NewTurnProcessor.cpp 23 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/callback/GameRandomizer.h"
  18. #include "../../lib/constants/StringConstants.h"
  19. #include "../../lib/entities/building/CBuilding.h"
  20. #include "../../lib/entities/faction/CTownHandler.h"
  21. #include "../../lib/entities/ResourceTypeHandler.h"
  22. #include "../../lib/gameState/CGameState.h"
  23. #include "../../lib/gameState/SThievesGuildInfo.h"
  24. #include "../../lib/mapObjects/CGHeroInstance.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. #include "../../lib/mapObjects/IOwnableObject.h"
  27. #include "../../lib/mapping/CMap.h"
  28. #include "../../lib/mapping/CCastleEvent.h"
  29. #include "../../lib/networkPacks/PacksForClient.h"
  30. #include "../../lib/networkPacks/StackLocation.h"
  31. #include "../../lib/pathfinder/TurnInfo.h"
  32. #include "../../lib/texts/CGeneralTextHandler.h"
  33. #include <vstd/RNG.h>
  34. NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
  35. :gameHandler(gameHandler)
  36. {
  37. }
  38. void NewTurnProcessor::handleTimeEvents(PlayerColor color)
  39. {
  40. for (auto const & event : gameHandler->gameState().getMap().events)
  41. {
  42. if (!event.occursToday(gameHandler->gameState().day))
  43. continue;
  44. if (!event.affectsPlayer(color, gameHandler->gameInfo().getPlayerState(color)->isHuman()))
  45. continue;
  46. InfoWindow iw;
  47. iw.player = color;
  48. iw.text = event.message;
  49. //give resources
  50. if (!event.resources.empty())
  51. {
  52. gameHandler->giveResources(color, event.resources);
  53. for (GameResID i : LIBRARY->resourceTypeHandler->getAllObjects())
  54. if (event.resources[i])
  55. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  56. }
  57. //remove objects specified by event
  58. for(const ObjectInstanceID objectIdToRemove : event.deletedObjectsInstances)
  59. {
  60. const auto * objectInstance = gameHandler->gameInfo().getObj(objectIdToRemove, false);
  61. if(objectInstance != nullptr)
  62. gameHandler->removeObject(objectInstance, PlayerColor::NEUTRAL);
  63. }
  64. gameHandler->sendAndApply(iw); //show dialog
  65. }
  66. }
  67. void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
  68. {
  69. for (auto const & event : town->events)
  70. {
  71. if (!event.occursToday(gameHandler->gameState().day))
  72. continue;
  73. PlayerColor player = town->getOwner();
  74. if (!event.affectsPlayer(player, gameHandler->gameInfo().getPlayerState(player)->isHuman()))
  75. continue;
  76. // dialog
  77. InfoWindow iw;
  78. iw.player = player;
  79. iw.text = event.message;
  80. if (event.resources.nonZero())
  81. {
  82. gameHandler->giveResources(player, event.resources);
  83. for (GameResID i : LIBRARY->resourceTypeHandler->getAllObjects())
  84. if (event.resources[i])
  85. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  86. }
  87. for (auto & i : event.buildings)
  88. {
  89. // Only perform action if:
  90. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  91. // 2. Building was not built yet
  92. // othervice, silently ignore / skip it
  93. if (town->getTown()->buildings.count(i) && !town->hasBuilt(i))
  94. {
  95. gameHandler->buildStructure(town->id, i, true);
  96. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i));
  97. }
  98. }
  99. if (!event.creatures.empty())
  100. {
  101. SetAvailableCreatures sac;
  102. sac.tid = town->id;
  103. sac.creatures = town->creatures;
  104. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  105. {
  106. if (i < town->creatures.size() && !town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  107. {
  108. sac.creatures[i].first += event.creatures.at(i);
  109. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  110. }
  111. }
  112. gameHandler->sendAndApply(sac); //show dialog
  113. }
  114. gameHandler->sendAndApply(iw); //show dialog
  115. }
  116. }
  117. void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
  118. {
  119. const auto * playerState = gameHandler->gameState().getPlayerState(which);
  120. handleTimeEvents(which);
  121. for (const auto * t : playerState->getTowns())
  122. handleTownEvents(t);
  123. for (const auto * t : playerState->getTowns())
  124. {
  125. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  126. if (t->getGarrisonHero() != nullptr)
  127. gameHandler->objectVisited(t, t->getGarrisonHero());
  128. if (t->getVisitingHero() != nullptr)
  129. gameHandler->objectVisited(t, t->getVisitingHero());
  130. }
  131. }
  132. void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
  133. {
  134. const auto * playerState = gameHandler->gameState().getPlayerState(which);
