CGHeroInstance.cpp 46 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 <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../CModHandler.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "CObjectClassesHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../StringConstants.h"
  32. #include "../battle/Unit.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. static int lowestSpeed(const CGHeroInstance * chi)
  35. {
  36. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  37. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  38. if(!chi->stacksCount())
  39. {
  40. if(chi->commander && chi->commander->alive)
  41. {
  42. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  43. }
  44. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  45. return 20;
  46. }
  47. auto i = chi->Slots().begin();
  48. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  49. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  50. for(; i != chi->Slots().end(); i++)
  51. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  52. return ret;
  53. }
  54. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  55. {
  56. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  57. //if there is road both on dest and src tiles - use road movement cost
  58. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  59. {
  60. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  61. }
  62. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  63. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  64. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  65. {
  66. ret = VLC->heroh->terrCosts[from.terType->getId()];
  67. ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
  68. if(ret < GameConstants::BASE_MOVEMENT_COST)
  69. ret = GameConstants::BASE_MOVEMENT_COST;
  70. }
  71. return static_cast<ui32>(ret);
  72. }
  73. TerrainId CGHeroInstance::getNativeTerrain() const
  74. {
  75. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  76. // This is clearly bug in H3 however intended behaviour is not clear.
  77. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  78. // will always have best penalty without any influence from player-defined stacks order
  79. // and army that consist solely from neutral will always be considered to be on native terrain
  80. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  81. for(const auto & stack : stacks)
  82. {
  83. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  84. if(stackNativeTerrain == ETerrainId::NONE)
  85. continue;
  86. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  87. nativeTerrain = stackNativeTerrain;
  88. else if(nativeTerrain != stackNativeTerrain)
  89. return ETerrainId::NONE;
  90. }
  91. return nativeTerrain;
  92. }
  93. BattleField CGHeroInstance::getBattlefield() const
  94. {
  95. return BattleField::NONE;
  96. }
  97. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  98. {
  99. for(const auto & elem : secSkills)
  100. if(elem.first == skill)
  101. return elem.second;
  102. return 0;
  103. }
  104. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  105. {
  106. if(getSecSkillLevel(which) == 0)
  107. {
  108. secSkills.emplace_back(which, val);
  109. updateSkillBonus(which, val);
  110. }
  111. else
  112. {
  113. for (auto & elem : secSkills)
  114. {
  115. if(elem.first == which)
  116. {
  117. if(abs)
  118. elem.second = val;
  119. else
  120. elem.second += val;
  121. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  122. {
  123. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  124. elem.second = 3;
  125. }
  126. updateSkillBonus(which, elem.second); //when we know final value
  127. }
  128. }
  129. }
  130. }
  131. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  132. {
  133. return position - getVisitableOffset();
  134. }
  135. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  136. {
  137. return position + getVisitableOffset();
  138. }
  139. bool CGHeroInstance::canLearnSkill() const
  140. {
  141. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  142. }
  143. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  144. {
  145. if ( !canLearnSkill())
  146. return false;
  147. if (!cb->isAllowed(2, which))
  148. return false;
  149. if (getSecSkillLevel(which) > 0)
  150. return false;
  151. if (type->heroClass->secSkillProbability[which] == 0)
  152. return false;
  153. return true;
  154. }
  155. int CGHeroInstance::maxMovePoints(bool onLand) const
  156. {
  157. TurnInfo ti(this);
  158. return maxMovePointsCached(onLand, &ti);
  159. }
  160. int CGHeroInstance::getLowestCreatureSpeed() const
  161. {
  162. return lowestCreatureSpeed;
  163. }
  164. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  165. {
  166. auto realLowestSpeed = lowestSpeed(this);
  167. if(lowestCreatureSpeed != realLowestSpeed)
  168. {
  169. lowestCreatureSpeed = realLowestSpeed;
  170. ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand).And(Selector::sourceTypeSel(Bonus::ARMY)));
  171. }
  172. }
  173. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  174. {
  175. updateArmyMovementBonus(onLand, ti);
