CGHeroInstance.cpp 39 KB

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  1. /*
  2. * CGHeroInstance.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 "CGHeroInstance.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CModHandler.h"
  16. #include "../CSoundBase.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "CObjectClassesHandler.h"
  19. #include "../IGameCallback.h"
  20. #include "../CGameState.h"
  21. #include "../CCreatureHandler.h"
  22. #include "../BattleState.h"
  23. ///helpers
  24. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  25. {
  26. InfoWindow iw;
  27. iw.soundID = soundID;
  28. iw.player = playerID;
  29. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  30. IObjectInterface::cb->sendAndApply(&iw);
  31. }
  32. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  33. {
  34. const PlayerColor playerID = h->getOwner();
  35. showInfoDialog(playerID,txtID,soundID);
  36. }
  37. static int lowestSpeed(const CGHeroInstance * chi)
  38. {
  39. if(!chi->Slots().size())
  40. {
  41. logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
  42. return 20;
  43. }
  44. auto i = chi->Slots().begin();
  45. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  46. int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
  47. for (;i!=chi->Slots().end();i++)
  48. {
  49. ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
  50. }
  51. return ret;
  52. }
  53. ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
  54. {
  55. //base move cost
  56. unsigned ret = 100;
  57. //if there is road both on dest and src tiles - use road movement cost
  58. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  59. {
  60. int road = std::min(dest.roadType,from.roadType); //used road ID
  61. switch(road)
  62. {
  63. case ERoadType::DIRT_ROAD:
  64. ret = 75;
  65. break;
  66. case ERoadType::GRAVEL_ROAD:
  67. ret = 65;
  68. break;
  69. case ERoadType::COBBLESTONE_ROAD:
  70. ret = 50;
  71. break;
  72. default:
  73. logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
  74. break;
  75. }
  76. }
  77. else
  78. {
  79. //FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
  80. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  81. // This is clearly bug in H3 however intended behaviour is not clear.
  82. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  83. // will always have best penalty without any influence from player-defined stacks order
  84. bool nativeArmy = true;
  85. for(auto stack : stacks)
  86. {
  87. int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
  88. if (nativeTerrain != -1 && nativeTerrain != from.terType)
  89. {
  90. nativeArmy = false;
  91. break;
  92. }
  93. }
  94. if (!nativeArmy)
  95. {
  96. ret = VLC->heroh->terrCosts[from.terType];
  97. ret-=getSecSkillLevel(SecondarySkill::PATHFINDING)*25;
  98. ret = ret < 100 ? 100 : ret;
  99. }
  100. }
  101. return ret;
  102. }
  103. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  104. {
  105. if (toh3m)
  106. {
  107. src.x+=1;
  108. return src;
  109. }
  110. else
  111. {
  112. src.x-=1;
  113. return src;
  114. }
  115. }
  116. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  117. {
  118. if (h3m)
  119. {
  120. return pos;
  121. }
  122. else
  123. {
  124. return convertPosition(pos,false);
  125. }
  126. }
  127. bool CGHeroInstance::canWalkOnSea() const
  128. {
  129. return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
  130. }
  131. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  132. {
  133. for(auto & elem : secSkills)
  134. if(elem.first == skill)
  135. return elem.second;
  136. return 0;
  137. }
  138. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  139. {
  140. if(getSecSkillLevel(which) == 0)
  141. {
  142. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  143. updateSkill(which, val);
  144. }
  145. else
  146. {
  147. for (auto & elem : secSkills)
  148. {
  149. if(elem.first == which)
  150. {
  151. if(abs)
  152. elem.second = val;
  153. else
  154. elem.second += val;
  155. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  156. {
  157. logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
  158. elem.second = 3;
  159. }
  160. updateSkill(which, elem.second); //when we know final value
  161. }
  162. }
  163. }
  164. }
  165. bool CGHeroInstance::canLearnSkill() const
  166. {
  167. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  168. }
  169. int CGHeroInstance::maxMovePoints(bool onLand) const
  170. {
  171. int base;
  172. if(onLand)
  173. {