  135. assert(playerState->status == EPlayerStatus::INGAME);
  136. if (playerState->getTowns().empty())
  137. {
  138. DaysWithoutTown pack;
  139. pack.player = which;
  140. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  141. gameHandler->sendAndApply(pack);
  142. }
  143. else
  144. {
  145. if (playerState->daysWithoutCastle.has_value())
  146. {
  147. DaysWithoutTown pack;
  148. pack.player = which;
  149. pack.daysWithoutCastle = std::nullopt;
  150. gameHandler->sendAndApply(pack);
  151. }
  152. }
  153. // check for 7 days without castle
  154. gameHandler->checkVictoryLossConditionsForPlayer(which);
  155. bool newWeek = gameHandler->gameInfo().getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  156. if (newWeek) //new heroes in tavern
  157. gameHandler->heroPool->onNewWeek(which);
  158. }
  159. ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
  160. {
  161. const auto & playerSettings = gameHandler->gameInfo().getPlayerSettings(playerID);
  162. const PlayerState & state = gameHandler->gameState().players.at(playerID);
  163. ResourceSet income;
  164. for (const auto & town : state.getTowns())
  165. {
  166. if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
  167. {
  168. //give 10% of starting gold
  169. income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
  170. }
  171. //give resources if there's a Mystic Pond
  172. if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
  173. {
  174. static constexpr std::array rareResources = {
  175. GameResID::MERCURY,
  176. GameResID::SULFUR,
  177. GameResID::CRYSTAL,
  178. GameResID::GEMS
  179. };
  180. auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
  181. int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
  182. income[resID] += resVal;
  183. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
  184. gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  185. }
  186. }
  187. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  188. {
  189. income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  190. income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
  191. }
  192. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  193. {
  194. bool hasCrystalGenCreature = false;
  195. for (const auto & hero : state.getHeroes())
  196. for(const auto & stack : hero->stacks)
  197. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  198. hasCrystalGenCreature = true;
  199. for(const auto & town : state.getTowns())
  200. for(const auto & stack : town->stacks)
  201. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  202. hasCrystalGenCreature = true;
  203. if(hasCrystalGenCreature)
  204. income[EGameResID::CRYSTAL] += 3;
  205. }
  206. TResources incomeHandicapped = income;
  207. incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
  208. for (const auto * obj : state.getOwnedObjects())
  209. incomeHandicapped += obj->asOwnable()->dailyIncome();
  210. if (!state.isHuman())
  211. {
  212. // Initialize bonuses for different resources
  213. int difficultyIndex = gameHandler->gameState().getStartInfo()->difficulty;
  214. const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
  215. const JsonNode & weeklyBonusesConfig = gameHandler->gameState().getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
  216. const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
  217. // Distribute weekly bonuses over 7 days, depending on the current day of the week
  218. for (GameResID i : LIBRARY->resourceTypeHandler->getAllObjects())
  219. {
  220. const std::string & name = i.toResource()->getJsonKey();
  221. int64_t weeklyBonus = difficultyConfig[name].Integer();
  222. int64_t dayOfWeek = gameHandler->gameState().getDate(Date::DAY_OF_WEEK);
  223. int64_t dailyIncome = incomeHandicapped[i];
  224. int64_t amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
  225. int64_t amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
  226. int64_t dailyBonusToday = amountAfterToday - amountTillToday;
  227. int64_t totalIncomeToday = std::min(GameConstants::PLAYER_RESOURCES_CAP, incomeHandicapped[i] + dailyBonusToday);
  228. incomeHandicapped[i] = totalIncomeToday;
  229. }
  230. }
  231. return incomeHandicapped;
  232. }
  233. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  234. {
  235. SetAvailableCreatures sac;
  236. PlayerColor player = t->tempOwner;
  237. sac.tid = t->id;
  238. sac.creatures = t->creatures;
  239. for (int k=0; k < t->getTown()->creatures.size(); k++)
  240. {
  241. if (t->creatures.at(k).second.empty())
  242. continue;
  243. uint32_t creaturesBefore = t->creatures.at(k).first;
