pack;
 
- 		pack.player = which;
 
- 		pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
 
- 		gameHandler->sendAndApply(&pack);
 
- 	}
 
- 	else
 
- 	{
 
- 		if (playerState->daysWithoutCastle.has_value())
 
- 		{
 
- 			DaysWithoutTown pack;
 
- 			pack.player = which;
 
- 			pack.daysWithoutCastle = std::nullopt;
 
- 			gameHandler->sendAndApply(&pack);
 
- 		}
 
- 	}
 
- 	// check for 7 days without castle
 
- 	gameHandler->checkVictoryLossConditionsForPlayer(which);
 
- 	bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
 
- 	if (newWeek) //new heroes in tavern
 
- 		gameHandler->heroPool->onNewWeek(which);
 
- }
 
- ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
 
- {
 
- 	const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
 
- 	const PlayerState & state = gameHandler->gameState()->players.at(playerID);
 
- 	ResourceSet income;
 
- 	for (const auto & town : state.getTowns())
 
- 	{
 
- 		if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
 
- 		{
 
- 			//give 10% of starting gold
 
- 			income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
 
- 		}
 
- 		//give resources if there's a Mystic Pond
 
- 		if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
 
- 		{
 
- 			static constexpr std::array rareResources = {
 
- 				GameResID::MERCURY,
 
- 				GameResID::SULFUR,
 
- 				GameResID::CRYSTAL,
 
- 				GameResID::GEMS
 
- 			};
 
- 			auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
 
- 			int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
 
- 			income[resID] += resVal;
 
- 			gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
 
- 			gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
 
- 		}
 
- 	}
 
- 	for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
 
- 	{
 
- 		income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
 
- 		income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
 
- 	}
 
- 	if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
 
- 	{
 
- 		bool hasCrystalGenCreature = false;
 
- 		for (const auto & hero : state.getHeroes())
 
- 			for(auto stack : hero->stacks)
 
- 				if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
 
- 					hasCrystalGenCreature = true;
 
- 		for(const auto & town : state.getTowns())
 
- 			for(auto stack : town->stacks)
 
- 				if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
 
- 					hasCrystalGenCreature = true;
 
- 		if(hasCrystalGenCreature)
 
- 			income[EGameResID::CRYSTAL] += 3;
 
- 	}
 
- 	TResources incomeHandicapped = income;
 
- 	incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
 
- 	for (auto obj :	state.getOwnedObjects())
 
- 		incomeHandicapped += obj->asOwnable()->dailyIncome();
 
- 	return incomeHandicapped;
 
- }
 
- SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
 
- {
 
- 	SetAvailableCreatures sac;
 
- 	PlayerColor player = t->tempOwner;
 
- 	sac.tid = t->id;
 
- 	sac.creatures = t->creatures;
 
- 	for (int k=0; k < t->town->creatures.size(); k++)
 
- 	{
 
- 		if (t->creatures.at(k).second.empty())
 
- 			continue;
 
- 		uint32_t creaturesBefore = t->creatures.at(k).first;
 
- 		uint32_t creatureGrowth = 0;
 
- 		const CCreature *cre = t->creatures.at(k).second.back().toCreature();
 
- 		if (firstDay)
 
- 		{
 
- 			creatureGrowth = cre->getGrowth();
 
- 		}
 
- 		else
 
- 		{
 
- 			creatureGrowth = t->creatureGrowth(k);
 
- 			//Deity of fire week - upgrade both imps and upgrades
 
- 			if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
 
- 				creatureGrowth += 15;
 
- 			//bonus week, effect applies only to identical creatures
 
- 			if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
 
- 				creatureGrowth += 5;
 
- 		}
 
- 		// Neutral towns have halved creature growth
 
- 		if (!player.isValidPlayer())
 
- 			creatureGrowth /= 2;
 
- 		uint32_t resultingCreatures = 0;
 
- 		if (weekType == EWeekType::PLAGUE)
 
- 			resultingCreatures = creaturesBefore / 2;
 
- 		else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
 
- 			resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
 
- 		else
 
- 			resultingCreatures = creaturesBefore + creatureGrowth;
 