  174. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  175. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  176. int armySpeed = lowestSpeed(this) * 20 / 3;
  177. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  178. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  179. }
  180. else
  181. {
  182. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  183. }
  184. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  185. const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
  186. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  187. const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  188. return int(base* (1+modifier)) + bonus;
  189. }
  190. CGHeroInstance::CGHeroInstance()
  191. : IBoatGenerator(this)
  192. {
  193. setNodeType(HERO);
  194. ID = Obj::HERO;
  195. tacticFormationEnabled = inTownGarrison = false;
  196. mana = movement = portrait = level = -1;
  197. isStanding = true;
  198. moveDir = 4;
  199. exp = 0xffffffff;
  200. visitedTown = nullptr;
  201. type = nullptr;
  202. boat = nullptr;
  203. commander = nullptr;
  204. sex = 0xff;
  205. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  206. }
  207. void CGHeroInstance::initHero(HeroTypeID SUBID)
  208. {
  209. subID = SUBID.getNum();
  210. initHero();
  211. }
  212. void CGHeroInstance::setType(si32 ID, si32 subID)
  213. {
  214. assert(ID == Obj::HERO); // just in case
  215. type = VLC->heroh->heroes[subID];
  216. portrait = type->imageIndex;
  217. CGObjectInstance::setType(ID, type->heroClass->id);
  218. randomizeArmy(type->heroClass->faction);
  219. }
  220. void CGHeroInstance::initHero()
  221. {
  222. assert(validTypes(true));
  223. if(!type)
  224. type = VLC->heroh->heroes[subID];
  225. if (ID == Obj::HERO)
  226. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
  227. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  228. {
  229. for(auto spellID : type->spells)
  230. spells.insert(spellID);
  231. }
  232. else //remove placeholder
  233. spells -= SpellID::PRESET;
  234. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  235. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
  236. if(!getArt(ArtifactPosition::MACH4))
  237. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
  238. if(portrait < 0 || portrait == 255)
  239. portrait = type->imageIndex;
  240. if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
  241. {
  242. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  243. {
  244. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  245. }
  246. }
  247. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  248. secSkills = type->secSkillsInit;
  249. if (!name.length())
  250. name = type->name;
  251. if (sex == 0xFF)//sex is default
  252. sex = type->sex;
  253. setFormation(false);
  254. if (!stacksCount()) //standard army//initial army
  255. {
  256. initArmy();
  257. }
  258. assert(validTypes());
  259. level = 1;
  260. if(exp == 0xffffffff)
  261. {
  262. initExp();
  263. }
  264. else
  265. {
  266. levelUpAutomatically();
  267. }
  268. if (VLC->modh->modules.COMMANDERS && !commander)
  269. {
  270. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  271. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  272. commander->giveStackExp (exp); //after our exp is set
  273. }
  274. if (mana < 0)
  275. mana = manaLimit();
  276. }
  277. void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
  278. {
  279. if(!dst)
  280. dst = this;
  281. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  282. int pom = cb->gameState()->getRandomGenerator().nextInt(99);
  283. int warMachinesGiven = 0;
  284. if(pom < 9)
  285. howManyStacks = 1;
  286. else if(pom < 79)
  287. howManyStacks = 2;
  288. else
  289. howManyStacks = 3;
  290. vstd::amin(howManyStacks, type->initialArmy.size());
  291. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  292. {
  293. auto & stack = type->initialArmy[stackNo];
  294. int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
  295. if(stack.creature >= CreatureID::CATAPULT &&
  296. stack.creature <= CreatureID::ARROW_TOWERS) //war machine
  297. {
  298. warMachinesGiven++;
  299. if(dst != this)
  300. continue;
  301. int slot = -1;
  302. ArtifactID aid = ArtifactID::NONE;
  303. switch (stack.creature)
  304. {
  305. case CreatureID::CATAPULT:
  306. slot = ArtifactPosition::MACH4;
  307. aid = ArtifactID::CATAPULT;
  308. break;
  309. default:
  310. aid = CArtHandler::creatureToMachineID(stack.creature);
  311. slot = 9 + aid;
  312. break;
  313. }
  314. auto convSlot = ArtifactPosition(slot);
  315. if(!getArt(convSlot))
