NewTurnProcessor.cpp 23 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727
  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/constants/StringConstants.h"
  19. #include "../../lib/entities/building/CBuilding.h"
  20. #include "../../lib/entities/faction/CTownHandler.h"
  21. #include "../../lib/gameState/CGameState.h"
  22. #include "../../lib/gameState/SThievesGuildInfo.h"
  23. #include "../../lib/mapObjects/CGHeroInstance.h"
  24. #include "../../lib/mapObjects/CGTownInstance.h"
  25. #include "../../lib/mapObjects/IOwnableObject.h"
  26. #include "../../lib/mapping/CMap.h"
  27. #include "../../lib/networkPacks/PacksForClient.h"
  28. #include "../../lib/networkPacks/StackLocation.h"
  29. #include "../../lib/pathfinder/TurnInfo.h"
  30. #include "../../lib/texts/CGeneralTextHandler.h"
  31. #include <vstd/RNG.h>
  32. NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
  33. :gameHandler(gameHandler)
  34. {
  35. }
  36. void NewTurnProcessor::handleTimeEvents(PlayerColor color)
  37. {
  38. for (auto const & event : gameHandler->gameState()->getMap().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->getTown()->buildings.count(i) && !town->hasBuilt(i))
  92. {
  93. gameHandler->buildStructure(town->id, i, true);
  94. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), 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. gameHandler->sendAndApply(sac); //show dialog
  111. }
  112. gameHandler->sendAndApply(iw); //show dialog
  113. }
  114. }
  115. void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
  116. {
  117. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  118. handleTimeEvents(which);
  119. for (const auto * t : playerState->getTowns())
  120. handleTownEvents(t);
  121. for (const auto * t : playerState->getTowns())
  122. {
  123. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  124. if (t->getGarrisonHero() != nullptr)
  125. gameHandler->objectVisited(t, t->getGarrisonHero());
  126. if (t->getVisitingHero() != nullptr)
  127. gameHandler->objectVisited(t, t->getVisitingHero());
  128. }
  129. }
  130. void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
  131. {
  132. const auto * playerState = gameHandler->gameState()->getPlayerState(which);
  133. assert(playerState->status == EPlayerStatus::INGAME);
  134. if (playerState->getTowns().empty())
  135. {
  136. DaysWithoutTown pack;
  137. pack.player = which;
  138. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  139. gameHandler->sendAndApply(pack);
  140. }
  141. else
  142. {
  143. if (playerState->daysWithoutCastle.has_value())
  144. {
  145. DaysWithoutTown pack;
  146. pack.player = which;
  147. pack.daysWithoutCastle = std::nullopt;
  148. gameHandler->sendAndApply(pack);
  149. }
  150. }
  151. // check for 7 days without castle
  152. gameHandler->checkVictoryLossConditionsForPlayer(which);
  153. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  154. if (newWeek) //new heroes in tavern
  155. gameHandler->heroPool->onNewWeek(which);
  156. }
  157. ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
  158. {
  159. const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
  160. const PlayerState & state = gameHandler->gameState()->players.at(playerID);
  161. ResourceSet income;
  162. for (const auto & town : state.getTowns())
  163. {
  164. if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
  165. {
  166. //give 10% of starting gold
  167. income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
  168. }
  169. //give resources if there's a Mystic Pond
  170. if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
  171. {
  172. static constexpr std::array rareResources = {
  173. GameResID::MERCURY,
  174. GameResID::SULFUR,
  175. GameResID::CRYSTAL,
  176. GameResID::GEMS
  177. };
  178. auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
  179. int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
  180. income[resID] += resVal;
  181. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
  182. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  183. }
  184. }
  185. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  186. {
  187. income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  188. income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
  189. }
  190. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  191. {
  192. bool hasCrystalGenCreature = false;
  193. for (const auto & hero : state.getHeroes())
  194. for(const auto & stack : hero->stacks)
  195. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  196. hasCrystalGenCreature = true;
  197. for(const auto & town : state.getTowns())
  198. for(const auto & stack : town->stacks)
  199. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  200. hasCrystalGenCreature = true;
  201. if(hasCrystalGenCreature)
  202. income[EGameResID::CRYSTAL] += 3;
  203. }
  204. TResources incomeHandicapped = income;
  205. incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
  206. for (auto obj : state.getOwnedObjects())
  207. incomeHandicapped += obj->asOwnable()->dailyIncome();
  208. if (!state.isHuman())
  209. {
