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| /* * CGHeroInstance.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 "CGHeroInstance.h"#include <vcmi/ServerCallback.h>#include <vcmi/spells/Spell.h>#include "../NetPacks.h"#include "../CGeneralTextHandler.h"#include "../CHeroHandler.h"#include "../CModHandler.h"#include "../CSoundBase.h"#include "../spells/CSpellHandler.h"#include "../CSkillHandler.h"#include "CObjectClassesHandler.h"#include "../IGameCallback.h"#include "../CGameState.h"#include "../CCreatureHandler.h"#include "../CTownHandler.h"#include "../mapping/CMap.h"#include "CGTownInstance.h"#include "../serializer/JsonSerializeFormat.h"#include "../StringConstants.h"#include "../battle/Unit.h"VCMI_LIB_NAMESPACE_BEGIN///helpersstatic void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0){	InfoWindow iw;	iw.soundID = soundID;	iw.player = playerID;	iw.text.addTxt(MetaString::ADVOB_TXT,txtID);	IObjectInterface::cb->sendAndApply(&iw);}static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0){	const PlayerColor playerID = h->getOwner();	showInfoDialog(playerID,txtID,soundID);}static int lowestSpeed(const CGHeroInstance * chi){	static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);	static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);	if(!chi->stacksCount())	{		if(chi->commander && chi->commander->alive)		{			return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);		}		logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);		return 20;	}	auto i = chi->Slots().begin();	//TODO? should speed modifiers (eg from artifacts) affect hero movement?	int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);	for(; i != chi->Slots().end(); i++)		ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));	return ret;}ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const{	int64_t ret = GameConstants::BASE_MOVEMENT_COST;	//if there is road both on dest and src tiles - use road movement cost	if(dest.roadType != ROAD_NAMES[0] && from.roadType != ROAD_NAMES[0])	{		int roadPos = std::min(vstd::find_pos(ROAD_NAMES, dest.roadType), vstd::find_pos(ROAD_NAMES, from.roadType)); //used road ID		switch(roadPos)		{		case 1:			ret = 75;			break;		case 2:			ret = 65;			break;		case 3:			ret = 50;			break;		default:			logGlobal->error("Unknown road type: %d", roadPos);			break;		}	}	else if(ti->nativeTerrain != from.terType //the terrain is not native		&& ti->nativeTerrain != Terrain::ANY //no special creature bonus		&& !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType.id()) //no special movement bonus		)	{		ret = VLC->heroh->terrCosts[from.terType];		ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);		if(ret < GameConstants::BASE_MOVEMENT_COST)			ret = GameConstants::BASE_MOVEMENT_COST;	}	return (ui32)ret;}Terrain CGHeroInstance::getNativeTerrain() const{	// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.	// This is clearly bug in H3 however intended behaviour is not clear.	// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI	// will always have best penalty without any influence from player-defined stacks order	// TODO: What should we do if all hero stacks are neutral creatures?	Terrain nativeTerrain("BORDER");	for(auto stack : stacks)	{		Terrain stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.		if(stackNativeTerrain == Terrain("BORDER"))			continue;		if(nativeTerrain == Terrain("BORDER"))			nativeTerrain = stackNativeTerrain;		else if(nativeTerrain != stackNativeTerrain)			return Terrain("BORDER");	}	return nativeTerrain;}int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest{	if (toh3m)	{		src.x+=1;		return src;	}	else	{		src.x-=1;		return src;	}}BattleField CGHeroInstance::getBattlefield() const{	return BattleField::NONE;}int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'{	if (h3m)	{		return pos;	}	else	{		return convertPosition(pos,false);	}}ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const{	for(auto & elem : secSkills)		if(elem.first == skill)			return elem.second;	return 0;}void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs){	if(getSecSkillLevel(which) == 0)	{		secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));		updateSkillBonus(which, val);	}	else	{		for (auto & elem : secSkills)		{			if(elem.first == which)			{				if(abs)					elem.second = val;				else					elem.second += val;				if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once				{					logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));					elem.second = 3;				}				updateSkillBonus(which, elem.second); //when we know final value			}		}	}}bool CGHeroInstance::canLearnSkill() const{	return secSkills.size() < GameConstants::SKILL_PER_HERO;}int CGHeroInstance::maxMovePoints(bool onLand) const{	TurnInfo ti(this);	return maxMovePointsCached(onLand, &ti);}int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const{	int base;	if(onLand)	{		// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army		static const int baseSpeed = 1300; // base speed from creature with 0 speed		int armySpeed = lowestSpeed(this) * 20 / 3;		base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3		vstd::abetween(base, 1500, 2000); // base speed is limited by these values	}	else	{		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)	}	const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;	const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);	