  316. putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
  317. else
  318. logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
  319. }
  320. else
  321. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  322. }
  323. }
  324. CGHeroInstance::~CGHeroInstance()
  325. {
  326. commander.dellNull();
  327. }
  328. bool CGHeroInstance::needsLastStack() const
  329. {
  330. return true;
  331. }
  332. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  333. {
  334. if(h == this) return; //exclude potential self-visiting
  335. if (ID == Obj::HERO)
  336. {
  337. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  338. {
  339. //exchange
  340. cb->heroExchange(h->id, id);
  341. }
  342. else //battle
  343. {
  344. if(visitedTown) //we're in town
  345. visitedTown->onHeroVisit(h); //town will handle attacking
  346. else
  347. cb->startBattleI(h, this);
  348. }
  349. }
  350. else if(ID == Obj::PRISON)
  351. {
  352. int txt_id;
  353. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  354. {
  355. cb->changeObjPos(id,pos+int3(1,0,0),0);
  356. //update hero parameters
  357. SetMovePoints smp;
  358. smp.hid = id;
  359. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  360. cb->setMovePoints (&smp);
  361. cb->setManaPoints (id, manaLimit());
  362. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  363. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  364. txt_id = 102;
  365. }
  366. else //already 8 wandering heroes
  367. {
  368. txt_id = 103;
  369. }
  370. showInfoDialog(h,txt_id,soundBase::ROGUE);
  371. }
  372. }
  373. std::string CGHeroInstance::getObjectName() const
  374. {
  375. if(ID != Obj::PRISON)
  376. {
  377. std::string hoverName = VLC->generaltexth->allTexts[15];
  378. boost::algorithm::replace_first(hoverName,"%s",name);
  379. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  380. return hoverName;
  381. }
  382. else
  383. return CGObjectInstance::getObjectName();
  384. }
  385. const std::string & CGHeroInstance::getBiography() const
  386. {
  387. if (biography.length())
  388. return biography;
  389. return type->biography;
  390. }
  391. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  392. {
  393. return type->heroClass->isMagicHero() ? 3 : 4;
  394. }
  395. ui8 CGHeroInstance::maxlevelsToWisdom() const
  396. {
  397. return type->heroClass->isMagicHero() ? 3 : 6;
  398. }
  399. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  400. {
  401. magicSchoolCounter = 1;
  402. }
  403. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  404. {
  405. wisdomCounter = 1;
  406. }
  407. void CGHeroInstance::initObj()
  408. {
  409. blockVisit = true;
  410. auto hs = new HeroSpecial();
  411. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  412. attachTo(hs); //do we ever need to detach it?
  413. if(!type)
  414. initHero(); //TODO: set up everything for prison before specialties are configured
  415. skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
  416. skillsInfo.resetMagicSchoolCounter();
  417. skillsInfo.resetWisdomCounter();
  418. if (ID != Obj::PRISON)
  419. {
  420. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  421. if (customApp)
  422. appearance = customApp.get();
  423. }
  424. for(const auto &spec : type->spec) //TODO: unfity with bonus system
  425. {
  426. auto bonus = new Bonus();
  427. bonus->val = spec.val;
  428. bonus->sid = id.getNum(); //from the hero, specialty has no unique id
  429. bonus->duration = Bonus::PERMANENT;
  430. bonus->source = Bonus::HERO_SPECIAL;
  431. switch (spec.type)
  432. {
  433. case 1:// creature specialty
  434. {
  435. hs->growsWithLevel = true;
  436. const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
  437. //int creLevel = specCreature.level;
  438. //if(!creLevel)
  439. //{
  440. // if(spec.additionalinfo == 146)
  441. // creLevel = 5; //treat ballista as 5-level
  442. // else
  443. // {
  444. // logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
  445. // continue;
  446. // }
  447. //}
  448. //bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
  449. bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
  450. bonus->type = Bonus::PRIMARY_SKILL;
  451. bonus->valType = Bonus::ADDITIVE_VALUE;
  452. bonus->subtype = PrimarySkill::ATTACK;
  453. hs->addNewBonus(bonus);
  454. bonus = new Bonus(*bonus);
  455. bonus->subtype = PrimarySkill::DEFENSE;
  456. hs->addNewBonus(bonus);
  457. //values will be calculated later
  458. bonus = new Bonus(*bonus);
  459. bonus->type = Bonus::STACKS_SPEED;
  460. bonus->val = 1; //+1 speed