  176. return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
  177. }
  178. CGHeroInstance::CGHeroInstance():
  179. IBoatGenerator(this),
  180. tacticFormationEnabled(false),
  181. inTownGarrison(false),
  182. moveDir(4),
  183. mana(UNINITIALIZED_MANA),
  184. movement(UNINITIALIZED_MOVEMENT),
  185. portrait(UNINITIALIZED_PORTRAIT),
  186. level(1),
  187. exp(UNINITIALIZED_EXPERIENCE),
  188. sex(std::numeric_limits<ui8>::max()),
  189. lowestCreatureSpeed(0)
  190. {
  191. setNodeType(HERO);
  192. ID = Obj::HERO;
  193. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  194. }
  195. PlayerColor CGHeroInstance::getOwner() const
  196. {
  197. return tempOwner;
  198. }
  199. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  200. {
  201. subID = SUBID.getNum();
  202. initHero(rand);
  203. }
  204. void CGHeroInstance::setType(si32 ID, si32 subID)
  205. {
  206. assert(ID == Obj::HERO); // just in case
  207. type = VLC->heroh->objects[subID];
  208. portrait = type->imageIndex;
  209. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  210. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  211. randomizeArmy(type->heroClass->faction);
  212. }
  213. void CGHeroInstance::initHero(CRandomGenerator & rand)
  214. {
  215. assert(validTypes(true));
  216. if(!type)
  217. type = VLC->heroh->objects[subID];
  218. if (ID == Obj::HERO)
  219. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  220. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  221. {
  222. for(const auto & spellID : type->spells)
  223. spells.insert(spellID);
  224. }
  225. else //remove placeholder
  226. spells -= SpellID::PRESET;
  227. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  228. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  229. if(!getArt(ArtifactPosition::MACH4))
  230. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  231. if(portrait < 0 || portrait == 255)
  232. portrait = type->imageIndex;
  233. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  234. {
  235. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  236. {
  237. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  238. }
  239. }
  240. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  241. secSkills = type->secSkillsInit;
  242. if (sex == 0xFF)//sex is default
  243. sex = type->sex;
  244. setFormation(false);
  245. if (!stacksCount()) //standard army//initial army
  246. {
  247. initArmy(rand);
  248. }
  249. assert(validTypes());
  250. if (patrol.patrolling)
  251. patrol.initialPos = visitablePos();
  252. if(exp == UNINITIALIZED_EXPERIENCE)
  253. {
  254. initExp(rand);
  255. }
  256. else
  257. {
  258. levelUpAutomatically(rand);
  259. }
  260. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  261. // must be done separately from global bonuses since recruitable heroes in taverns
  262. // are not attached to global bonus node but need access to some global bonuses
  263. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  264. // or MOVEMENT to compute initial movement before recruiting is finished
  265. for(const auto & ob : VLC->modh->heroBaseBonuses)
  266. {
  267. auto bonus = ob;
  268. bonus->source = Bonus::HERO_BASE_SKILL;
  269. bonus->sid = id.getNum();
  270. bonus->duration = Bonus::PERMANENT;
  271. addNewBonus(bonus);
  272. }
  273. if (VLC->modh->modules.COMMANDERS && !commander)
  274. {
  275. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  276. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  277. commander->giveStackExp (exp); //after our exp is set
  278. }
  279. if (mana < 0)
  280. mana = manaLimit();
  281. }
  282. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  283. {
  284. if(!dst)
  285. dst = this;
  286. int warMachinesGiven = 0;
  287. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  288. const int zeroStacksAllowingValue = -1;
  289. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  290. if(allowZeroStacksArmy)
  291. stacksCountChances.pop_back();
  292. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  293. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  294. if(stacksCountElementIndex == -1)
  295. stacksCountElementIndex = stacksCountChances.size();
  296. int howManyStacks = stacksCountElementIndex;
  297. if(!allowZeroStacksArmy)
  298. howManyStacks++;
  299. vstd::amin(howManyStacks, type->initialArmy.size());
  300. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  301. {
  302. auto & stack = type->initialArmy[stackNo];
  303. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  304. const CCreature * creature = stack.creature.toCreature();
  305. if(creature == nullptr)
  306. {
  307. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  308. continue;
  309. }
  310. if(creature->warMachine != ArtifactID::NONE) //war machine
  311. {
  312. warMachinesGiven++;
  313. if(dst != this)
  314. continue;
  315. ArtifactID aid = creature->warMachine;
  316. const CArtifact * art = aid.toArtifact();
  317. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  318. {
  319. //TODO: should we try another possible slots?