const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;	const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;	return int(base * (1 + modifier)) + bonus;}CGHeroInstance::CGHeroInstance() : IBoatGenerator(this){	setNodeType(HERO);	ID = Obj::HERO;	tacticFormationEnabled = inTownGarrison = false;	mana = UNINITIALIZED_MANA;	movement = UNINITIALIZED_MOVEMENT;	portrait = UNINITIALIZED_PORTRAIT;	isStanding = true;	moveDir = 4;	level = 1;	exp = 0xffffffff;	visitedTown = nullptr;	type = nullptr;	boat = nullptr;	commander = nullptr;	sex = 0xff;	secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));}PlayerColor CGHeroInstance::getOwner() const{	return tempOwner;}void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID){	subID = SUBID.getNum();	initHero(rand);}void CGHeroInstance::setType(si32 ID, si32 subID){	assert(ID == Obj::HERO); // just in case	type = VLC->heroh->objects[subID];	portrait = type->imageIndex;	CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id	this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details	randomizeArmy(type->heroClass->faction);}void CGHeroInstance::initHero(CRandomGenerator & rand){	assert(validTypes(true));	if(!type)		type = VLC->heroh->objects[subID];	if (ID == Obj::HERO)		appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();	if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell	{		for(auto spellID : type->spells)			spells.insert(spellID);	}	else //remove placeholder		spells -= SpellID::PRESET;	if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook		putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));	if(!getArt(ArtifactPosition::MACH4))		putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult	if(portrait < 0 || portrait == 255)		portrait = type->imageIndex;	if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))	{		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)		{			pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);		}	}	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default		secSkills = type->secSkillsInit;	if (!name.length())		name = type->name;	if (sex == 0xFF)//sex is default		sex = type->sex;	setFormation(false);	if (!stacksCount()) //standard army//initial army	{		initArmy(rand);	}	assert(validTypes());	if(exp == 0xffffffff)	{		initExp(rand);	}	else	{		levelUpAutomatically(rand);	}	if (VLC->modh->modules.COMMANDERS && !commander)	{		commander = new CCommanderInstance(type->heroClass->commander->idNumber);		commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders		commander->giveStackExp (exp); //after our exp is set	}	if (mana < 0)		mana = manaLimit();}void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst){	if(!dst)		dst = this;	int howManyStacks = 0; //how many stacks will hero receives <1 - 3>	int pom = rand.nextInt(99);	int warMachinesGiven = 0;	if(pom < 9)		howManyStacks = 1;	else if(pom < 79)		howManyStacks = 2;	else		howManyStacks = 3;	vstd::amin(howManyStacks, type->initialArmy.size());	for(int stackNo=0; stackNo < howManyStacks; stackNo++)	{		auto & stack = type->initialArmy[stackNo];		int count = rand.nextInt(stack.minAmount, stack.maxAmount);		const CCreature * creature = stack.creature.toCreature();		if(creature == nullptr)		{			logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());			continue;		}		if(creature->warMachine != ArtifactID::NONE) //war machine		{			warMachinesGiven++;			if(dst != this)				continue;			ArtifactID aid = creature->warMachine;			const CArtifact * art = aid.toArtifact();			if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())			{				//TODO: should we try another possible slots?				ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();				if(!getArt(slot))					putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));				else					logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());			}			else			{				logGlobal->error("Hero %s has invalid war machine in initial army", name);			}		}		else		{			dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);		}	}}CGHeroInstance::~CGHeroInstance(){	commander.dellNull();}bool CGHeroInstance::needsLastStack() const{	return true;}void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const{	if(h == this) return; //exclude potential self-visiting	if (ID == Obj::HERO)	{		if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero		{			//exchange			cb->heroExchange(h->id, id);		}		else //battle		{			if(visitedTown) //we're in town				visitedTown->onHeroVisit(h); //town will handle attacking			else				cb->startBattleI(h,	this);		}	}	else if(ID == Obj::PRISON)	{		int txt_id;		if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot		{			//update hero parameters			SetMovePoints smp;			smp.hid = id;			smp.val = maxMovePoints (true); //TODO: hota prison on water?			cb->setMovePoints (&smp);			cb->setManaPoints (id, manaLimit());			cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player			txt_id = 102;		}		else //already 8 wandering heroes		{			txt_id = 103;		}		showInfoDialog(h,txt_id);	}}std::string CGHeroInstance::getObjectName() const{	if(ID != Obj::PRISON)	{		std::string hoverName = VLC->generaltexth->allTexts[15];		boost::algorithm::replace_first(hoverName,"%s",name);		boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);		return hoverName;	}	else		return CGObjectInstance::getObjectName();}const std::string & CGHeroInstance::getBiography() const{	if (biography.length())		return biography;	return type->biography;}ui8 CGHeroInstance::maxlevelsToMagicSchool() const{	return type->heroClass->isMagicHero() ? 