  461. hs->addNewBonus(bonus);
  462. }
  463. break;
  464. case 2://secondary skill
  465. hs->growsWithLevel = true;
  466. bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
  467. bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
  468. bonus->subtype = spec.subtype; //skill id
  469. bonus->val = spec.val; //value per level, in percent
  470. hs->addNewBonus(bonus);
  471. bonus = new Bonus(*bonus);
  472. switch (spec.additionalinfo)
  473. {
  474. case 0: //normal
  475. bonus->valType = Bonus::PERCENT_TO_BASE;
  476. break;
  477. case 1: //when it's navigation or there's no 'base' at all
  478. bonus->valType = Bonus::PERCENT_TO_ALL;
  479. break;
  480. }
  481. bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
  482. hs->addNewBonus(bonus);
  483. break;
  484. case 3://spell damage bonus, level dependent but calculated elsewhere
  485. bonus->type = Bonus::SPECIAL_SPELL_LEV;
  486. bonus->subtype = spec.subtype;
  487. hs->addNewBonus(bonus);
  488. break;
  489. case 4://creature stat boost
  490. switch (spec.subtype)
  491. {
  492. case 1://attack
  493. bonus->type = Bonus::PRIMARY_SKILL;
  494. bonus->subtype = PrimarySkill::ATTACK;
  495. break;
  496. case 2://defense
  497. bonus->type = Bonus::PRIMARY_SKILL;
  498. bonus->subtype = PrimarySkill::DEFENSE;
  499. break;
  500. case 3:
  501. bonus->type = Bonus::CREATURE_DAMAGE;
  502. bonus->subtype = 0; //both min and max
  503. break;
  504. case 4://hp
  505. bonus->type = Bonus::STACK_HEALTH;
  506. break;
  507. case 5:
  508. bonus->type = Bonus::STACKS_SPEED;
  509. break;
  510. default:
  511. continue;
  512. }
  513. bonus->additionalInfo = spec.additionalinfo; //creature id
  514. bonus->valType = Bonus::ADDITIVE_VALUE;
  515. bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
  516. hs->addNewBonus(bonus);
  517. break;
  518. case 5://spell damage bonus in percent
  519. bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
  520. bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
  521. bonus->subtype = spec.subtype; //spell id
  522. hs->addNewBonus(bonus);
  523. break;
  524. case 6://damage bonus for bless (Adela)
  525. bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
  526. bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
  527. bonus->additionalInfo = spec.additionalinfo; //damage factor
  528. hs->addNewBonus(bonus);
  529. break;
  530. case 7://maxed mastery for spell
  531. bonus->type = Bonus::MAXED_SPELL;
  532. bonus->subtype = spec.subtype; //spell i
  533. hs->addNewBonus(bonus);
  534. break;
  535. case 8://peculiar spells - enchantments
  536. bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
  537. bonus->subtype = spec.subtype; //spell id
  538. bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
  539. hs->addNewBonus(bonus);
  540. break;
  541. case 9://upgrade creatures
  542. {
  543. const auto &creatures = VLC->creh->creatures;
  544. bonus->type = Bonus::SPECIAL_UPGRADE;
  545. bonus->subtype = spec.subtype; //base id
  546. bonus->additionalInfo = spec.additionalinfo; //target id
  547. hs->addNewBonus(bonus);
  548. bonus = new Bonus(*bonus);
  549. for(auto cre_id : creatures[spec.subtype]->upgrades)
  550. {
  551. bonus->subtype = cre_id; //propagate for regular upgrades of base creature
  552. hs->addNewBonus(bonus);
  553. bonus = new Bonus(*bonus);
  554. }
  555. vstd::clear_pointer(bonus);
  556. break;
  557. }
  558. case 10://resource generation
  559. bonus->type = Bonus::GENERATE_RESOURCE;
  560. bonus->subtype = spec.subtype;
  561. hs->addNewBonus(bonus);
  562. break;
  563. case 11://starting skill with mastery (Adrienne)
  564. setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
  565. break;
  566. case 12://army speed
  567. bonus->type = Bonus::STACKS_SPEED;
  568. hs->addNewBonus(bonus);
  569. break;
  570. case 13://Dragon bonuses (Mutare)
  571. bonus->type = Bonus::PRIMARY_SKILL;
  572. bonus->valType = Bonus::ADDITIVE_VALUE;
  573. switch (spec.subtype)
  574. {
  575. case 1:
  576. bonus->subtype = PrimarySkill::ATTACK;
  577. break;
  578. case 2:
  579. bonus->subtype = PrimarySkill::DEFENSE;
  580. break;
  581. }
  582. bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
  583. hs->addNewBonus(bonus);
  584. break;
  585. default:
  586. logGlobal->warnStream() << "Unexpected hero specialty " << type;
  587. }
  588. }
  589. specialty.push_back(hs); //will it work?
  590. for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
  591. {
  592. auto hs = new HeroSpecial();
  593. attachTo(hs); //do we ever need to detach it?