  244. uint32_t creatureGrowth = 0;
  245. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  246. if (firstDay)
  247. {
  248. creatureGrowth = cre->getGrowth();
  249. }
  250. else
  251. {
  252. creatureGrowth = t->creatureGrowth(k);
  253. //Deity of fire week - upgrade both imps and upgrades
  254. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  255. creatureGrowth += 15;
  256. //bonus week, effect applies only to identical creatures
  257. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  258. creatureGrowth += 5;
  259. }
  260. // Neutral towns have halved creature growth
  261. if (!player.isValidPlayer())
  262. creatureGrowth /= 2;
  263. uint32_t resultingCreatures = 0;
  264. if (weekType == EWeekType::PLAGUE)
  265. resultingCreatures = creaturesBefore / 2;
  266. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  267. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  268. else
  269. resultingCreatures = creaturesBefore + creatureGrowth;
  270. sac.creatures.at(k).first = resultingCreatures;
  271. }
  272. return sac;
  273. }
  274. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  275. {
  276. assert(t);
  277. assert(!t->getOwner().isValidPlayer());
  278. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  279. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  280. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  281. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  282. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  283. {
  284. int tierToSubstract = -1;
  285. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  286. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  287. tierToSubstract = i;
  288. if (tierToSubstract == -1)
  289. return; // impossible?
  290. int creaturesAvailable = t->creatures[tierToSubstract].first;
  291. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  292. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  293. if (creaturesLeft != creaturesAvailable)
  294. {
  295. SetAvailableCreatures sac;
  296. sac.tid = t->id;
  297. sac.creatures = t->creatures;
  298. sac.creatures[tierToSubstract].first = creaturesLeft;
  299. gameHandler->sendAndApply(sac);
  300. }
  301. };
  302. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  303. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  304. if (growthRoll >= growthChance)
  305. return;
  306. int tierRoll = 0;
  307. for(int i = 0; i < randomRollsCounts; ++i)
  308. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  309. // NOTE: determined by observing H3 games, might not match H3 100%
  310. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  311. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  312. // Check if town garrison already has unit of specified tier
  313. for(const auto & slot : t->Slots())
  314. {
  315. const auto * creature = slot.second->getCreature();
  316. if (creature->getFactionID() != t->getFactionID())
  317. continue;
  318. if (creature->getLevel() != tierToGrow)
  319. continue;
  320. StackLocation stackLocation(t->id, slot.first);
  321. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), ChangeValueMode::RELATIVE);
  322. takeFromAvailable(creature->getGrowth());
  323. if (upgradeUnit && !creature->upgrades.empty())
  324. {
  325. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  326. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  327. }
  328. else
  329. gameHandler->changeStackType(stackLocation, creature);
  330. return;
  331. }
  332. // No existing creatures in garrison, but we have a free slot we can use
  333. SlotID freeSlotID = t->getFreeSlot();
  334. if (freeSlotID.validSlot())
  335. {
  336. for (auto const & tierVector : t->getTown()->creatures)
  337. {
  338. CreatureID baseCreature = tierVector.at(0);
  339. if (baseCreature.toEntity(LIBRARY)->getLevel() != tierToGrow)
  340. continue;
  341. StackLocation stackLocation(t->id, freeSlotID);
  342. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  343. {
  344. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  345. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  346. takeFromAvailable(upgraded.toCreature()->getGrowth());
  347. }
  348. else
  349. {
  350. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  351. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  352. }
  353. return;
  354. }
  355. }
  356. }
  357. RumorState NewTurnProcessor::pickNewRumor()
  358. {
  359. RumorState newRumor;