3 : 4;}ui8 CGHeroInstance::maxlevelsToWisdom() const{	return type->heroClass->isMagicHero() ? 3 : 6;}CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo(){	rand.setSeed(0);	magicSchoolCounter = 1;	wisdomCounter = 1;}void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter(){	magicSchoolCounter = 1;}void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter(){	wisdomCounter = 1;}void CGHeroInstance::initObj(CRandomGenerator & rand){	blockVisit = true;	if(!type)		initHero(rand); //TODO: set up everything for prison before specialties are configured	skillsInfo.rand.setSeed(rand.nextInt());	skillsInfo.resetMagicSchoolCounter();	skillsInfo.resetWisdomCounter();	if (ID != Obj::PRISON)	{		auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);		if (customApp)			appearance = customApp;	}	//copy active (probably growing) bonuses from hero prototype to hero object	for(std::shared_ptr<Bonus> b : type->specialty)		addNewBonus(b);	//dito for old-style bonuses -> compatibility for old savegames	for(SSpecialtyBonus & sb : type->specialtyDeprecated)		for(std::shared_ptr<Bonus> b : sb.bonuses)			addNewBonus(b);	for(SSpecialtyInfo & spec : type->specDeprecated)		for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))			addNewBonus(b);	//initialize bonuses	recreateSecondarySkillsBonuses();	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one	type->name = name;}void CGHeroInstance::recreateSecondarySkillsBonuses(){	auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));	for(auto bonus : *secondarySkillsBonuses)		removeBonus(bonus);	for(auto skill_info : secSkills)		if(skill_info.second > 0)			updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);}void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val){	removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));	auto skillBonus = (*VLC->skillh)[which]->at(val).effects;	for (auto b : skillBonus)		addNewBonus(std::make_shared<Bonus>(*b));}void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::PRIMARY_STACK_COUNT)		setStackCount(SlotID(0), val);}double CGHeroInstance::getFightingStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));}double CGHeroInstance::getMagicStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));}double CGHeroInstance::getHeroStrength() const{	return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));}ui64 CGHeroInstance::getTotalStrength() const{	double ret = getFightingStrength() * getArmyStrength();	return (ui64) ret;}TExpType CGHeroInstance::calculateXp(TExpType exp) const{	return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);}int32_t CGHeroInstance::getCasterUnitId() const{	return -1; //TODO: special value for attacker/defender hero}int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const{	int32_t skill = -1; //skill level	spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)	{		int32_t thisSchool = std::max<int32_t>(			valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),			valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)		if(thisSchool > skill)		{			skill = thisSchool;			if(outSelectedSchool)				*outSelectedSchool = (ui8)cnf.id;		}	});	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect	vstd::amax(skill, 0); //in case we don't know any school	vstd::amin(skill, 3);	return skill;}int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const{	//applying sorcery secondary skill	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);	int maxSchoolBonus = 0;	spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)	{		vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));	});	base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);	if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer		base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);	return base;}int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const{	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);	return base;}int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const{	if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))		return 3;//todo: recheck specialty from where this bonus is. possible bug	else		return getSpellSchoolLevel(spell);}int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const{	return getPrimSkillLevel(PrimarySkill::SPELL_POWER);}int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const{	return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);}int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const{	return 0;}PlayerColor CGHeroInstance::getCasterOwner() const{	return tempOwner;}void CGHeroInstance::getCasterName(MetaString & text) const{	//FIXME: use local name, MetaString need access to gamestate as hero name is part of map object	text.addReplacement(name);}void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const{	const bool singleTarget = attacked.size() == 1;	const int textIndex = singleTarget ? 