  594. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  595. for (auto bonus : hs2.bonuses)
  596. {
  597. hs->addNewBonus (bonus);
  598. }
  599. hs->growsWithLevel = hs2.growsWithLevel;
  600. specialty.push_back(hs); //will it work?
  601. }
  602. //initialize bonuses
  603. recreateSecondarySkillsBonuses();
  604. Updatespecialty();
  605. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  606. type->name = name;
  607. }
  608. void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
  609. {
  610. for (auto hs : specialty)
  611. {
  612. if (hs->growsWithLevel)
  613. {
  614. //const auto &creatures = VLC->creh->creatures;
  615. for(Bonus * b : hs->getBonusList())
  616. {
  617. switch (b->type)
  618. {
  619. case Bonus::SECONDARY_SKILL_PREMY:
  620. b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
  621. break; //use only hero skills as bonuses to avoid feedback loop
  622. case Bonus::PRIMARY_SKILL: //for creatures, that is
  623. {
  624. const CCreature * cre = nullptr;
  625. int creLevel = 0;
  626. if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
  627. {
  628. cre = creatureLimiter->creature;
  629. creLevel = cre->level;
  630. if (!creLevel)
  631. {
  632. creLevel = 5; //treat ballista as tier 5
  633. }
  634. }
  635. else //no creature found, can't calculate value
  636. {
  637. logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
  638. break;
  639. }
  640. double primSkillModifier = (int)(level / creLevel) / 20.0;
  641. int param;
  642. switch (b->subtype)
  643. {
  644. case PrimarySkill::ATTACK:
  645. param = cre->Attack();
  646. break;
  647. case PrimarySkill::DEFENSE:
  648. param = cre->Defense();
  649. break;
  650. default:
  651. continue;
  652. }
  653. b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
  654. break;
  655. }
  656. }
  657. }
  658. }
  659. }
  660. }
  661. void CGHeroInstance::recreateSecondarySkillsBonuses()
  662. {
  663. auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
  664. for(auto bonus : *secondarySkillsBonuses)
  665. removeBonus(bonus);
  666. for(auto skill_info : secSkills)
  667. updateSkill(SecondarySkill(skill_info.first), skill_info.second);
  668. }
  669. void CGHeroInstance::updateSkill(SecondarySkill which, int val)
  670. {
  671. if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
  672. { //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
  673. bool luck = which == SecondarySkill::LUCK;
  674. Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
  675. Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
  676. if(!b)
  677. {
  678. b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
  679. addNewBonus(b);
  680. }
  681. else
  682. b->val = +val;
  683. }
  684. else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
  685. {
  686. if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
  687. b->val = +val;
  688. else
  689. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
  690. }
  691. int skillVal = 0;
  692. switch (which)
  693. {
  694. case SecondarySkill::ARCHERY:
  695. switch (val)
  696. {
  697. case 1:
  698. skillVal = 10; break;
  699. case 2:
  700. skillVal = 25; break;
  701. case 3:
  702. skillVal = 50; break;
  703. }
  704. break;
  705. case SecondarySkill::LOGISTICS:
  706. skillVal = 10 * val; break;
  707. case SecondarySkill::NAVIGATION:
  708. skillVal = 50 * val; break;
  709. case SecondarySkill::MYSTICISM:
  710. skillVal = val; break;
  711. case SecondarySkill::EAGLE_EYE:
  712. skillVal = 30 + 10 * val; break;
  713. case SecondarySkill::NECROMANCY:
  714. skillVal = 10 * val; break;
  715. case SecondarySkill::LEARNING:
  716. skillVal = 5 * val; break;
  717. case SecondarySkill::OFFENCE:
  718. skillVal = 10 * val; break;
  719. case SecondarySkill::ARMORER:
  720. skillVal = 5 * val; break;
  721. case SecondarySkill::INTELLIGENCE:
  722. skillVal = 25 << (val-1); break;
  723. case SecondarySkill::SORCERY:
  724. skillVal = 5 * val; break;
  725. case SecondarySkill::RESISTANCE:
  726. skillVal = 5 << (val-1); break;
  727. case SecondarySkill::FIRST_AID:
  728. skillVal = 25 + 25*val; break;
  729. case SecondarySkill::ESTATES:
  730. skillVal = 125 << (val-1); break;
  731. }
  732. Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
  733. if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
  734. .And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
  735. {
  736. b->val = skillVal;
  737. b->valType = skillValType;
  738. }
  739. else
  740. {
  741. auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
  742. bonus->source = Bonus::SECONDARY_SKILL;
  743. addNewBonus(bonus);
  744. }
  745. }
  746. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  747. {
  748. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  749. setStackCount(SlotID(0), val);
  750. }
  751. double CGHeroInstance::getFightingStrength() const
  752. {
  753. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  754. }
  755. double CGHeroInstance::getMagicStrength() const
  756. {
  757. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  758. }
  759. double CGHeroInstance::getHeroStrength() const
  760. {
  761. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  762. }
