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