- 		sac.creatures.at(k).first = resultingCreatures;
 
- 	}
 
- 	return sac;
 
- }
 
- void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
 
- {
 
- 	assert(t);
 
- 	assert(!t->getOwner().isValidPlayer());
 
- 	constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
 
- 	constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
 
- 	constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
 
- 	constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
 
- 	const auto & takeFromAvailable = [this, t](CreatureID creatureID)
 
- 	{
 
- 		int tierToSubstract = -1;
 
- 		for (int i = 0; i < t->getTown()->creatures.size(); ++i)
 
- 			if (vstd::contains(t->getTown()->creatures[i], creatureID))
 
- 				tierToSubstract = i;
 
- 		if (tierToSubstract == -1)
 
- 			return; // impossible?
 
- 		int creaturesAvailable = t->creatures[tierToSubstract].first;
 
- 		int creaturesRecruited = creatureID.toCreature()->getGrowth();
 
- 		int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
 
- 		if (creaturesLeft != creaturesAvailable)
 
- 		{
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = t->id;
 
- 			sac.creatures = t->creatures;
 
- 			sac.creatures[tierToSubstract].first = creaturesLeft;
 
- 			gameHandler->sendAndApply(&sac);
 
- 		}
 
- 	};
 
- 	int growthChance = t->hasFort()	? growthChanceFort : growthChanceVillage;
 
- 	int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
 
- 	if (growthRoll >= growthChance)
 
- 		return;
 
- 	int tierRoll = 0;
 
- 	for(int i = 0; i < randomRollsCounts; ++i)
 
- 		tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
 
- 	// NOTE: determined by observing H3 games, might not match H3 100%
 
- 	int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
 
- 	bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
 
- 	// Check if town garrison already has unit of specified tier
 
- 	for(const auto & slot : t->Slots())
 
- 	{
 
- 		const auto * creature = slot.second->type;
 
- 		if (creature->getFaction() != t->getFaction())
 
- 			continue;
 
- 		if (creature->getLevel() != tierToGrow)
 
- 			continue;
 
- 		StackLocation stackLocation(t, slot.first);
 
- 		gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
 
- 		takeFromAvailable(creature->getGrowth());
 
- 		if (upgradeUnit && !creature->upgrades.empty())
 
- 		{
 
- 			CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
 
- 			gameHandler->changeStackType(stackLocation, upgraded.toCreature());
 
- 		}
 
- 		else
 
- 			gameHandler->changeStackType(stackLocation, creature);
 
- 		return;
 
- 	}
 
- 	// No existing creatures in garrison, but we have a free slot we can use
 
- 	SlotID freeSlotID = t->getFreeSlot();
 
- 	if (freeSlotID.validSlot())
 
- 	{
 
- 		for (auto const & tierVector : t->getTown()->creatures)
 
- 		{
 
- 			CreatureID baseCreature	= tierVector.at(0);
 
- 			if (baseCreature.toEntity(VLC)->getLevel() != tierToGrow)
 
- 				continue;
 
- 			StackLocation stackLocation(t, freeSlotID);
 
- 			if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
 
- 			{
 
- 				CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
 
- 				gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
 
- 				takeFromAvailable(upgraded.toCreature()->getGrowth());
 
- 			}
 
- 			else
 
- 			{
 
- 				gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
 
- 				takeFromAvailable(baseCreature.toCreature()->getGrowth());
 
- 			}
 
- 			return;
 
- 		}
 
- 	}
 
- }
 
- RumorState NewTurnProcessor::pickNewRumor()
 
- {
 
- 	RumorState newRumor;
 
- 	static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
 
- 	std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
 
- 															  RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
 
- 	if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
 
- 		sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
 
- 	int rumorId = -1;
 
- 	int rumorExtra = -1;
 
- 	auto & rand = gameHandler->getRandomGenerator();
 
- 	newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
 
- 	do
 
- 	{
 
- 		switch(newRumor.type)
 
- 		{
 
- 			case RumorState::TYPE_SPECIAL:
 