  763. ui64 CGHeroInstance::getTotalStrength() const
  764. {
  765. double ret = getFightingStrength() * getArmyStrength();
  766. return (ui64) ret;
  767. }
  768. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  769. {
  770. return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
  771. }
  772. ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
  773. {
  774. si16 skill = -1; //skill level
  775. spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
  776. {
  777. int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id)));
  778. if(thisSchool > skill)
  779. {
  780. skill = thisSchool;
  781. if(outSelectedSchool)
  782. *outSelectedSchool = (ui8)cnf.id;
  783. }
  784. });
  785. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  786. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
  787. assert(skill >= 0 && skill <= 3);
  788. return skill;
  789. }
  790. ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
  791. {
  792. //applying sorcery secondary skill
  793. base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  794. base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->id.toEnum())) / 100.0;
  795. spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
  796. {
  797. base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
  798. stop = true; //only bonus from one school is used
  799. });
  800. if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
  801. base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
  802. return base;
  803. }
  804. bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  805. {
  806. return spell->isCastableBy(this, nullptr !=getArt(ArtifactPosition::SPELLBOOK), spells);
  807. }
  808. /**
  809. * Calculates what creatures and how many to be raised from a battle.
  810. * @param battleResult The results of the battle.
  811. * @return Returns a pair with the first value indicating the ID of the creature
  812. * type and second value the amount. Both values are returned as -1 if necromancy
  813. * could not be applied.
  814. */
  815. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  816. {
  817. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  818. // Hero knows necromancy or has Necromancer Cloak
  819. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  820. {
  821. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
  822. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  823. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  824. ui32 raisedUnits = 0;
  825. // Figure out what to raise and how many.
  826. const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  827. const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  828. const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
  829. const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
  830. //calculate creatures raised from each defeated stack
  831. for (auto & casualtie : casualties)
  832. {
  833. // Get lost enemy hit points convertible to units.
  834. CCreature * c = VLC->creh->creatures[casualtie.first];
  835. const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
  836. raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
  837. }
  838. // Make room for new units.
  839. SlotID slot = getSlotFor(raisedUnitType->idNumber);
  840. if (slot == SlotID())
  841. {
  842. // If there's no room for unit, try it's upgraded version 2/3rds the size.
  843. raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
  844. raisedUnits = (raisedUnits*2)/3;
  845. slot = getSlotFor(raisedUnitType->idNumber);
  846. }
  847. if (raisedUnits <= 0)
  848. raisedUnits = 1;
  849. return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
  850. }
  851. return CStackBasicDescriptor();
  852. }
  853. /**
  854. * Show the necromancy dialog with information about units raised.
  855. * @param raisedStack Pair where the first element represents ID of the raised creature
  856. * and the second element the amount.
  857. */
  858. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
  859. {
  860. InfoWindow iw;
  861. iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
  862. iw.player = tempOwner;
  863. iw.components.push_back(Component(raisedStack));
  864. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  865. {
  866. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  867. iw.text.addReplacement(raisedStack.count);
  868. }
  869. else // Practicing the dark arts of necromancy, ... (singular)
  870. {
  871. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  872. }
  873. iw.text.addReplacement(raisedStack);
  874. cb->showInfoDialog(&iw);
  875. }
  876. /*
  877. int3 CGHeroInstance::getSightCenter() const
  878. {
  879. return getPosition(false);
  880. }*/
  881. int CGHeroInstance::getSightRadious() const
  882. {
  883. return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
  884. }
  885. si32 CGHeroInstance::manaRegain() const
  886. {
  887. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  888. return manaLimit();
  889. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  890. }
  891. // /**
  892. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  893. // * or discards it if it cannot be equipped.