  320. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  321. if(!getArt(slot))
  322. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  323. else
  324. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  325. }
  326. else
  327. {
  328. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  329. }
  330. }
  331. else
  332. {
  333. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  334. }
  335. }
  336. }
  337. CGHeroInstance::~CGHeroInstance()
  338. {
  339. commander.dellNull();
  340. }
  341. bool CGHeroInstance::needsLastStack() const
  342. {
  343. return true;
  344. }
  345. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  346. {
  347. if(h == this) return; //exclude potential self-visiting
  348. if (ID == Obj::HERO)
  349. {
  350. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  351. {
  352. //exchange
  353. cb->heroExchange(h->id, id);
  354. }
  355. else //battle
  356. {
  357. if(visitedTown) //we're in town
  358. visitedTown->onHeroVisit(h); //town will handle attacking
  359. else
  360. cb->startBattleI(h, this);
  361. }
  362. }
  363. else if(ID == Obj::PRISON)
  364. {
  365. int txt_id;
  366. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  367. {
  368. //update hero parameters
  369. SetMovePoints smp;
  370. smp.hid = id;
  371. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  372. cb->setMovePoints (&smp);
  373. cb->setManaPoints (id, manaLimit());
  374. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  375. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  376. txt_id = 102;
  377. }
  378. else //already 8 wandering heroes
  379. {
  380. txt_id = 103;
  381. }
  382. h->showInfoDialog(txt_id);
  383. }
  384. }
  385. std::string CGHeroInstance::getObjectName() const
  386. {
  387. if(ID != Obj::PRISON)
  388. {
  389. std::string hoverName = VLC->generaltexth->allTexts[15];
  390. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  391. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  392. return hoverName;
  393. }
  394. else
  395. return VLC->objtypeh->getObjectName(ID, 0);
  396. }
  397. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  398. {
  399. return type->heroClass->isMagicHero() ? 3 : 4;
  400. }
  401. ui8 CGHeroInstance::maxlevelsToWisdom() const
  402. {
  403. return type->heroClass->isMagicHero() ? 3 : 6;
  404. }
  405. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  406. magicSchoolCounter(1),
  407. wisdomCounter(1)
  408. {
  409. rand.setSeed(0);
  410. }
  411. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  412. {
  413. magicSchoolCounter = 1;
  414. }
  415. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  416. {
  417. wisdomCounter = 1;
  418. }
  419. void CGHeroInstance::initObj(CRandomGenerator & rand)
  420. {
  421. blockVisit = true;
  422. if(!type)
  423. initHero(rand); //TODO: set up everything for prison before specialties are configured
  424. skillsInfo.rand.setSeed(rand.nextInt());
  425. skillsInfo.resetMagicSchoolCounter();
  426. skillsInfo.resetWisdomCounter();
  427. if (ID != Obj::PRISON)
  428. {
  429. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  430. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  431. if (customApp)
  432. appearance = customApp;
  433. }
  434. //copy active (probably growing) bonuses from hero prototype to hero object
  435. for(const std::shared_ptr<Bonus> & b : type->specialty)
  436. addNewBonus(b);
  437. for(SSpecialtyInfo & spec : type->specDeprecated)
  438. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  439. addNewBonus(b);
  440. //initialize bonuses
  441. recreateSecondarySkillsBonuses();
  442. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  443. }
  444. void CGHeroInstance::recreateSecondarySkillsBonuses()
  445. {
  446. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  447. for(const auto & bonus : *secondarySkillsBonuses)
  448. removeBonus(bonus);
  449. for(const auto & skill_info : secSkills)
  450. if(skill_info.second > 0)
  451. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  452. }
  453. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  454. {
  455. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  456. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  457. for(const auto & b : skillBonus)
  458. addNewBonus(std::make_shared<Bonus>(*b));
  459. }
  460. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  461. {
  462. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  463. setStackCount(SlotID(0), val);
  464. }
  465. double CGHeroInstance::getFightingStrength() const
  466. {
  467. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  468. }
  469. double CGHeroInstance::getMagicStrength() const
  470. {
  471. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  472. }
  473. double CGHeroInstance::getHeroStrength() const
  474. {
  475. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  476. }
  477. ui64 CGHeroInstance::getTotalStrength() const
  478. {
  479. double ret = getFightingStrength() * getArmyStrength();
  480. return static_cast<ui64>(ret);
  481. }
  482. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  483. {
  484. return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  485. }
  486. int32_t CGHeroInstance::getCasterUnitId() const
  487. {
  488. return -1; //TODO: special value for attacker/defender hero
  489. }
  490. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  491. {
  492. int32_t skill = -1; //skill level
  493. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  494. {
  495. int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  496. if(thisSchool > skill)
  497. {
  498. skill = thisSchool;
  499. if(outSelectedSchool)
  500. *outSelectedSchool = static_cast<ui8>(cnf.id);
  501. }
  502. });
  503. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  504. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  505. vstd::amax(skill, 0); //in case we don't know any school
  506. vstd::amin(skill, 3);
  507. return skill;
  508. }
  509. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  510. {
  511. //applying sorcery secondary skill
  512. base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
  513. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  514. int maxSchoolBonus = 0;
  515. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  516. {
  517. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  518. });
  519. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  520. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  521. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  522. return base;
  523. }
  524. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  525. {
  526. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  527. return base;
  528. }
  529. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  530. {