  360. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  361. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  362. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  363. if(gameHandler->gameState().getMap().grailPos.isValid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  364. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  365. int rumorId = -1;
  366. int rumorExtra = -1;
  367. auto & rand = gameHandler->getRandomGenerator();
  368. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  369. do
  370. {
  371. switch(newRumor.type)
  372. {
  373. case RumorState::TYPE_SPECIAL:
  374. {
  375. SThievesGuildInfo tgi;
  376. gameHandler->gameState().obtainPlayersStats(tgi, 20);
  377. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  378. if(rumorId == RumorState::RUMOR_GRAIL)
  379. {
  380. rumorExtra = gameHandler->gameState().getTile(gameHandler->gameState().getMap().grailPos)->getTerrainID().getNum();
  381. break;
  382. }
  383. std::vector<PlayerColor> players = {};
  384. switch(rumorId)
  385. {
  386. case RumorState::RUMOR_OBELISKS:
  387. players = tgi.obelisks[0];
  388. break;
  389. case RumorState::RUMOR_ARTIFACTS:
  390. players = tgi.artifacts[0];
  391. break;
  392. case RumorState::RUMOR_ARMY:
  393. players = tgi.army[0];
  394. break;
  395. case RumorState::RUMOR_INCOME:
  396. players = tgi.income[0];
  397. break;
  398. }
  399. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  400. break;
  401. }
  402. case RumorState::TYPE_MAP:
  403. // Makes sure that map rumors only used if there enough rumors too choose from
  404. if(!gameHandler->gameState().getMap().rumors.empty() && (gameHandler->gameState().getMap().rumors.size() > 1 || !gameHandler->gameState().currentRumor.last.count(RumorState::TYPE_MAP)))
  405. {
  406. rumorId = rand.nextInt(gameHandler->gameState().getMap().rumors.size() - 1);
  407. break;
  408. }
  409. else
  410. newRumor.type = RumorState::TYPE_RAND;
  411. [[fallthrough]];
  412. case RumorState::TYPE_RAND:
  413. auto vector = LIBRARY->generaltexth->findStringsWithPrefix("core.randtvrn");
  414. rumorId = rand.nextInt(static_cast<int>(vector.size()) - 1);
  415. break;
  416. }
  417. }
  418. while(!newRumor.update(rumorId, rumorExtra));
  419. return newRumor;
  420. }
  421. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  422. {
  423. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  424. {
  425. const auto * t = gameHandler->gameState().getTown(townID);
  426. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  427. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  428. }
  429. if(!gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  430. return { EWeekType::NORMAL, CreatureID::NONE};
  431. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  432. if (newMonth) //new month
  433. {
  434. if (monthType < 40) //double growth
  435. {
  436. if (gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  437. {
  438. CreatureID creatureID = gameHandler->randomizer->rollCreature();
  439. return { EWeekType::DOUBLE_GROWTH, creatureID};
  440. }
  441. else if (!LIBRARY->creh->doubledCreatures.empty())
  442. {
  443. CreatureID creatureID = *RandomGeneratorUtil::nextItem(LIBRARY->creh->doubledCreatures, gameHandler->getRandomGenerator());
  444. return { EWeekType::DOUBLE_GROWTH, creatureID};
  445. }
  446. else
  447. {
  448. gameHandler->complain("Cannot find creature that can be spawned!");
  449. return { EWeekType::NORMAL, CreatureID::NONE};
  450. }
  451. }
  452. if (monthType < 50)
  453. return { EWeekType::PLAGUE, CreatureID::NONE};
  454. return { EWeekType::NORMAL, CreatureID::NONE};
  455. }
  456. else //it's a week, but not full month
  457. {
  458. if (monthType < 25)
  459. {
  460. std::pair<int, CreatureID> newMonster(54, CreatureID());
  461. do
  462. {
  463. newMonster.second = gameHandler->randomizer->rollCreature();
  464. } while (newMonster.second.toEntity(LIBRARY)->getFactionID().toFaction()->town == nullptr); // find first non neutral creature
  465. return { EWeekType::BONUS_GROWTH, newMonster.second};
  466. }
  467. return { EWeekType::NORMAL, CreatureID::NONE};
  468. }
  469. }
  470. std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
  471. {
  472. std::vector<SetMana> result;
  473. for (const auto & elem : gameHandler->gameState().players)
  474. {
  475. for (const CGHeroInstance *h : elem.second.getHeroes())
  476. {
  477. int32_t newMana = h->getManaNewTurn();
  478. if (newMana != h->mana)
  479. result.emplace_back(h->id, newMana, ChangeValueMode::ABSOLUTE);
  480. }
  481. }
  482. return result;
  483. }
  484. std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
  485. {
  486. std::vector<SetMovePoints> result;