  894. // */
  895. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  896. // {
  897. // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  898. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  899. // ai->putAt(this, ai->firstAvailableSlot(this));
  900. // }
  901. int CGHeroInstance::getBoatType() const
  902. {
  903. switch(type->heroClass->getAlignment())
  904. {
  905. case EAlignment::GOOD:
  906. return 1;
  907. case EAlignment::EVIL:
  908. return 0;
  909. case EAlignment::NEUTRAL:
  910. return 2;
  911. default:
  912. throw std::runtime_error("Wrong alignment!");
  913. }
  914. }
  915. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  916. {
  917. offsets =
  918. {
  919. int3(0,1,0), int3(0,-1,0), int3(-1,0,0), int3(+1,0,0), int3(1,1,0), int3(-1,1,0), int3(1,-1,0), int3(-1,-1,0)
  920. };
  921. }
  922. int CGHeroInstance::getSpellCost(const CSpell *sp) const
  923. {
  924. return sp->getCost(getSpellSchoolLevel(sp));
  925. }
  926. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  927. {
  928. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  929. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
  930. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  931. }
  932. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  933. {
  934. return type->heroClass->getAlignment();
  935. }
  936. void CGHeroInstance::initExp()
  937. {
  938. exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
  939. }
  940. std::string CGHeroInstance::nodeName() const
  941. {
  942. return "Hero " + name;
  943. }
  944. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  945. {
  946. assert(!getArt(pos));
  947. art->putAt(ArtifactLocation(this, pos));
  948. }
  949. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  950. {
  951. putArtifact(art->firstBackpackSlot(this), art);
  952. }
  953. bool CGHeroInstance::hasSpellbook() const
  954. {
  955. return getArt(ArtifactPosition::SPELLBOOK);
  956. }
  957. void CGHeroInstance::deserializationFix()
  958. {
  959. artDeserializationFix(this);
  960. for (auto hs : specialty)
  961. {
  962. attachTo (hs);
  963. }
  964. }
  965. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
  966. {
  967. if(visitedTown)
  968. {
  969. if(inTownGarrison)
  970. return visitedTown;
  971. else
  972. return &visitedTown->townAndVis;
  973. }
  974. else
  975. return CArmedInstance::whereShouldBeAttached(gs);
  976. }
  977. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
  978. {
  979. if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  980. return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
  981. return 0; //take all MPs otherwise
  982. }
  983. CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
  984. {
  985. if(movement < maxMovePoints(true))
  986. return LACK_OF_MOVEMENT;
  987. else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
  988. return WRONG_TERRAIN;
  989. else
  990. {
  991. const TerrainTile *t = cb->getTile(getPosition());
  992. //TODO look for hole
  993. //CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  994. if(/*hlp.length() || */t->blockingObjects.size() > 1)
  995. return TILE_OCCUPIED;
  996. else
  997. return CAN_DIG;
  998. }
  999. }
  1000. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1001. {
  1002. return ArtBearer::HERO;
  1003. }
  1004. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1005. {
  1006. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1007. if (!skillsInfo.wisdomCounter)
  1008. {
  1009. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  1010. obligatorySkills.push_back(SecondarySkill::WISDOM);
  1011. }
  1012. if (!skillsInfo.magicSchoolCounter)
  1013. {
  1014. std::vector<SecondarySkill> ss =
  1015. {
  1016. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  1017. };
  1018. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1019. for (auto skill : ss)
  1020. {
  1021. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  1022. {
  1023. obligatorySkills.push_back(skill);
  1024. break; //only one
  1025. }
  1026. }
  1027. }
  1028. std::vector<SecondarySkill> skills;
  1029. //picking sec. skills for choice
  1030. std::set<SecondarySkill> basicAndAdv, expert, none;
  1031. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  1032. if (cb->isAllowed(2,i))
  1033. none.insert(SecondarySkill(i));
  1034. for(auto & elem : secSkills)
  1035. {
  1036. if(elem.second < SecSkillLevel::EXPERT)
  1037. basicAndAdv.insert(elem.first);
  1038. else
  1039. expert.insert(elem.first);
  1040. none.erase(elem.first);
  1041. }
  1042. for (auto s : obligatorySkills) //don't duplicate them
  1043. {
  1044. none.erase (s);
  1045. basicAndAdv.erase (s);
  1046. expert.erase (s);
  1047. }
  1048. //first offered skill:
  1049. // 1) give obligatory skill
  1050. // 2) give any other new skill
  1051. // 3) upgrade existing
  1052. if (canLearnSkill() && obligatorySkills.size() > 0)
  1053. {
  1054. skills.push_back (obligatorySkills[0]);
  1055. }
  1056. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1057. {