- 			{
 
- 				SThievesGuildInfo tgi;
 
- 				gameHandler->gameState()->obtainPlayersStats(tgi, 20);
 
- 				rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
 
- 				if(rumorId == RumorState::RUMOR_GRAIL)
 
- 				{
 
- 					rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
 
- 					break;
 
- 				}
 
- 				std::vector<PlayerColor> players = {};
 
- 				switch(rumorId)
 
- 				{
 
- 					case RumorState::RUMOR_OBELISKS:
 
- 						players = tgi.obelisks[0];
 
- 						break;
 
- 					case RumorState::RUMOR_ARTIFACTS:
 
- 						players = tgi.artifacts[0];
 
- 						break;
 
- 					case RumorState::RUMOR_ARMY:
 
- 						players = tgi.army[0];
 
- 						break;
 
- 					case RumorState::RUMOR_INCOME:
 
- 						players = tgi.income[0];
 
- 						break;
 
- 				}
 
- 				rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
 
- 				break;
 
- 			}
 
- 			case RumorState::TYPE_MAP:
 
- 				// Makes sure that map rumors only used if there enough rumors too choose from
 
- 				if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
 
- 				{
 
- 					rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
 
- 					break;
 
- 				}
 
- 				else
 
- 					newRumor.type = RumorState::TYPE_RAND;
 
- 				[[fallthrough]];
 
- 			case RumorState::TYPE_RAND:
 
- 				auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
 
- 				rumorId = rand.nextInt((int)vector.size() - 1);
 
- 				break;
 
- 		}
 
- 	}
 
- 	while(!newRumor.update(rumorId, rumorExtra));
 
- 	return newRumor;
 
- }
 
- std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
 
- {
 
- 	for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
 
- 	{
 
- 		if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
 
- 			return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
 
- 	}
 
- 	if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
 
- 		return { EWeekType::NORMAL, CreatureID::NONE};
 
- 	int monthType = gameHandler->getRandomGenerator().nextInt(99);
 
- 	if (newMonth) //new month
 
- 	{
 
- 		if (monthType < 40) //double growth
 
- 		{
 
- 			if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
 
- 			{
 
- 				CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
 
- 				return { EWeekType::DOUBLE_GROWTH, creatureID};
 
- 			}
 
- 			else if (VLC->creh->doubledCreatures.size())
 
- 			{
 
- 				CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
 
- 				return { EWeekType::DOUBLE_GROWTH, creatureID};
 
- 			}
 
- 			else
 
- 			{
 
- 				gameHandler->complain("Cannot find creature that can be spawned!");
 
- 				return { EWeekType::NORMAL, CreatureID::NONE};
 
- 			}
 
- 		}
 
- 		if (monthType < 50)
 
- 			return { EWeekType::PLAGUE, CreatureID::NONE};
 
- 		return { EWeekType::NORMAL, CreatureID::NONE};
 
- 	}
 
- 	else //it's a week, but not full month
 
- 	{
 
- 		if (monthType < 25)
 
- 		{
 
- 			std::pair<int, CreatureID> newMonster(54, CreatureID());
 
- 			do
 
- 			{
 
- 				newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
 
- 			} while (VLC->creh->objects[newMonster.second] &&
 
- 					(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
 
- 			return { EWeekType::BONUS_GROWTH, newMonster.second};
 
- 		}
 
- 		return { EWeekType::NORMAL, CreatureID::NONE};
 
- 	}
 
- }
 
- std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
 
- {
 
- 	std::vector<SetMana> result;
 
- 	for (auto & elem : gameHandler->gameState()->players)
 
- 	{
 
- 		for (CGHeroInstance *h : elem.second.getHeroes())
 
- 		{
 
- 			int32_t newMana = h->getManaNewTurn();
 
- 			if (newMana != h->mana)
 
- 				result.emplace_back(h->id, newMana, true);
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
 
- {
 
- 	std::vector<SetMovePoints> result;
 
- 	for (auto & elem : gameHandler->gameState()->players)
 
- 	{
 
- 		for (CGHeroInstance *h : elem.second.getHeroes())
 
