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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/IGameSettings.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/callback/GameRandomizer.h"
- #include "../../lib/constants/StringConstants.h"
- #include "../../lib/entities/building/CBuilding.h"
- #include "../../lib/entities/faction/CTownHandler.h"
- #include "../../lib/entities/ResourceTypeHandler.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/mapping/CCastleEvent.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().getMap().events)
- {
- if (!event.occursToday(gameHandler->gameState().day))
- continue;
- if (!event.affectsPlayer(color, gameHandler->gameInfo().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 : LIBRARY->resourceTypeHandler->getAllObjects())
- if (event.resources[i])
- iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
- }
- //remove objects specified by event
- for(const ObjectInstanceID objectIdToRemove : event.deletedObjectsInstances)
- {
- const auto * objectInstance = gameHandler->gameInfo().getObj(objectIdToRemove, false);
- if(objectInstance != nullptr)
- gameHandler->removeObject(objectInstance, PlayerColor::NEUTRAL);
- }
- 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->gameInfo().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 : LIBRARY->resourceTypeHandler->getAllObjects())
- 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->getTown()->buildings.count(i) && !town->hasBuilt(i))
- {
- gameHandler->buildStructure(town->id, i, true);
- iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), 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 (i < town->creatures.size() && !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(sac); //show dialog
- }
- 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->getGarrisonHero() != nullptr)
- gameHandler->objectVisited(t, t->getGarrisonHero());
- if (t->getVisitingHero() != nullptr)
- gameHandler->objectVisited(t, t->getVisitingHero());
- }
- }
- 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->gameInfo().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->gameInfo().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(const auto & stack : hero->stacks)
- if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
- hasCrystalGenCreature = true;
- for(const auto & town : state.getTowns())
- for(const 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 (const auto * obj : state.getOwnedObjects())
- incomeHandicapped += obj->asOwnable()->dailyIncome();
- if (!state.isHuman())
- {
- // Initialize bonuses for different resources
- int difficultyIndex = gameHandler->gameState().getStartInfo()->difficulty;
- const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
- const JsonNode & weeklyBonusesConfig = gameHandler->gameState().getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
- const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
- // Distribute weekly bonuses over 7 days, depending on the current day of the week
- for (GameResID i : LIBRARY->resourceTypeHandler->getAllObjects())
- {
- const std::string & name = i.toResource()->getJsonKey();
- int64_t weeklyBonus = difficultyConfig[name].Integer();
- int64_t dayOfWeek = gameHandler->gameState().getDate(Date::DAY_OF_WEEK);
- int64_t dailyIncome = incomeHandicapped[i];
- int64_t amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
- int64_t amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
- int64_t dailyBonusToday = amountAfterToday - amountTillToday;
- int64_t totalIncomeToday = std::min(GameConstants::PLAYER_RESOURCES_CAP, incomeHandicapped[i] + dailyBonusToday);
- incomeHandicapped[i] = totalIncomeToday;
- }
- }
- 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->getTown()->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->getCreature();
- if (creature->getFactionID() != t->getFactionID())
- continue;
- if (creature->getLevel() != tierToGrow)
- continue;
- StackLocation stackLocation(t->id, slot.first);
- gameHandler->changeStackCount(stackLocation, creature->getGrowth(), ChangeValueMode::RELATIVE);
- 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(LIBRARY)->getLevel() != tierToGrow)
- continue;
- StackLocation stackLocation(t->id, 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().getMap().grailPos.isValid()) // 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().getMap().grailPos)->getTerrainID().getNum();
- 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().getMap().rumors.empty() && (gameHandler->gameState().getMap().rumors.size() > 1 || !gameHandler->gameState().currentRumor.last.count(RumorState::TYPE_MAP)))
- {
- rumorId = rand.nextInt(gameHandler->gameState().getMap().rumors.size() - 1);
- break;
- }
- else
- newRumor.type = RumorState::TYPE_RAND;
- [[fallthrough]];
- case RumorState::TYPE_RAND:
- auto vector = LIBRARY->generaltexth->findStringsWithPrefix("core.randtvrn");
- rumorId = rand.nextInt(static_cast<int>(vector.size()) - 1);
- break;
- }
- }
- while(!newRumor.update(rumorId, rumorExtra));
- return newRumor;
- }
- std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
- {
- for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
- {
- const auto * t = gameHandler->gameState().getTown(townID);
- if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
- return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
- }
- if(!gameHandler->gameInfo().getSettings().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 (gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
- {
- CreatureID creatureID = gameHandler->randomizer->rollCreature();
- return { EWeekType::DOUBLE_GROWTH, creatureID};
- }
- else if (!LIBRARY->creh->doubledCreatures.empty())
- {
- CreatureID creatureID = *RandomGeneratorUtil::nextItem(LIBRARY->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 = gameHandler->randomizer->rollCreature();
- } while (newMonster.second.toEntity(LIBRARY)->getFactionID().toFaction()->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 (const auto & elem : gameHandler->gameState().players)
- {
- for (const CGHeroInstance *h : elem.second.getHeroes())
- {
- int32_t newMana = h->getManaNewTurn();
- if (newMana != h->mana)
- result.emplace_back(h->id, newMana, ChangeValueMode::ABSOLUTE);
- }
- }
- return result;
- }
- std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
- {
- std::vector<SetMovePoints> result;
- for (const auto & elem : gameHandler->gameState().players)
- {
- for (const CGHeroInstance *h : elem.second.getHeroes())
- {
- auto ti = h->getTurnInfo(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().getMap().getTile(h->visitablePos()).isLand(), ti.get());
- if (newMovementPoints != h->movementPointsRemaining())
- result.emplace_back(h->id, newMovementPoints);
- }
- }
- 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->gameInfo().getDate(Date::DAY);
- bool newWeek = gameHandler->gameInfo().getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
- bool newMonth = gameHandler->gameInfo().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 (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
- {
- const auto * t = gameHandler->gameState().getTown(townID);
- n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
- }
- n.newRumor = pickNewRumor();
- //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->gameInfo().getDate(Date::DAY);
- bool newWeek = gameHandler->gameInfo().getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
- bool newMonth = gameHandler->gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
- gameHandler->sendAndApply(n);
- if (newWeek)
- {
- for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
- {
- const auto * t = gameHandler->gameState().getTown(townID);
- if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- gameHandler->setPortalDwelling(t, true, n.specialWeek == EWeekType::PLAGUE); //set creatures for Portal of Summoning
- }
- }
- if (newWeek && !firstTurn)
- {
- for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
- {
- const auto * t = gameHandler->gameState().getTown(townID);
- if (!t->getOwner().isValidPlayer())
- updateNeutralTownGarrison(t, 1 + gameHandler->gameInfo().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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