195 : 196;	text.addTxt(MetaString::GENERAL_TXT, textIndex);	getCasterName(text);	text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());	if(singleTarget)		attacked.at(0)->addNameReplacement(text, true);}void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const{	if(spellCost != 0)	{		SetMana sm;		sm.absolute = false;		sm.hid = id;		sm.val = -spellCost;		server->apply(&sm);	}}bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const{	const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());	const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();	const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());	bool schoolBonus = false;	spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)	{		if(hasBonusOfType(cnf.knoledgeBonus))		{			schoolBonus = stop = true;		}	});	const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());	if(spell->isSpecial())	{		if(inSpellBook)		{//hero has this spell in spellbook			logGlobal->error("Special spell %s in spellbook.", spell->getName());		}		return specificBonus;	}	else if(!isAllowed)	{		if(inSpellBook)		{			//hero has this spell in spellbook			//it is normal if set in map editor, but trace it to possible debug of magic guild			logGlobal->trace("Banned spell %s in spellbook.", spell->getName());		}		return inSpellBook || specificBonus || schoolBonus || levelBonus;	}	else	{		return inSpellBook || schoolBonus || specificBonus || levelBonus;	}}bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const{    if(!hasSpellbook())		return false;	if(spell->getLevel() > maxSpellLevel()) //not enough wisdom		return false;	if(vstd::contains(spells, spell->getId()))//already known		return false;	if(spell->isSpecial())	{		logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());		return false;//special spells can not be learned	}	if(spell->isCreatureAbility())	{		logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());		return false;//creature abilities can not be learned	}	if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))	{		logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());		return false;//banned spells should not be learned	}	return true;}/** * Calculates what creatures and how many to be raised from a battle. * @param battleResult The results of the battle. * @return Returns a pair with the first value indicating the ID of the creature * type and second value the amount. Both values are returned as -1 if necromancy * could not be applied. */CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const{	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);	// need skill or cloak of undead king - lesser artifacts don't work without skill	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))	{		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];		// figure out what to raise - pick strongest creature meeting requirements		CreatureID creatureTypeRaised = CreatureID::SKELETON;		int requiredCasualtyLevel = 1;		TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));		if(!improvedNecromancy->empty())		{			auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID			{				const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};				return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);			};			int maxCasualtyLevel = 1;			for(auto & casualty : casualties)				vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);			// pick best bonus available			std::shared_ptr<Bonus> topPick;			for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)			{				// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level				if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)					continue;				if(!topPick)				{					topPick = newPick;				}				else				{					auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>					{						const CCreature * c = VLC->creh->objects[getCreatureID(pick)];						return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};					};					if(quality(topPick) < quality(newPick))						topPick = newPick;				}			}			if(topPick)			{				creatureTypeRaised = getCreatureID(topPick);				requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);			}		}		// raise upgraded creature (at 2/3 rate) if no space available otherwise		if(getSlotFor(creatureTypeRaised) == SlotID())		{			for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)			{				if(getSlotFor(upgraded) != SlotID())				{					creatureTypeRaised = upgraded;					necromancySkill *= 2/3.0;					break;				}			}		}		// calculate number of creatures raised - low level units contribute at 50% rate		const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();		double raisedUnits = 0;		for(auto & casualty : casualties)		{			const CCreature * c = VLC->creh->objects[casualty.first];			double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;			if(c->level < requiredCasualtyLevel)				raisedFromCasualty *= 0.5;			raisedUnits += raisedFromCasualty;		}		return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));	}	return CStackBasicDescriptor();}/** * Show the necromancy dialog with information about units raised. * @param raisedStack Pair where the first element represents ID of the raised creature * and the second element the amount. */void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const{	InfoWindow iw;	iw.soundID = soundBase::pickup01 + rand.nextInt(6);	iw.player = tempOwner;	iw.components.push_back(Component(raisedStack));	if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)	{		iw.text.addTxt(MetaString::GENERAL_TXT, 145);		iw.text.addReplacement(raisedStack.count);	}	else // Practicing the dark arts of necromancy, ... (singular)	{		iw.text.addTxt(MetaString::GENERAL_TXT, 146);	}	iw.text.addReplacement(raisedStack);	cb->showInfoDialog(&iw);}/*int3 CGHeroInstance::getSightCenter() const{	return getPosition(false);}*/int CGHeroInstance::getSightRadius() const{	return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus}si32 CGHeroInstance::manaRegain() const{	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))		return manaLimit();	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level}si32 CGHeroInstance::getManaNewTurn() const{	if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))	{		//if hero starts turn in town with mage guild - restore all mana		return std::max(mana, manaLimit());	}	si32 res = mana + manaRegain();	res = std::min(res, manaLimit());	res = std::max(res, mana);	res = std::max(res, 0);	return res;}// /**//  * Places an artifact in hero's backpack. If it's a big artifact equips it//  * or discards it if it cannot be equipped.