  531. return getSpellSchoolLevel(spell);
  532. }
  533. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  534. {
  535. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  536. }
  537. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  538. {
  539. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  540. }
  541. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  542. {
  543. return 0;
  544. }
  545. PlayerColor CGHeroInstance::getCasterOwner() const
  546. {
  547. return tempOwner;
  548. }
  549. void CGHeroInstance::getCasterName(MetaString & text) const
  550. {
  551. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  552. text.addReplacement(getNameTranslated());
  553. }
  554. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  555. {
  556. const bool singleTarget = attacked.size() == 1;
  557. const int textIndex = singleTarget ? 195 : 196;
  558. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  559. getCasterName(text);
  560. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  561. if(singleTarget)
  562. attacked.at(0)->addNameReplacement(text, true);
  563. }
  564. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  565. {
  566. if(spellCost != 0)
  567. {
  568. SetMana sm;
  569. sm.absolute = false;
  570. sm.hid = id;
  571. sm.val = -spellCost;
  572. server->apply(&sm);
  573. }
  574. }
  575. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  576. {
  577. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  578. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  579. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  580. bool schoolBonus = false;
  581. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  582. {
  583. if(hasBonusOfType(cnf.knoledgeBonus))
  584. {
  585. schoolBonus = stop = true;
  586. }
  587. });
  588. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  589. if(spell->isSpecial())
  590. {
  591. if(inSpellBook)
  592. {//hero has this spell in spellbook
  593. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  594. }
  595. return specificBonus;
  596. }
  597. else if(!isAllowed)
  598. {
  599. if(inSpellBook)
  600. {
  601. //hero has this spell in spellbook
  602. //it is normal if set in map editor, but trace it to possible debug of magic guild
  603. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  604. }
  605. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  606. }
  607. else
  608. {
  609. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  610. }
  611. }
  612. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  613. {
  614. if(!hasSpellbook())
  615. return false;
  616. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  617. return false;
  618. if(vstd::contains(spells, spell->getId()))//already known
  619. return false;
  620. if(spell->isSpecial())
  621. {
  622. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  623. return false;//special spells can not be learned
  624. }
  625. if(spell->isCreatureAbility())
  626. {
  627. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  628. return false;//creature abilities can not be learned
  629. }
  630. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  631. {
  632. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  633. return false;//banned spells should not be learned
  634. }
  635. return true;
  636. }
  637. /**
  638. * Calculates what creatures and how many to be raised from a battle.
  639. * @param battleResult The results of the battle.
  640. * @return Returns a pair with the first value indicating the ID of the creature
  641. * type and second value the amount. Both values are returned as -1 if necromancy
  642. * could not be applied.
  643. */
  644. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  645. {
  646. bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  647. // need skill or cloak of undead king - lesser artifacts don't work without skill
  648. if (hasImprovedNecromancy)
  649. {
  650. double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  651. const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
  652. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  653. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  654. // figure out what to raise - pick strongest creature meeting requirements
  655. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  656. int requiredCasualtyLevel = 1;
  657. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  658. if(!improvedNecromancy->empty())
  659. {
  660. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  661. {
  662. assert(bonus->subtype >=0);
  663. if(bonus->subtype >= 0)
  664. return CreatureID(bonus->subtype);
  665. return CreatureID::NONE;
  666. };
  667. int maxCasualtyLevel = 1;
  668. for(const auto & casualty : casualties)
  669. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  670. // pick best bonus available
  671. std::shared_ptr<Bonus> topPick;
  672. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  673. {
  674. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  675. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  676. continue;
  677. if(!topPick)
  678. {
  679. topPick = newPick;
  680. }
  681. else
  682. {
  683. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  684. {
  685. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  686. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  687. };
  688. if(quality(topPick) < quality(newPick))
  689. topPick = newPick;
  690. }
  691. }
  692. if(topPick)
  693. {
  694. creatureTypeRaised = getCreatureID(topPick);
  695. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  696. }
  697. }
  698. assert(creatureTypeRaised != CreatureID::NONE);
  699. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  700. if(getSlotFor(creatureTypeRaised) == SlotID())
  701. {
  702. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  703. {
  704. if(getSlotFor(upgraded) != SlotID())
  705. {
  706. creatureTypeRaised = upgraded;
  707. necromancySkill *= 2/3.0;
  708. break;
  709. }
  710. }
  711. }
  712. // calculate number of creatures raised - low level units contribute at 50% rate
  713. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  714. double raisedUnits = 0;
  715. for(const auto & casualty : casualties)
  716. {
  717. const CCreature * c = VLC->creh->objects[casualty.first];
  718. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  719. if(c->level < requiredCasualtyLevel)
  720. raisedFromCasualty *= 0.5;
  721. raisedUnits += raisedFromCasualty;
  722. }
  723. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  724. }
  725. return CStackBasicDescriptor();
  726. }
  727. /**
  728. * Show the necromancy dialog with information about units raised.
  729. * @param raisedStack Pair where the first element represents ID of the raised creature
  730. * and the second element the amount.