  210. // Initialize bonuses for different resources
  211. int difficultyIndex = gameHandler->gameState()->getStartInfo()->difficulty;
  212. const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
  213. const JsonNode & weeklyBonusesConfig = gameHandler->gameState()->getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
  214. const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
  215. // Distribute weekly bonuses over 7 days, depending on the current day of the week
  216. for (GameResID i : GameResID::ALL_RESOURCES())
  217. {
  218. const std::string & name = GameConstants::RESOURCE_NAMES[i];
  219. int64_t weeklyBonus = difficultyConfig[name].Integer();
  220. int64_t dayOfWeek = gameHandler->gameState()->getDate(Date::DAY_OF_WEEK);
  221. int64_t dailyIncome = incomeHandicapped[i];
  222. int64_t amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
  223. int64_t amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
  224. int64_t dailyBonusToday = amountAfterToday - amountTillToday;
  225. int64_t totalIncomeToday = std::min(GameConstants::PLAYER_RESOURCES_CAP, incomeHandicapped[i] + dailyBonusToday);
  226. incomeHandicapped[i] = totalIncomeToday;
  227. }
  228. }
  229. return incomeHandicapped;
  230. }
  231. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  232. {
  233. SetAvailableCreatures sac;
  234. PlayerColor player = t->tempOwner;
  235. sac.tid = t->id;
  236. sac.creatures = t->creatures;
  237. for (int k=0; k < t->getTown()->creatures.size(); k++)
  238. {
  239. if (t->creatures.at(k).second.empty())
  240. continue;
  241. uint32_t creaturesBefore = t->creatures.at(k).first;
  242. uint32_t creatureGrowth = 0;
  243. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  244. if (firstDay)
  245. {
  246. creatureGrowth = cre->getGrowth();
  247. }
  248. else
  249. {
  250. creatureGrowth = t->creatureGrowth(k);
  251. //Deity of fire week - upgrade both imps and upgrades
  252. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  253. creatureGrowth += 15;
  254. //bonus week, effect applies only to identical creatures
  255. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  256. creatureGrowth += 5;
  257. }
  258. // Neutral towns have halved creature growth
  259. if (!player.isValidPlayer())
  260. creatureGrowth /= 2;
  261. uint32_t resultingCreatures = 0;
  262. if (weekType == EWeekType::PLAGUE)
  263. resultingCreatures = creaturesBefore / 2;
  264. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  265. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  266. else
  267. resultingCreatures = creaturesBefore + creatureGrowth;
  268. sac.creatures.at(k).first = resultingCreatures;
  269. }
  270. return sac;
  271. }
  272. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  273. {
  274. assert(t);
  275. assert(!t->getOwner().isValidPlayer());
  276. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  277. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  278. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  279. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  280. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  281. {
  282. int tierToSubstract = -1;
  283. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  284. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  285. tierToSubstract = i;
  286. if (tierToSubstract == -1)
  287. return; // impossible?
  288. int creaturesAvailable = t->creatures[tierToSubstract].first;
  289. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  290. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  291. if (creaturesLeft != creaturesAvailable)
  292. {
  293. SetAvailableCreatures sac;
  294. sac.tid = t->id;
  295. sac.creatures = t->creatures;
  296. sac.creatures[tierToSubstract].first = creaturesLeft;
  297. gameHandler->sendAndApply(sac);
  298. }
  299. };
  300. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  301. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  302. if (growthRoll >= growthChance)
  303. return;
  304. int tierRoll = 0;
  305. for(int i = 0; i < randomRollsCounts; ++i)
  306. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  307. // NOTE: determined by observing H3 games, might not match H3 100%
  308. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  309. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  310. // Check if town garrison already has unit of specified tier
  311. for(const auto & slot : t->Slots())
  312. {
  313. const auto * creature = slot.second->getCreature();
  314. if (creature->getFactionID() != t->getFactionID())
  315. continue;
  316. if (creature->getLevel() != tierToGrow)
  317. continue;
  318. StackLocation stackLocation(t->id, slot.first);
  319. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
  320. takeFromAvailable(creature->getGrowth());
  321. if (upgradeUnit && !creature->upgrades.empty())
  322. {
  323. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  324. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  325. }
  326. else
  327. gameHandler->changeStackType(stackLocation, creature);
  328. return;
  329. }
  330. // No existing creatures in garrison, but we have a free slot we can use