//  */// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts// {// 	CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object// 	CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);// 	ai->putAt(this, ai->firstAvailableSlot(this));// }int CGHeroInstance::getBoatType() const{	switch(type->heroClass->getAlignment())	{	case EAlignment::GOOD:		return 1;	case EAlignment::EVIL:		return 0;	case EAlignment::NEUTRAL:		return 2;	default:		throw std::runtime_error("Wrong alignment!");	}}void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const{	// FIXME: Offsets need to be fixed once we get rid of convertPosition	// Check issue 515 for details	offsets =	{		int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)	};}int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const{	return sp->getCost(getSpellSchoolLevel(sp));}void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val ){	assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)						.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));	addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));}EAlignment::EAlignment CGHeroInstance::getAlignment() const{	return type->heroClass->getAlignment();}void CGHeroInstance::initExp(CRandomGenerator & rand){	exp = rand.nextInt(40, 89);}std::string CGHeroInstance::nodeName() const{	return "Hero " + name;}void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art){	assert(!getArt(pos));	art->putAt(ArtifactLocation(this, pos));}void CGHeroInstance::putInBackpack(CArtifactInstance *art){	putArtifact(art->firstBackpackSlot(this), art);}bool CGHeroInstance::hasSpellbook() const{	return getArt(ArtifactPosition::SPELLBOOK);}void CGHeroInstance::addSpellToSpellbook(SpellID spell){	spells.insert(spell);}void CGHeroInstance::removeSpellFromSpellbook(SpellID spell){	spells.erase(spell);}bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const{	return vstd::contains(spells, spell);}void CGHeroInstance::removeSpellbook(){	spells.clear();	if(hasSpellbook())	{		ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();	}}const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const{	return spells;}int CGHeroInstance::maxSpellLevel() const{	return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));}void CGHeroInstance::deserializationFix(){	artDeserializationFix(this);}CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const{	if(!visitedTown)		return nullptr;	return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)		: (CBonusSystemNode *)(visitedTown.get());}CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs){	if(visitedTown)		return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));	return CArmedInstance::whereShouldBeAttached(gs);}CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState * gs){	if(visitedTown)	{		if(inTownGarrison)			return visitedTown;		else			return &visitedTown->townAndVis;	}	else		return CArmedInstance::whereShouldBeAttached(gs);}int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const{	int ret = 0; //take all MPs by default	bool localTi = false;	if(!ti)	{		localTi = true;		ti = new TurnInfo(this);	}	int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);	int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);	if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))		ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);	if(localTi)		delete ti;	return ret;}EDiggingStatus CGHeroInstance::diggingStatus() const{	if((int)movement < maxMovePoints(true))		return EDiggingStatus::LACK_OF_MOVEMENT;	return cb->getTile(getPosition(false))->getDiggingStatus();}ArtBearer::ArtBearer CGHeroInstance::bearerType() const{	return ArtBearer::HERO;}std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const{	std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible	if (!skillsInfo.wisdomCounter)	{		if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))			obligatorySkills.push_back(SecondarySkill::WISDOM);	}	if (!skillsInfo.magicSchoolCounter)	{		std::vector<SecondarySkill> ss =		{			SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC		};		std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());		for (auto skill : ss)		{			if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet			{				obligatorySkills.push_back(skill);				break; //only one			}		}	}	std::vector<SecondarySkill> skills;	//picking sec. skills for choice	std::set<SecondarySkill> basicAndAdv, expert, none;	for(int i = 0; i < VLC->skillh->size(); i++)		if (cb->isAllowed(2,i))			none.insert(SecondarySkill(i));	for(auto & elem : secSkills)	{		if(elem.second < SecSkillLevel::EXPERT)			basicAndAdv.insert(elem.first);		else			expert.insert(elem.first);		