  731. */
  732. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  733. {
  734. InfoWindow iw;
  735. iw.type = EInfoWindowMode::AUTO;
  736. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  737. iw.player = tempOwner;
  738. iw.components.emplace_back(raisedStack);
  739. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  740. {
  741. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  742. iw.text.addReplacement(raisedStack.count);
  743. }
  744. else // Practicing the dark arts of necromancy, ... (singular)
  745. {
  746. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  747. }
  748. iw.text.addReplacement(raisedStack);
  749. cb->showInfoDialog(&iw);
  750. }
  751. /*
  752. int3 CGHeroInstance::getSightCenter() const
  753. {
  754. return getPosition(false);
  755. }*/
  756. int CGHeroInstance::getSightRadius() const
  757. {
  758. return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  759. }
  760. si32 CGHeroInstance::manaRegain() const
  761. {
  762. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  763. return manaLimit();
  764. return valOfBonuses(Bonus::MANA_REGENERATION);
  765. }
  766. si32 CGHeroInstance::getManaNewTurn() const
  767. {
  768. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  769. {
  770. //if hero starts turn in town with mage guild - restore all mana
  771. return std::max(mana, manaLimit());
  772. }
  773. si32 res = mana + manaRegain();
  774. res = std::min(res, manaLimit());
  775. res = std::max(res, mana);
  776. res = std::max(res, 0);
  777. return res;
  778. }
  779. // /**
  780. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  781. // * or discards it if it cannot be equipped.
  782. // */
  783. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  784. // {
  785. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  786. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  787. // ai->putAt(this, ai->firstAvailableSlot(this));
  788. // }
  789. int CGHeroInstance::getBoatType() const
  790. {
  791. switch(type->heroClass->getAlignment())
  792. {
  793. case EAlignment::GOOD:
  794. return 1;
  795. case EAlignment::EVIL:
  796. return 0;
  797. case EAlignment::NEUTRAL:
  798. return 2;
  799. default:
  800. throw std::runtime_error("Wrong alignment!");
  801. }
  802. }
  803. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  804. {
  805. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  806. // Check issue 515 for details
  807. offsets =
  808. {
  809. 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)
  810. };
  811. }
  812. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  813. {
  814. return sp->getCost(getSpellSchoolLevel(sp));
  815. }
  816. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  817. {
  818. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  819. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  820. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  821. }
  822. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  823. {
  824. return type->heroClass->getAlignment();
  825. }
  826. void CGHeroInstance::initExp(CRandomGenerator & rand)
  827. {
  828. exp = rand.nextInt(40, 89);
  829. }
  830. std::string CGHeroInstance::nodeName() const
  831. {
  832. return "Hero " + getNameTextID();
  833. }
  834. si32 CGHeroInstance::manaLimit() const
  835. {
  836. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  837. * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
  838. }
  839. std::string CGHeroInstance::getNameTranslated() const
  840. {
  841. if (!nameCustom.empty())
  842. return nameCustom;
  843. return VLC->generaltexth->translate(getNameTextID());
  844. }
  845. std::string CGHeroInstance::getNameTextID() const
  846. {
  847. if (!nameCustom.empty())
  848. return nameCustom;
  849. if (type)
  850. return type->getNameTextID();
  851. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  852. // assert(0);
  853. return "";
  854. }
  855. std::string CGHeroInstance::getBiographyTranslated() const
  856. {
  857. if (!biographyCustom.empty())
  858. return biographyCustom;
  859. return VLC->generaltexth->translate(getBiographyTextID());
  860. }
  861. std::string CGHeroInstance::getBiographyTextID() const
  862. {
  863. if (!biographyCustom.empty())
  864. return biographyCustom;
  865. if (type)
  866. return type->getBiographyTextID();
  867. assert(0);
  868. return "";
  869. }
  870. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  871. {
  872. assert(!getArt(pos));
  873. art->putAt(ArtifactLocation(this, pos));
  874. }
  875. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  876. {
  877. putArtifact(art->firstBackpackSlot(this), art);
  878. }
  879. bool CGHeroInstance::hasSpellbook() const
  880. {
  881. return getArt(ArtifactPosition::SPELLBOOK);
  882. }
  883. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  884. {
  885. spells.insert(spell);
  886. }
  887. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  888. {
  889. spells.erase(spell);
  890. }
  891. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  892. {
  893. return vstd::contains(spells, spell);
  894. }
  895. void CGHeroInstance::removeSpellbook()
  896. {
  897. spells.clear();
  898. if(hasSpellbook())
  899. {
  900. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  901. }
  902. }
  903. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  904. {
  905. return spells;
  906. }
  907. int CGHeroInstance::maxSpellLevel() const
  908. {
  909. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
  910. }
  911. void CGHeroInstance::deserializationFix()
  912. {
  913. artDeserializationFix(this);
  914. }
  915. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  916. {
  917. if(!visitedTown)
  918. return nullptr;
  919. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  920. : (CBonusSystemNode *)(visitedTown.get());
  921. }
  922. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  923. {
  924. if(visitedTown)