- 		{
 
- 			auto ti = std::make_unique<TurnInfo>(h, 1);
 
- 			// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
 
- 			int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
 
- 			if (newMovementPoints != h->movementPointsRemaining())
 
- 				result.emplace_back(h->id, newMovementPoints, true);
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
 
- {
 
- 	InfoWindow iw;
 
- 	switch (weekType)
 
- 	{
 
- 		case EWeekType::DOUBLE_GROWTH:
 
- 			iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
 
- 			iw.text.replaceNameSingular(creatureWeek);
 
- 			iw.text.replaceNameSingular(creatureWeek);
 
- 			break;
 
- 		case EWeekType::PLAGUE:
 
- 			iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
 
- 			break;
 
- 		case EWeekType::BONUS_GROWTH:
 
- 			iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
 
- 			iw.text.replaceNameSingular(creatureWeek);
 
- 			iw.text.replaceNameSingular(creatureWeek);
 
- 			break;
 
- 		case EWeekType::DEITYOFFIRE:
 
- 			iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
 
- 			iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
 
- 			iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
 
- 			iw.text.replacePositiveNumber(15);//%+d 15
 
- 			iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
 
- 			iw.text.replacePositiveNumber(15);//%+d 15
 
- 			break;
 
- 		default:
 
- 			if (newMonth)
 
- 			{
 
- 				iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
 
- 				iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
 
- 			}
 
- 			else
 
- 			{
 
- 				iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
 
- 				iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
 
- 			}
 
- 	}
 
- 	return iw;
 
- }
 
- NewTurn NewTurnProcessor::generateNewTurnPack()
 
- {
 
- 	NewTurn n;
 
- 	n.specialWeek = EWeekType::FIRST_WEEK;
 
- 	n.creatureid = CreatureID::NONE;
 
- 	n.day = gameHandler->gameState()->day + 1;
 
- 	bool firstTurn = !gameHandler->getDate(Date::DAY);
 
- 	bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
 
- 	bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
 
- 	if (!firstTurn)
 
- 	{
 
- 		for (const auto & player : gameHandler->gameState()->players)
 
- 			n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
 
- 	}
 
- 	if (newWeek && !firstTurn)
 
- 	{
 
- 		auto [specialWeek, creatureID] = pickWeekType(newMonth);
 
- 		n.specialWeek = specialWeek;
 
- 		n.creatureid = creatureID;
 
- 	}
 
- 	n.heroesMana = updateHeroesManaPoints();
 
- 	n.heroesMovement = updateHeroesMovementPoints();
 
- 	if (newWeek)
 
- 	{
 
- 		for (CGTownInstance *t : gameHandler->gameState()->map->towns)
 
- 			n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
 
- 	}
 
- 	if (newWeek)
 
- 		n.newRumor = pickNewRumor();
 
- 	if (newWeek)
 
- 	{
 
- 		//new week info popup
 
- 		if (n.specialWeek != EWeekType::FIRST_WEEK)
 
- 			n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
 
- 	}
 
- 	return n;
 
- }
 
- void NewTurnProcessor::onNewTurn()
 
- {
 
- 	NewTurn n = generateNewTurnPack();
 
- 	bool firstTurn = !gameHandler->getDate(Date::DAY);
 
- 	bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
 
- 	bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
 
- 	gameHandler->sendAndApply(&n);
 
- 	if (newWeek)
 
- 	{
 
- 		for (CGTownInstance *t : gameHandler->gameState()->map->towns)
 
- 			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 				gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
 
- 	}
 
- 	if (newWeek && !firstTurn)
 
- 	{
 
- 		for (CGTownInstance *t : gameHandler->gameState()->map->towns)
 
- 		{
 
- 			if (!t->getOwner().isValidPlayer())
 
- 				updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
 
- 		}
 
- 	}
 
- 	//spawn wandering monsters
 
- 	if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
 
- 	{
 
- 		gameHandler->spawnWanderingMonsters(n.creatureid);
 
- 	}
 
- 	logGlobal->trace("Info about turn %d has been sent!", n.day);
 
- }
 
 
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