none.erase(elem.first);	}	for (auto s : obligatorySkills) //don't duplicate them	{		none.erase (s);		basicAndAdv.erase (s);		expert.erase (s);	}	//first offered skill:	// 1) give obligatory skill	// 2) give any other new skill	// 3) upgrade existing	if (canLearnSkill() && obligatorySkills.size() > 0)	{		skills.push_back (obligatorySkills[0]);	}	else if(none.size() && canLearnSkill()) //hero have free skill slot	{		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill		none.erase(skills.back());	}	else if(!basicAndAdv.empty())	{		skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing		basicAndAdv.erase(skills.back());	}	//second offered skill:	//1) upgrade existing	//2) give obligatory skill	//3) give any other new skill	if(!basicAndAdv.empty())	{		SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing		skills.push_back(s);		basicAndAdv.erase(s);	}	else if (canLearnSkill() && obligatorySkills.size() > 1)	{		skills.push_back (obligatorySkills[1]);	}	else if(none.size() && canLearnSkill())	{		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill		none.erase(skills.back());	}	if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)		std::swap(skills[0], skills[1]);	return skills;}PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const{	assert(gainsLevel());	int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;	const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;	const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;	for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)	{		pom += skillChances[primarySkill];		if(randomValue < pom)		{			break;		}	}	if(primarySkill >= GameConstants::PRIMARY_SKILLS)	{		primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);		logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);		randomValue = 100 / GameConstants::PRIMARY_SKILLS;	}	logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);	return static_cast<PrimarySkill::PrimarySkill>(primarySkill);}boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const{	assert(gainsLevel());	boost::optional<SecondarySkill> chosenSecondarySkill;	const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();	if(!proposedSecondarySkills.empty())	{		std::vector<SecondarySkill> learnedSecondarySkills;		for(auto secondarySkill : proposedSecondarySkills)		{			if(getSecSkillLevel(secondarySkill) > 0)			{				learnedSecondarySkills.push_back(secondarySkill);			}		}		if(learnedSecondarySkills.empty())		{			// there are only new skills to learn, so choose anyone of them			chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));		}		else		{			// preferably upgrade a already learned secondary skill			chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));		}	}	return chosenSecondarySkill;}void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs){	if(primarySkill < PrimarySkill::EXPERIENCE)	{		auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)			.And(Selector::subtype()(primarySkill))			.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));		assert(skill);		if(abs)		{			skill->val = static_cast<si32>(value);		}		else		{			skill->val += static_cast<si32>(value);		}		CBonusSystemNode::treeHasChanged();	}	else if(primarySkill == PrimarySkill::EXPERIENCE)	{		if(abs)		{			exp = value;		}		else		{			exp += value;		}	}}bool CGHeroInstance::gainsLevel() const{	return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));}void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills){	++level;	//deterministic secondary skills	skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();	skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();	if(vstd::contains(skills, SecondarySkill::WISDOM))	{		skillsInfo.resetWisdomCounter();	}	SecondarySkill spellSchools[] = {		SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};	for(auto skill : spellSchools)	{		if(vstd::contains(skills, skill))		{			skillsInfo.resetMagicSchoolCounter();			break;		}	}	//update specialty and other bonuses that scale with level	treeHasChanged();}void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand){	while(gainsLevel())	{		const auto primarySkill = nextPrimarySkill(rand);		setPrimarySkill(primarySkill, 1, false);		auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();		const auto secondarySkill = nextSecondarySkill(rand);		if(secondarySkill)		{			setSecSkillLevel(*secondarySkill, 1, false);		}		//TODO why has the secondary skills to be passed to the method?		levelUp(proposedSecondarySkills);	}}bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const{	//VISIONS spell support	const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));	const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);	int visionsRange =  visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);	if (visionsMultiplier > 0)		vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present	const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));	//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));	return (distance < visionsRange) && (target->pos.z == pos.z);}std::string CGHeroInstance::getHeroTypeName() const{	if(ID == Obj::HERO || ID == Obj::PRISON)	{		if(type)		{			return type->identifier;		}		else		{			return VLC->heroh->objects[subID]->identifier;		}	}	return "";}void CGHeroInstance::afterAddToMap(CMap * map){	if(ID == Obj::HERO)		map->heroesOnMap.push_back(this);}void CGHeroInstance::afterRemoveFromMap(CMap* map){	