  925. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  926. return &CArmedInstance::whereShouldBeAttached(gs);
  927. }
  928. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  929. {
  930. if(visitedTown)
  931. {
  932. if(inTownGarrison)
  933. return *visitedTown;
  934. else
  935. return visitedTown->townAndVis;
  936. }
  937. else
  938. return CArmedInstance::whereShouldBeAttached(gs);
  939. }
  940. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  941. {
  942. int ret = 0; //take all MPs by default
  943. bool localTi = false;
  944. if(!ti)
  945. {
  946. localTi = true;
  947. ti = new TurnInfo(this);
  948. }
  949. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  950. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  951. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  952. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  953. if(localTi)
  954. delete ti;
  955. return ret;
  956. }
  957. EDiggingStatus CGHeroInstance::diggingStatus() const
  958. {
  959. if(static_cast<int>(movement) < maxMovePoints(true))
  960. return EDiggingStatus::LACK_OF_MOVEMENT;
  961. return cb->getTileDigStatus(visitablePos());
  962. }
  963. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  964. {
  965. return ArtBearer::HERO;
  966. }
  967. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  968. {
  969. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  970. auto getObligatorySkills = [](CSkill::Obligatory obl){
  971. std::vector<SecondarySkill> obligatory = {};
  972. for(int i = 0; i < VLC->skillh->size(); i++)
  973. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  974. {
  975. obligatory.emplace_back(i);
  976. break;
  977. }
  978. return obligatory;
  979. };
  980. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  981. {
  982. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  983. for(const auto & skill : ss)
  984. {
  985. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  986. {
  987. obligatorySkills.push_back(skill);
  988. break; //only one
  989. }
  990. }
  991. };
  992. if (!skillsInfo.wisdomCounter)
  993. {
  994. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  995. selectObligatorySkill(obligatory);
  996. }
  997. if (!skillsInfo.magicSchoolCounter)
  998. {
  999. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1000. selectObligatorySkill(obligatory);
  1001. }
  1002. std::vector<SecondarySkill> skills;
  1003. //picking sec. skills for choice
  1004. std::set<SecondarySkill> basicAndAdv;
  1005. std::set<SecondarySkill> expert;
  1006. std::set<SecondarySkill> none;
  1007. for(int i = 0; i < VLC->skillh->size(); i++)
  1008. if (canLearnSkill(SecondarySkill(i)))
  1009. none.insert(SecondarySkill(i));
  1010. for(const auto & elem : secSkills)
  1011. {
  1012. if(elem.second < SecSkillLevel::EXPERT)
  1013. basicAndAdv.insert(elem.first);
  1014. else
  1015. expert.insert(elem.first);
  1016. none.erase(elem.first);
  1017. }
  1018. for(const auto & s : obligatorySkills) //don't duplicate them
  1019. {
  1020. none.erase (s);
  1021. basicAndAdv.erase (s);
  1022. expert.erase (s);
  1023. }
  1024. //first offered skill:
  1025. // 1) give obligatory skill
  1026. // 2) give any other new skill
  1027. // 3) upgrade existing
  1028. if(canLearnSkill() && !obligatorySkills.empty())
  1029. {
  1030. skills.push_back (obligatorySkills[0]);
  1031. }
  1032. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1033. {
  1034. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1035. none.erase(skills.back());
  1036. }
  1037. else if(!basicAndAdv.empty())
  1038. {
  1039. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1040. basicAndAdv.erase(skills.back());
  1041. }
  1042. //second offered skill:
  1043. //1) upgrade existing
  1044. //2) give obligatory skill
  1045. //3) give any other new skill
  1046. if(!basicAndAdv.empty())
  1047. {
  1048. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1049. skills.push_back(s);
  1050. basicAndAdv.erase(s);
  1051. }
  1052. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1053. {
  1054. skills.push_back (obligatorySkills[1]);
  1055. }
  1056. else if(!none.empty() && canLearnSkill())
  1057. {
  1058. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1059. none.erase(skills.back());
  1060. }
  1061. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1062. std::swap(skills[0], skills[1]);
  1063. return skills;
  1064. }
  1065. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1066. {
  1067. assert(gainsLevel());
  1068. int randomValue = rand.nextInt(99);
  1069. int pom = 0;
  1070. int primarySkill = 0;
  1071. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1072. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1073. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1074. {
  1075. pom += skillChances[primarySkill];
  1076. if(randomValue < pom)
  1077. {
  1078. break;
  1079. }
  1080. }
  1081. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1082. {
  1083. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1084. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1085. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1086. }
  1087. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1088. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1089. }
  1090. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1091. {
  1092. assert(gainsLevel());
  1093. boost::optional<SecondarySkill> chosenSecondarySkill;
  1094. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1095. if(!proposedSecondarySkills.empty())
  1096. {
  1097. std::vector<SecondarySkill> learnedSecondarySkills;
  1098. for(const auto & secondarySkill : proposedSecondarySkills)
  1099. {
  1100. if(getSecSkillLevel(secondarySkill) > 0)
  1101. {
  1102. learnedSecondarySkills.push_back(secondarySkill);
  1103. }
  1104. }
  1105. if(learnedSecondarySkills.empty())
  1106. {
  1107. // there are only new skills to learn, so choose anyone of them