  487. for (const auto & elem : gameHandler->gameState().players)
  488. {
  489. for (const CGHeroInstance *h : elem.second.getHeroes())
  490. {
  491. auto ti = h->getTurnInfo(1);
  492. // NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  493. int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState().getMap().getTile(h->visitablePos()).isLand(), ti.get());
  494. if (newMovementPoints != h->movementPointsRemaining())
  495. result.emplace_back(h->id, newMovementPoints);
  496. }
  497. }
  498. return result;
  499. }
  500. InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
  501. {
  502. InfoWindow iw;
  503. switch (weekType)
  504. {
  505. case EWeekType::DOUBLE_GROWTH:
  506. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  507. iw.text.replaceNameSingular(creatureWeek);
  508. iw.text.replaceNameSingular(creatureWeek);
  509. break;
  510. case EWeekType::PLAGUE:
  511. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  512. break;
  513. case EWeekType::BONUS_GROWTH:
  514. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  515. iw.text.replaceNameSingular(creatureWeek);
  516. iw.text.replaceNameSingular(creatureWeek);
  517. break;
  518. case EWeekType::DEITYOFFIRE:
  519. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  520. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  521. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  522. iw.text.replacePositiveNumber(15);//%+d 15
  523. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  524. iw.text.replacePositiveNumber(15);//%+d 15
  525. break;
  526. default:
  527. if (newMonth)
  528. {
  529. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 130);
  530. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
  531. }
  532. else
  533. {
  534. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 133);
  535. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
  536. }
  537. }
  538. return iw;
  539. }
  540. NewTurn NewTurnProcessor::generateNewTurnPack()
  541. {
  542. NewTurn n;
  543. n.specialWeek = EWeekType::FIRST_WEEK;
  544. n.creatureid = CreatureID::NONE;
  545. n.day = gameHandler->gameState().day + 1;
  546. bool firstTurn = !gameHandler->gameInfo().getDate(Date::DAY);
  547. bool newWeek = gameHandler->gameInfo().getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  548. bool newMonth = gameHandler->gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
  549. if (!firstTurn)
  550. {
  551. for (const auto & player : gameHandler->gameState().players)
  552. n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
  553. }
  554. if (newWeek && !firstTurn)
  555. {
  556. auto [specialWeek, creatureID] = pickWeekType(newMonth);
  557. n.specialWeek = specialWeek;
  558. n.creatureid = creatureID;
  559. }
  560. n.heroesMana = updateHeroesManaPoints();
  561. n.heroesMovement = updateHeroesMovementPoints();
  562. if (newWeek)
  563. {
  564. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  565. {
  566. const auto * t = gameHandler->gameState().getTown(townID);
  567. n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  568. }
  569. n.newRumor = pickNewRumor();
  570. //new week info popup
  571. if (n.specialWeek != EWeekType::FIRST_WEEK)
  572. n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
  573. }
  574. return n;
  575. }
  576. void NewTurnProcessor::onNewTurn()
  577. {
  578. NewTurn n = generateNewTurnPack();
  579. bool firstTurn = !gameHandler->gameInfo().getDate(Date::DAY);
  580. bool newWeek = gameHandler->gameInfo().getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  581. bool newMonth = gameHandler->gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
  582. gameHandler->sendAndApply(n);
  583. if (newWeek)
  584. {
  585. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  586. {
  587. const auto * t = gameHandler->gameState().getTown(townID);
  588. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  589. gameHandler->setPortalDwelling(t, true, n.specialWeek == EWeekType::PLAGUE); //set creatures for Portal of Summoning
  590. }
  591. }
  592. if (newWeek && !firstTurn)
  593. {
  594. for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
  595. {
  596. const auto * t = gameHandler->gameState().getTown(townID);
  597. if (!t->getOwner().isValidPlayer())
  598. updateNeutralTownGarrison(t, 1 + gameHandler->gameInfo().getDate(Date::DAY) / 7);
  599. }
  600. }
  601. //spawn wandering monsters
  602. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  603. {
  604. gameHandler->spawnWanderingMonsters(n.creatureid);
  605. }
  606. logGlobal->trace("Info about turn %d has been sent!", n.day);
  607. }