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/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 (i < town->creatures.size() && !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. if (!state.isHuman())
  200. {
  201. // Initialize bonuses for different resources
  202. std::array<int, GameResID::COUNT> weeklyBonuses = {};
  203. // Calculate weekly bonuses based on difficulty
  204. if (gameHandler->gameState()->getStartInfo()->difficulty == 0)
  205. {
  206. weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * (0.75 - 1) * 7));
  207. }
  208. else if (gameHandler->gameState()->getStartInfo()->difficulty == 3)
  209. {
  210. weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * 0.25 * 7));
  211. weeklyBonuses[EGameResID::WOOD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::WOOD] * 0.39 * 7));
  212. weeklyBonuses[EGameResID::ORE] = static_cast<int>(std::round(incomeHandicapped[EGameResID::ORE] * 0.39 * 7));
  213. weeklyBonuses[EGameResID::MERCURY] = static_cast<int>(std::round(incomeHandicapped[EGameResID::MERCURY] * 0.14 * 7));
  214. weeklyBonuses[EGameResID::CRYSTAL] = static_cast<int>(std::round(incomeHandicapped[EGameResID::CRYSTAL] * 0.14 * 7));
  215. weeklyBonuses[EGameResID::SULFUR] = static_cast<int>(std::round(incomeHandicapped[EGameResID::SULFUR] * 0.14 * 7));
  216. weeklyBonuses[EGameResID::GEMS] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GEMS] * 0.14 * 7));
  217. }
  218. else if (gameHandler->gameState()->getStartInfo()->difficulty == 4)
  219. {
  220. weeklyBonuses[EGameResID::GOLD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GOLD] * 0.5 * 7));
  221. weeklyBonuses[EGameResID::WOOD] = static_cast<int>(std::round(incomeHandicapped[EGameResID::WOOD] * 0.53 * 7));
  222. weeklyBonuses[EGameResID::ORE] = static_cast<int>(std::round(incomeHandicapped[EGameResID::ORE] * 0.53 * 7));
  223. weeklyBonuses[EGameResID::MERCURY] = static_cast<int>(std::round(incomeHandicapped[EGameResID::MERCURY] * 0.28 * 7));
  224. weeklyBonuses[EGameResID::CRYSTAL] = static_cast<int>(std::round(incomeHandicapped[EGameResID::CRYSTAL] * 0.28 * 7));
  225. weeklyBonuses[EGameResID::SULFUR] = static_cast<int>(std::round(incomeHandicapped[EGameResID::SULFUR] * 0.28 * 7));
  226. weeklyBonuses[EGameResID::GEMS] = static_cast<int>(std::round(incomeHandicapped[EGameResID::GEMS] * 0.28 * 7));
  227. }
  228. // Distribute weekly bonuses over 7 days, depending on the current day of the week
  229. for (int i = 0; i < GameResID::COUNT; ++i)
  230. {
  231. int dailyBonus = weeklyBonuses[i] / 7;
  232. int remainderBonus = weeklyBonuses[i] % 7;
  233. // Apply the daily bonus for each day, and distribute the remainder accordingly
  234. incomeHandicapped[static_cast<GameResID>(i)] += dailyBonus;
  235. if (gameHandler->gameState()->getDate(Date::DAY_OF_WEEK) - 1 < remainderBonus)
  236. {
  237. incomeHandicapped[static_cast<GameResID>(i)] += 1;
  238. }
  239. }
  240. }
  241. return incomeHandicapped;
  242. }
  243. SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
  244. {
  245. SetAvailableCreatures sac;
  246. PlayerColor player = t->tempOwner;
  247. sac.tid = t->id;
  248. sac.creatures = t->creatures;
  249. for (int k=0; k < t->town->creatures.size(); k++)
  250. {
  251. if (t->creatures.at(k).second.empty())
  252. continue;
  253. uint32_t creaturesBefore = t->creatures.at(k).first;
  254. uint32_t creatureGrowth = 0;
  255. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  256. if (firstDay)
  257. {
  258. creatureGrowth = cre->getGrowth();
  259. }
  260. else
  261. {
  262. creatureGrowth = t->creatureGrowth(k);
  263. //Deity of fire week - upgrade both imps and upgrades
  264. if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
  265. creatureGrowth += 15;
  266. //bonus week, effect applies only to identical creatures
  267. if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
  268. creatureGrowth += 5;
  269. }
  270. // Neutral towns have halved creature growth
  271. if (!player.isValidPlayer())
  272. creatureGrowth /= 2;
  273. uint32_t resultingCreatures = 0;
  274. if (weekType == EWeekType::PLAGUE)
  275. resultingCreatures = creaturesBefore / 2;
  276. else if (weekType == EWeekType::DOUBLE_GROWTH && vstd::contains(t->creatures.at(k).second, creatureWeek))