  1108. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1109. }
  1110. else
  1111. {
  1112. // preferably upgrade a already learned secondary skill
  1113. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1114. }
  1115. }
  1116. return chosenSecondarySkill;
  1117. }
  1118. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1119. {
  1120. if(primarySkill < PrimarySkill::EXPERIENCE)
  1121. {
  1122. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1123. .And(Selector::subtype()(primarySkill))
  1124. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1125. assert(skill);
  1126. if(abs)
  1127. {
  1128. skill->val = static_cast<si32>(value);
  1129. }
  1130. else
  1131. {
  1132. skill->val += static_cast<si32>(value);
  1133. }
  1134. CBonusSystemNode::treeHasChanged();
  1135. }
  1136. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1137. {
  1138. if(abs)
  1139. {
  1140. exp = value;
  1141. }
  1142. else
  1143. {
  1144. exp += value;
  1145. }
  1146. }
  1147. }
  1148. bool CGHeroInstance::gainsLevel() const
  1149. {
  1150. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1151. }
  1152. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1153. {
  1154. ++level;
  1155. //deterministic secondary skills
  1156. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1157. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1158. for(const auto & skill : skills)
  1159. {
  1160. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1161. skillsInfo.resetWisdomCounter();
  1162. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1163. skillsInfo.resetMagicSchoolCounter();
  1164. }
  1165. //update specialty and other bonuses that scale with level
  1166. treeHasChanged();
  1167. }
  1168. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1169. {
  1170. while(gainsLevel())
  1171. {
  1172. const auto primarySkill = nextPrimarySkill(rand);
  1173. setPrimarySkill(primarySkill, 1, false);
  1174. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1175. const auto secondarySkill = nextSecondarySkill(rand);
  1176. if(secondarySkill)
  1177. {
  1178. setSecSkillLevel(*secondarySkill, 1, false);
  1179. }
  1180. //TODO why has the secondary skills to be passed to the method?
  1181. levelUp(proposedSecondarySkills);
  1182. }
  1183. }
  1184. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1185. {
  1186. //VISIONS spell support
  1187. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1188. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1189. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1190. if (visionsMultiplier > 0)
  1191. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1192. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1193. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1194. return (distance < visionsRange) && (target->pos.z == pos.z);
  1195. }
  1196. std::string CGHeroInstance::getHeroTypeName() const
  1197. {
  1198. if(ID == Obj::HERO || ID == Obj::PRISON)
  1199. {
  1200. if(type)
  1201. {
  1202. return type->getJsonKey();
  1203. }
  1204. else
  1205. {
  1206. return VLC->heroh->objects[subID]->getJsonKey();
  1207. }
  1208. }
  1209. return "";
  1210. }
  1211. void CGHeroInstance::afterAddToMap(CMap * map)
  1212. {
  1213. if(ID == Obj::HERO)
  1214. map->heroesOnMap.emplace_back(this);
  1215. }
  1216. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1217. {
  1218. if (ID == Obj::HERO)
  1219. vstd::erase_if_present(map->heroesOnMap, this);
  1220. }
  1221. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1222. {
  1223. if(ID == Obj::HERO || ID == Obj::PRISON)
  1224. {
  1225. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1226. if(rawId)
  1227. subID = rawId.get();
  1228. else
  1229. {
  1230. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1231. }
  1232. }
  1233. }
  1234. void CGHeroInstance::updateFrom(const JsonNode & data)
  1235. {
  1236. CGObjectInstance::updateFrom(data);
  1237. }
  1238. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1239. {
  1240. handler.serializeString("biography", biographyCustom);
  1241. handler.serializeInt("experience", exp, 0);
  1242. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1243. {
  1244. while (gainsLevel())
  1245. {
  1246. ++level;
  1247. }
  1248. }
  1249. handler.serializeString("name", nameCustom);
  1250. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1251. {
  1252. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1253. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1254. if(handler.saving)
  1255. {
  1256. if(portrait >= 0)
  1257. {
  1258. if(portrait < legacyHeroes || portrait >= moddedStart)
  1259. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1260. else
  1261. handler.serializeInt("portrait", portrait, -1);
  1262. }
  1263. }
  1264. else
  1265. {
  1266. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1267. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1268. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1269. else
  1270. handler.serializeInt("portrait", portrait, -1);
  1271. }
  1272. }
  1273. //primary skills
  1274. if(handler.saving)
  1275. {
  1276. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1277. if(haveSkills)
  1278. {
  1279. auto primarySkills = handler.enterStruct("primarySkills");
  1280. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1281. {
  1282. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1283. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1284. }
  1285. }
  1286. }
  1287. else
  1288. {
  1289. auto primarySkills = handler.enterStruct("primarySkills");
  1290. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1291. {
  1292. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1293. {
  1294. int value = 0;
  1295. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1296. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1297. }
  1298. }
  1299. }
  1300. //secondary skills
  1301. if(handler.saving)
  1302. {
  1303. //does hero have default skills?
