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