  277. resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
  278. else
  279. resultingCreatures = creaturesBefore + creatureGrowth;
  280. sac.creatures.at(k).first = resultingCreatures;
  281. }
  282. return sac;
  283. }
  284. void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int currentWeek) const
  285. {
  286. assert(t);
  287. assert(!t->getOwner().isValidPlayer());
  288. constexpr int randomRollsCounts = 3; // H3 makes around 3 random rolls to make simple bell curve distribution
  289. constexpr int upgradeChance = 5; // Chance for a unit to get an upgrade
  290. constexpr int growthChanceFort = 80; // Chance for growth to occur in towns with fort built
  291. constexpr int growthChanceVillage = 40; // Chance for growth to occur in towns without fort
  292. const auto & takeFromAvailable = [this, t](CreatureID creatureID)
  293. {
  294. int tierToSubstract = -1;
  295. for (int i = 0; i < t->getTown()->creatures.size(); ++i)
  296. if (vstd::contains(t->getTown()->creatures[i], creatureID))
  297. tierToSubstract = i;
  298. if (tierToSubstract == -1)
  299. return; // impossible?
  300. int creaturesAvailable = t->creatures[tierToSubstract].first;
  301. int creaturesRecruited = creatureID.toCreature()->getGrowth();
  302. int creaturesLeft = std::max(0, creaturesAvailable - creaturesRecruited);
  303. if (creaturesLeft != creaturesAvailable)
  304. {
  305. SetAvailableCreatures sac;
  306. sac.tid = t->id;
  307. sac.creatures = t->creatures;
  308. sac.creatures[tierToSubstract].first = creaturesLeft;
  309. gameHandler->sendAndApply(&sac);
  310. }
  311. };
  312. int growthChance = t->hasFort() ? growthChanceFort : growthChanceVillage;
  313. int growthRoll = gameHandler->getRandomGenerator().nextInt(0, 99);
  314. if (growthRoll >= growthChance)
  315. return;
  316. int tierRoll = 0;
  317. for(int i = 0; i < randomRollsCounts; ++i)
  318. tierRoll += gameHandler->getRandomGenerator().nextInt(0, currentWeek);
  319. // NOTE: determined by observing H3 games, might not match H3 100%
  320. int tierToGrow = std::clamp(tierRoll / randomRollsCounts, 0, 6) + 1;
  321. bool upgradeUnit = gameHandler->getRandomGenerator().nextInt(0, 99) < upgradeChance;
  322. // Check if town garrison already has unit of specified tier
  323. for(const auto & slot : t->Slots())
  324. {
  325. const auto * creature = slot.second->type;
  326. if (creature->getFaction() != t->getFaction())
  327. continue;
  328. if (creature->getLevel() != tierToGrow)
  329. continue;
  330. StackLocation stackLocation(t, slot.first);
  331. gameHandler->changeStackCount(stackLocation, creature->getGrowth(), false);
  332. takeFromAvailable(creature->getGrowth());
  333. if (upgradeUnit && !creature->upgrades.empty())
  334. {
  335. CreatureID upgraded = *RandomGeneratorUtil::nextItem(creature->upgrades, gameHandler->getRandomGenerator());
  336. gameHandler->changeStackType(stackLocation, upgraded.toCreature());
  337. }
  338. else
  339. gameHandler->changeStackType(stackLocation, creature);
  340. return;
  341. }
  342. // No existing creatures in garrison, but we have a free slot we can use
  343. SlotID freeSlotID = t->getFreeSlot();
  344. if (freeSlotID.validSlot())
  345. {
  346. for (auto const & tierVector : t->getTown()->creatures)
  347. {
  348. CreatureID baseCreature = tierVector.at(0);
  349. if (baseCreature.toEntity(VLC)->getLevel() != tierToGrow)
  350. continue;
  351. StackLocation stackLocation(t, freeSlotID);
  352. if (upgradeUnit && !baseCreature.toCreature()->upgrades.empty())
  353. {
  354. CreatureID upgraded = *RandomGeneratorUtil::nextItem(baseCreature.toCreature()->upgrades, gameHandler->getRandomGenerator());
  355. gameHandler->insertNewStack(stackLocation, upgraded.toCreature(), upgraded.toCreature()->getGrowth());
  356. takeFromAvailable(upgraded.toCreature()->getGrowth());
  357. }
  358. else
  359. {
  360. gameHandler->insertNewStack(stackLocation, baseCreature.toCreature(), baseCreature.toCreature()->getGrowth());
  361. takeFromAvailable(baseCreature.toCreature()->getGrowth());
  362. }
  363. return;
  364. }
  365. }
  366. }
  367. RumorState NewTurnProcessor::pickNewRumor()
  368. {
  369. RumorState newRumor;