  1304. bool defaultSkills = false;
  1305. bool normalSkills = false;
  1306. for(const auto & p : secSkills)
  1307. {
  1308. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1309. defaultSkills = true;
  1310. else
  1311. normalSkills = true;
  1312. }
  1313. if(defaultSkills && normalSkills)
  1314. logGlobal->error("Mixed default and normal secondary skills");
  1315. //in json default skills means no field/null
  1316. if(!defaultSkills)
  1317. {
  1318. //enter structure here as handler initialize it
  1319. auto secondarySkills = handler.enterStruct("secondarySkills");
  1320. for(auto & p : secSkills)
  1321. {
  1322. const si32 rawId = p.first.num;
  1323. if(rawId < 0 || rawId >= VLC->skillh->size())
  1324. logGlobal->error("Invalid secondary skill %d", rawId);
  1325. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1326. }
  1327. }
  1328. }
  1329. else
  1330. {
  1331. auto secondarySkills = handler.enterStruct("secondarySkills");
  1332. const JsonNode & skillMap = handler.getCurrent();
  1333. secSkills.clear();
  1334. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1335. {
  1336. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1337. }
  1338. else
  1339. {
  1340. for(const auto & p : skillMap.Struct())
  1341. {
  1342. const std::string skillId = p.first;
  1343. const std::string levelId = p.second.String();
  1344. const int rawId = CSkillHandler::decodeSkill(skillId);
  1345. if(rawId < 0)
  1346. {
  1347. logGlobal->error("Invalid secondary skill %s", skillId);
  1348. continue;
  1349. }
  1350. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1351. if(level < 0)
  1352. {
  1353. logGlobal->error("Invalid secondary skill level%s", levelId);
  1354. continue;
  1355. }
  1356. secSkills.emplace_back(SecondarySkill(rawId), level);
  1357. }
  1358. }
  1359. }
  1360. handler.serializeIdArray("spellBook", spells);
  1361. if(handler.saving)
  1362. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1363. }
  1364. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1365. {
  1366. serializeCommonOptions(handler);
  1367. serializeJsonOwner(handler);
  1368. if(ID == Obj::HERO || ID == Obj::PRISON)
  1369. {
  1370. std::string typeName;
  1371. if(handler.saving)
  1372. typeName = getHeroTypeName();
  1373. handler.serializeString("type", typeName);
  1374. if(!handler.saving)
  1375. setHeroTypeName(typeName);
  1376. }
  1377. CCreatureSet::serializeJson(handler, "army", 7);
  1378. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1379. {
  1380. static constexpr int NO_PATROLING = -1;
  1381. int rawPatrolRadius = NO_PATROLING;
  1382. if(handler.saving)
  1383. {
  1384. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1385. }
  1386. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1387. if(!handler.saving)
  1388. {
  1389. if(!appearance)
  1390. {
  1391. // crossoverDeserialize
  1392. type = VLC->heroh->objects[subID];
  1393. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1394. }
  1395. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1396. patrol.initialPos = visitablePos();
  1397. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1398. }
  1399. }
  1400. }
  1401. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1402. {
  1403. serializeCommonOptions(handler);
  1404. }
  1405. bool CGHeroInstance::isMissionCritical() const
  1406. {
  1407. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1408. {
  1409. if(event.trigger.test([&](const EventCondition & condition)
  1410. {
  1411. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1412. {
  1413. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1414. return (hero != this);
  1415. }
  1416. else if(condition.condition == EventCondition::IS_HUMAN)
  1417. {
  1418. return true;
  1419. }
  1420. return false;
  1421. }))
  1422. {
  1423. return true;
  1424. }
  1425. }
  1426. return false;
  1427. }
  1428. VCMI_LIB_NAMESPACE_END