  1058. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1059. none.erase(skills.back());
  1060. }
  1061. else if(!basicAndAdv.empty())
  1062. {
  1063. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1064. basicAndAdv.erase(skills.back());
  1065. }
  1066. //second offered skill:
  1067. //1) upgrade existing
  1068. //2) give obligatory skill
  1069. //3) give any other new skill
  1070. if(!basicAndAdv.empty())
  1071. {
  1072. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1073. skills.push_back(s);
  1074. basicAndAdv.erase(s);
  1075. }
  1076. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1077. {
  1078. skills.push_back (obligatorySkills[1]);
  1079. }
  1080. else if(none.size() && canLearnSkill())
  1081. {
  1082. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1083. none.erase(skills.back());
  1084. }
  1085. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1086. std::swap(skills[0], skills[1]);
  1087. return skills;
  1088. }
  1089. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
  1090. {
  1091. assert(gainsLevel());
  1092. int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
  1093. const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1094. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1095. {
  1096. pom += skillChances[primarySkill];
  1097. if(randomValue < pom)
  1098. {
  1099. break;
  1100. }
  1101. }
  1102. logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
  1103. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1104. }
  1105. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
  1106. {
  1107. assert(gainsLevel());
  1108. boost::optional<SecondarySkill> chosenSecondarySkill;
  1109. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1110. if(!proposedSecondarySkills.empty())
  1111. {
  1112. std::vector<SecondarySkill> learnedSecondarySkills;
  1113. for(auto secondarySkill : proposedSecondarySkills)
  1114. {
  1115. if(getSecSkillLevel(secondarySkill) > 0)
  1116. {
  1117. learnedSecondarySkills.push_back(secondarySkill);
  1118. }
  1119. }
  1120. auto & rand = cb->gameState()->getRandomGenerator();
  1121. if(learnedSecondarySkills.empty())
  1122. {
  1123. // there are only new skills to learn, so choose anyone of them
  1124. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
  1125. }
  1126. else
  1127. {
  1128. // preferably upgrade a already learned secondary skill
  1129. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
  1130. }
  1131. }
  1132. return chosenSecondarySkill;
  1133. }
  1134. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1135. {
  1136. if(primarySkill < PrimarySkill::EXPERIENCE)
  1137. {
  1138. Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
  1139. .And(Selector::subtype(primarySkill))
  1140. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1141. assert(skill);
  1142. if(abs)
  1143. {
  1144. skill->val = value;
  1145. }
  1146. else
  1147. {
  1148. skill->val += value;
  1149. }
  1150. }
  1151. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1152. {
  1153. if(abs)
  1154. {
  1155. exp = value;
  1156. }
  1157. else
  1158. {
  1159. exp += value;
  1160. }
  1161. }
  1162. }
  1163. bool CGHeroInstance::gainsLevel() const
  1164. {
  1165. return exp >= VLC->heroh->reqExp(level+1);
  1166. }
  1167. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1168. {
  1169. ++level;
  1170. //deterministic secondary skills
  1171. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1172. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1173. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1174. {
  1175. skillsInfo.resetWisdomCounter();
  1176. }
  1177. SecondarySkill spellSchools[] = {
  1178. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1179. for(auto skill : spellSchools)
  1180. {
  1181. if(vstd::contains(skills, skill))
  1182. {
  1183. skillsInfo.resetMagicSchoolCounter();
  1184. break;
  1185. }
  1186. }
  1187. //specialty
  1188. Updatespecialty();
  1189. }
  1190. void CGHeroInstance::levelUpAutomatically()
  1191. {
  1192. while(gainsLevel())
  1193. {
  1194. const auto primarySkill = nextPrimarySkill();
  1195. setPrimarySkill(primarySkill, 1, false);
  1196. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1197. const auto secondarySkill = nextSecondarySkill();
  1198. if(secondarySkill)
  1199. {
  1200. setSecSkillLevel(*secondarySkill, 1, false);
  1201. }
  1202. //TODO why has the secondary skills to be passed to the method?
  1203. levelUp(proposedSecondarySkills);
  1204. }
  1205. }
  1206. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1207. {
  1208. //VISIONS spell support
  1209. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1210. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1211. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1212. if (visionsMultiplier > 0)
  1213. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1214. const int distance = target->pos.dist2d(getPosition(false));
  1215. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1216. return (distance < visionsRange) && (target->pos.z == pos.z);
  1217. }