if (ID == Obj::HERO)		vstd::erase_if_present(map->heroesOnMap, this);}void CGHeroInstance::setHeroTypeName(const std::string & identifier){	if(ID == Obj::HERO || ID == Obj::PRISON)	{		auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);		if(rawId)			subID = rawId.get();		else		{			throw std::runtime_error("Couldn't resolve hero identifier " + identifier);		}	}}void CGHeroInstance::updateFrom(const JsonNode & data){	CGObjectInstance::updateFrom(data);}void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler){	handler.serializeString("biography", biography);	handler.serializeInt("experience", exp, 0);	if (!handler.saving)	{		while (gainsLevel())		{			++level;		}	}	handler.serializeString("name", name);	handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);	{		const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());		const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;		if(handler.saving)		{			if(portrait >= 0)			{				if(portrait < legacyHeroes || portrait >= moddedStart)					handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);				else					handler.serializeInt("portrait", portrait, -1);			}		}		else		{			const JsonNode & portraitNode = handler.getCurrent()["portrait"];			if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)				handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);			else				handler.serializeInt("portrait", portrait, -1);		}	}	//primary skills	if(handler.saving)	{		const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));		if(haveSkills)		{			auto primarySkills = handler.enterStruct("primarySkills");			for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)			{				int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));				handler.serializeInt(PrimarySkill::names[i], value, 0);			}		}	}	else	{		auto primarySkills = handler.enterStruct("primarySkills");		if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)		{			for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)			{				int value = 0;				handler.serializeInt(PrimarySkill::names[i], value, 0);				pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);			}		}	}	//secondary skills	if(handler.saving)	{		//does hero have default skills?		bool defaultSkills = false;		bool normalSkills = false;		for(const auto & p : secSkills)		{			if(p.first == SecondarySkill(SecondarySkill::DEFAULT))				defaultSkills = true;			else				normalSkills = true;		}		if(defaultSkills && normalSkills)			logGlobal->error("Mixed default and normal secondary skills");		//in json default skills means no field/null		if(!defaultSkills)		{			//enter structure here as handler initialize it			auto secondarySkills = handler.enterStruct("secondarySkills");			for(auto & p : secSkills)			{				const si32 rawId = p.first.num;				if(rawId < 0 || rawId >= VLC->skillh->size())					logGlobal->error("Invalid secondary skill %d", rawId);				handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);			}		}	}	else	{		auto secondarySkills = handler.enterStruct("secondarySkills");		const JsonNode & skillMap = handler.getCurrent();		secSkills.clear();		if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)		{			secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));		}		else		{			for(const auto & p : skillMap.Struct())			{				const std::string skillId = p.first;				const std::string levelId =  p.second.String();				const int rawId = CSkillHandler::decodeSkill(skillId);				if(rawId < 0)				{					logGlobal->error("Invalid secondary skill %s", skillId);					continue;				}				const int level = vstd::find_pos(NSecondarySkill::levels, levelId);				if(level < 0)				{					logGlobal->error("Invalid secondary skill level%s", levelId);					continue;				}				secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));			}		}	}	handler.serializeIdArray("spellBook", spells);	if(handler.saving)		CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);}void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler){	serializeCommonOptions(handler);	serializeJsonOwner(handler);	if(ID == Obj::HERO || ID == Obj::PRISON)	{		std::string typeName;		if(handler.saving)			typeName = getHeroTypeName();		handler.serializeString("type", typeName);		if(!handler.saving)			setHeroTypeName(typeName);	}	CCreatureSet::serializeJson(handler, "army", 7);	handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);	{		static const int NO_PATROLING = -1;		int rawPatrolRadius = NO_PATROLING;		if(handler.saving)		{			rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;		}		handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);		if(!handler.saving)		{			patrol.patrolling = (rawPatrolRadius > NO_PATROLING);			patrol.initialPos = convertPosition(pos, false);			patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;		}	}}void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler){	serializeCommonOptions(handler);}bool CGHeroInstance::isMissionCritical() const{	for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)	{		if(event.trigger.test([&](const EventCondition & condition)		{			if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)			{				auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);				return (hero != this);			}			else if(condition.condition == EventCondition::IS_HUMAN)			{				return true;			}			return false;		}))		{			return true;		}	}	return false;}VCMI_LIB_NAMESPACE_END
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