  370. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  371. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  372. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  373. if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  374. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  375. int rumorId = -1;
  376. int rumorExtra = -1;
  377. auto & rand = gameHandler->getRandomGenerator();
  378. newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  379. do
  380. {
  381. switch(newRumor.type)
  382. {
  383. case RumorState::TYPE_SPECIAL:
  384. {
  385. SThievesGuildInfo tgi;
  386. gameHandler->gameState()->obtainPlayersStats(tgi, 20);
  387. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  388. if(rumorId == RumorState::RUMOR_GRAIL)
  389. {
  390. rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
  391. break;
  392. }
  393. std::vector<PlayerColor> players = {};
  394. switch(rumorId)
  395. {
  396. case RumorState::RUMOR_OBELISKS:
  397. players = tgi.obelisks[0];
  398. break;
  399. case RumorState::RUMOR_ARTIFACTS:
  400. players = tgi.artifacts[0];
  401. break;
  402. case RumorState::RUMOR_ARMY:
  403. players = tgi.army[0];
  404. break;
  405. case RumorState::RUMOR_INCOME:
  406. players = tgi.income[0];
  407. break;
  408. }
  409. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  410. break;
  411. }
  412. case RumorState::TYPE_MAP:
  413. // Makes sure that map rumors only used if there enough rumors too choose from
  414. if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
  415. {
  416. rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
  417. break;
  418. }
  419. else
  420. newRumor.type = RumorState::TYPE_RAND;
  421. [[fallthrough]];
  422. case RumorState::TYPE_RAND:
  423. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  424. rumorId = rand.nextInt((int)vector.size() - 1);
  425. break;
  426. }
  427. }
  428. while(!newRumor.update(rumorId, rumorExtra));
  429. return newRumor;
  430. }
  431. std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
  432. {
  433. for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
  434. {
  435. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  436. return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
  437. }
  438. if(!gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  439. return { EWeekType::NORMAL, CreatureID::NONE};
  440. int monthType = gameHandler->getRandomGenerator().nextInt(99);
  441. if (newMonth) //new month
  442. {
  443. if (monthType < 40) //double growth
  444. {
  445. if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  446. {
  447. CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  448. return { EWeekType::DOUBLE_GROWTH, creatureID};
  449. }
  450. else if (VLC->creh->doubledCreatures.size())
  451. {
  452. CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
  453. return { EWeekType::DOUBLE_GROWTH, creatureID};
  454. }
  455. else
  456. {
  457. gameHandler->complain("Cannot find creature that can be spawned!");
  458. return { EWeekType::NORMAL, CreatureID::NONE};
  459. }
  460. }
  461. if (monthType < 50)
  462. return { EWeekType::PLAGUE, CreatureID::NONE};
  463. return { EWeekType::NORMAL, CreatureID::NONE};
  464. }
  465. else //it's a week, but not full month
  466. {
  467. if (monthType < 25)
  468. {
  469. std::pair<int, CreatureID> newMonster(54, CreatureID());
  470. do
  471. {
  472. newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
  473. } while (VLC->creh->objects[newMonster.second] &&
  474. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  475. return { EWeekType::BONUS_GROWTH, newMonster.second};
  476. }
  477. return { EWeekType::NORMAL, CreatureID::NONE};
  478. }
  479. }
  480. std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
  481. {
  482. std::vector<SetMana> result;
  483. for (auto & elem : gameHandler->gameState()->players)
  484. {
  485. for (CGHeroInstance *h : elem.second.getHeroes())
  486. {
  487. int32_t newMana = h->getManaNewTurn();
  488. if (newMana != h->mana)
  489. result.emplace_back(h->id, newMana, true);
  490. }
  491. }
  492. return result;
  493. }
  494. std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
  495. {
  496. std::vector<SetMovePoints> result;
  497. for (auto & elem : gameHandler->gameState()->players)