  331. SlotID freeSlotID = t->getFreeSlot();
  332. if (freeSlotID.validSlot())
  333. {
  334. for (auto const & tierVector : t->getTown()->creatures)
  335. {
  336. CreatureID baseCreature = tierVector.at(0);
  337. if (baseCreature.toEntity(LIBRARY)->getLevel() != tierToGrow)
  338. continue;
  339. StackLocation stackLocation(t->id, freeSlotID);
  340. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  341. {
  342. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  343. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  344. takeFromAvailable(upgraded.toCreature()->getGrowth());
  345. }
  346. else
  347. {
  348. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  349. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  350. }
  351. return;
  352. }
  353. }
  354. }
  355. RumorState NewTurnProcessor::pickNewRumor()
  356. {
  357. RumorState newRumor;
  358. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  359. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  360. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  361. if(gameHandler->gameState()->getMap().grailPos.isValid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  362. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  363. int rumorId = -1;
  364. int rumorExtra = -1;
  365. auto & rand = gameHandler->getRandomGenerator();
  366. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  367. do
  368. {
  369. switch(newRumor.type)
  370. {
  371. case RumorState::TYPE_SPECIAL:
  372. {
  373. SThievesGuildInfo tgi;
  374. gameHandler->gameState()->obtainPlayersStats(tgi, 20);
  375. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  376. if(rumorId == RumorState::RUMOR_GRAIL)
  377. {
  378. rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->getMap().grailPos)->getTerrainID().getNum();
  379. break;
  380. }
  381. std::vector<PlayerColor> players = {};
  382. switch(rumorId)
  383. {
  384. case RumorState::RUMOR_OBELISKS:
  385. players = tgi.obelisks[0];
  386. break;
  387. case RumorState::RUMOR_ARTIFACTS:
  388. players = tgi.artifacts[0];
  389. break;
  390. case RumorState::RUMOR_ARMY:
  391. players = tgi.army[0];
  392. break;
  393. case RumorState::RUMOR_INCOME:
  394. players = tgi.income[0];
  395. break;
  396. }
  397. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  398. break;
  399. }
  400. case RumorState::TYPE_MAP:
  401. // Makes sure that map rumors only used if there enough rumors too choose from
  402. if(!gameHandler->gameState()->getMap().rumors.empty() && (gameHandler->gameState()->getMap().rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
  403. {
  404. rumorId = rand.nextInt(gameHandler->gameState()->getMap().rumors.size() - 1);
  405. break;
  406. }
  407. else
  408. newRumor.type = RumorState::TYPE_RAND;
  409. [[fallthrough]];
  410. case RumorState::TYPE_RAND:
  411. auto vector = LIBRARY->generaltexth->findStringsWithPrefix("core.randtvrn");
  412. rumorId = rand.nextInt((int)vector.size() - 1);
  413. break;
  414. }
  415. }
  416. while(!newRumor.update(rumorId, rumorExtra));
  417. return newRumor;
  418. }
  419. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  420. {
  421. for (const auto & townID : gameHandler->gameState()->getMap().getAllTowns())
  422. {
  423. auto t = gameHandler->gameState()->getTown(townID);
  424. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  425. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  426. }
  427. if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  428. return { EWeekType::NORMAL, CreatureID::NONE};
  429. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  430. if (newMonth) //new month
  431. {
  432. if (monthType < 40) //double growth
  433. {
  434. if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  435. {
  436. CreatureID creatureID = LIBRARY->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  437. return { EWeekType::DOUBLE_GROWTH, creatureID};
  438. }
  439. else if (LIBRARY->creh->doubledCreatures.size())
  440. {
  441. CreatureID creatureID = *RandomGeneratorUtil::nextItem(LIBRARY->creh->doubledCreatures, gameHandler->getRandomGenerator());
  442. return { EWeekType::DOUBLE_GROWTH, creatureID};
  443. }
  444. else
  445. {
  446. gameHandler->complain("Cannot find creature that can be spawned!");
  447. return { EWeekType::NORMAL, CreatureID::NONE};
  448. }
  449. }
  450. if (monthType < 50)
  451. return { EWeekType::PLAGUE, CreatureID::NONE};
  452. return { EWeekType::NORMAL, CreatureID::NONE};
  453. }
  454. else //it's a week, but not full month
  455. {
  456. if (monthType < 25)
  457. {
  458. std::pair<int, CreatureID> newMonster(54, CreatureID());
  459. do
  460. {
  461. newMonster.second = LIBRARY->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  462. } while (LIBRARY->creh->objects[newMonster.second] &&
  463. (*LIBRARY->townh)[LIBRARY->creatures()->getById(newMonster.second)->getFactionID()]->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, true);
  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, true);
  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. }