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