  498. {
  499. for (CGHeroInstance *h : elem.second.getHeroes())
  500. {
  501. auto ti = std::make_unique<TurnInfo>(h, 1);
  502. // NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  503. int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  504. if (newMovementPoints != h->movementPointsRemaining())
  505. result.emplace_back(h->id, newMovementPoints, true);
  506. }
  507. }
  508. return result;
  509. }
  510. InfoWindow NewTurnProcessor::createInfoWindow(EWeekType weekType, CreatureID creatureWeek, bool newMonth)
  511. {
  512. InfoWindow iw;
  513. switch (weekType)
  514. {
  515. case EWeekType::DOUBLE_GROWTH:
  516. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  517. iw.text.replaceNameSingular(creatureWeek);
  518. iw.text.replaceNameSingular(creatureWeek);
  519. break;
  520. case EWeekType::PLAGUE:
  521. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  522. break;
  523. case EWeekType::BONUS_GROWTH:
  524. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  525. iw.text.replaceNameSingular(creatureWeek);
  526. iw.text.replaceNameSingular(creatureWeek);
  527. break;
  528. case EWeekType::DEITYOFFIRE:
  529. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  530. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  531. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  532. iw.text.replacePositiveNumber(15);//%+d 15
  533. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  534. iw.text.replacePositiveNumber(15);//%+d 15
  535. break;
  536. default:
  537. if (newMonth)
  538. {
  539. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  540. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(32, 41));
  541. }
  542. else
  543. {
  544. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  545. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, gameHandler->getRandomGenerator().nextInt(43, 57));
  546. }
  547. }
  548. return iw;
  549. }
  550. NewTurn NewTurnProcessor::generateNewTurnPack()
  551. {
  552. NewTurn n;
  553. n.specialWeek = EWeekType::FIRST_WEEK;
  554. n.creatureid = CreatureID::NONE;
  555. n.day = gameHandler->gameState()->day + 1;
  556. bool firstTurn = !gameHandler->getDate(Date::DAY);
  557. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  558. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  559. if (!firstTurn)
  560. {
  561. for (const auto & player : gameHandler->gameState()->players)
  562. n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
  563. }
  564. if (newWeek && !firstTurn)
  565. {
  566. auto [specialWeek, creatureID] = pickWeekType(newMonth);
  567. n.specialWeek = specialWeek;
  568. n.creatureid = creatureID;
  569. }
  570. n.heroesMana = updateHeroesManaPoints();
  571. n.heroesMovement = updateHeroesMovementPoints();
  572. if (newWeek)
  573. {
  574. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  575. n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  576. }
  577. if (newWeek)
  578. n.newRumor = pickNewRumor();
  579. if (newWeek)
  580. {
  581. //new week info popup
  582. if (n.specialWeek != EWeekType::FIRST_WEEK)
  583. n.newWeekNotification = createInfoWindow(n.specialWeek, n.creatureid, newMonth);
  584. }
  585. return n;
  586. }
  587. void NewTurnProcessor::onNewTurn()
  588. {
  589. NewTurn n = generateNewTurnPack();
  590. bool firstTurn = !gameHandler->getDate(Date::DAY);
  591. bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  592. bool newMonth = gameHandler->getDate(Date::DAY_OF_MONTH) == 28;
  593. gameHandler->sendAndApply(&n);
  594. if (newWeek)
  595. {
  596. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  597. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  598. gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  599. }
  600. if (newWeek && !firstTurn)
  601. {
  602. for (CGTownInstance *t : gameHandler->gameState()->map->towns)
  603. {
  604. if (!t->getOwner().isValidPlayer())
  605. updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
  606. }
  607. }
  608. //spawn wandering monsters
  609. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  610. {
  611. gameHandler->spawnWanderingMonsters(n.creatureid);
  612. }
  613. logGlobal->trace("Info about turn %d has been sent!", n.day);
  614. }