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 "../CModHandler.h"
  18. #include "../CSoundBase.h"
  19. #include "../spells/CSpellHandler.h"
  20. #include "../CSkillHandler.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../CGameState.h"
  24. #include "../CCreatureHandler.h"
  25. #include "../CTownHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "CGTownInstance.h"
  28. #include "../serializer/JsonSerializeFormat.h"
  29. #include "../StringConstants.h"
  30. #include "../battle/Unit.h"
  31. ///helpers
  32. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  33. {
  34. InfoWindow iw;
  35. iw.soundID = soundID;
  36. iw.player = playerID;
  37. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  38. IObjectInterface::cb->sendAndApply(&iw);
  39. }
  40. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  41. {
  42. const PlayerColor playerID = h->getOwner();
  43. showInfoDialog(playerID,txtID,soundID);
  44. }
  45. static int lowestSpeed(const CGHeroInstance * chi)
  46. {
  47. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  48. static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
  49. if(!chi->stacksCount())
  50. {
  51. if(chi->commander && chi->commander->alive)
  52. {
  53. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  54. }
  55. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  56. return 20;
  57. }
  58. auto i = chi->Slots().begin();
  59. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  60. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  61. for(; i != chi->Slots().end(); i++)
  62. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  63. return ret;
  64. }
  65. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  66. {
  67. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  68. //if there is road both on dest and src tiles - use road movement cost
  69. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  70. {
  71. int road = std::min(dest.roadType,from.roadType); //used road ID
  72. switch(road)
  73. {
  74. case ERoadType::DIRT_ROAD:
  75. ret = 75;
  76. break;
  77. case ERoadType::GRAVEL_ROAD:
  78. ret = 65;
  79. break;
  80. case ERoadType::COBBLESTONE_ROAD:
  81. ret = 50;
  82. break;
  83. default:
  84. logGlobal->error("Unknown road type: %d", road);
  85. break;
  86. }
  87. }
  88. else if(ti->nativeTerrain != from.terType //the terrain is not native
  89. && ti->nativeTerrain != ETerrainType::ANY_TERRAIN //no special creature bonus
  90. && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType) //no special movement bonus
  91. )
  92. {
  93. static const CSelector selectorPATHFINDING = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  94. static const std::string keyPATHFINDING = "type_"+std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY)+"s_"+std::to_string((si32)SecondarySkill::PATHFINDING);
  95. ret = VLC->heroh->terrCosts[from.terType];
  96. ret -= valOfBonuses(selectorPATHFINDING, keyPATHFINDING);
  97. if(ret < GameConstants::BASE_MOVEMENT_COST)
  98. ret = GameConstants::BASE_MOVEMENT_COST;
  99. }
  100. return (ui32)ret;
  101. }
  102. ETerrainType::EETerrainType CGHeroInstance::getNativeTerrain() const
  103. {
  104. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  105. // This is clearly bug in H3 however intended behaviour is not clear.
  106. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  107. // will always have best penalty without any influence from player-defined stacks order
  108. // TODO: What should we do if all hero stacks are neutral creatures?
  109. ETerrainType::EETerrainType nativeTerrain = ETerrainType::BORDER;
  110. for(auto stack : stacks)
  111. {
  112. ETerrainType::EETerrainType stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  113. if(stackNativeTerrain == ETerrainType::BORDER)
  114. continue;
  115. if(nativeTerrain == ETerrainType::BORDER)
  116. nativeTerrain = stackNativeTerrain;
  117. else if(nativeTerrain != stackNativeTerrain)
  118. return ETerrainType::BORDER;
  119. }
  120. return nativeTerrain;
  121. }
  122. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  123. {
  124. if (toh3m)
  125. {
  126. src.x+=1;
  127. return src;
  128. }
  129. else
  130. {
  131. src.x-=1;
  132. return src;
  133. }
  134. }
  135. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  136. {
  137. if (h3m)
  138. {
  139. return pos;
  140. }
  141. else
  142. {
  143. return convertPosition(pos,false);
  144. }
  145. }
  146. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  147. {
  148. for(auto & elem : secSkills)
  149. if(elem.first == skill)
  150. return elem.second;
  151. return 0;
  152. }
  153. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  154. {
  155. if(getSecSkillLevel(which) == 0)
  156. {
  157. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  158. updateSkillBonus(which, val);
  159. }
  160. else
  161. {
  162. for (auto & elem : secSkills)
  163. {
  164. if(elem.first == which)
  165. {
  166. if(abs)
  167. elem.second = val;
  168. else
  169. elem.second += val;
  170. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  171. {
  172. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  173. elem.second = 3;
  174. }
  175. updateSkillBonus(which, elem.second); //when we know final value
  176. }
  177. }
  178. }
  179. }
  180. bool CGHeroInstance::canLearnSkill() const
  181. {
  182. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  183. }
  184. int CGHeroInstance::maxMovePoints(bool onLand) const
  185. {
  186. TurnInfo ti(this);
  187. return maxMovePointsCached(onLand, &ti);
  188. }
  189. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  190. {
  191. int base;
  192. if(onLand)
  193. {
  194. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  195. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  196. int armySpeed = lowestSpeed(this) * 20 / 3;
  197. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  198. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  199. }
  200. else
  201. {
  202. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  203. }
  204. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  205. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  206. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  207. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  208. return int(base * (1 + modifier)) + bonus;
  209. }
  210. CGHeroInstance::CGHeroInstance()
  211. : IBoatGenerator(this)
  212. {
  213. setNodeType(HERO);
  214. ID = Obj::HERO;
  215. tacticFormationEnabled = inTownGarrison = false;
  216. mana = UNINITIALIZED_MANA;
  217. movement = UNINITIALIZED_MOVEMENT;
  218. portrait = UNINITIALIZED_PORTRAIT;
  219. isStanding = true;
  220. moveDir = 4;
  221. level = 1;
  222. exp = 0xffffffff;
  223. visitedTown = nullptr;
  224. type = nullptr;
  225. boat = nullptr;
  226. commander = nullptr;
  227. sex = 0xff;
  228. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  229. }
  230. PlayerColor CGHeroInstance::getOwner() const
  231. {
  232. return tempOwner;
  233. }
  234. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  235. {
  236. subID = SUBID.getNum();
  237. initHero(rand);
  238. }
  239. void CGHeroInstance::setType(si32 ID, si32 subID)
  240. {
  241. assert(ID == Obj::HERO); // just in case
  242. type = VLC->heroh->objects[subID];
  243. portrait = type->imageIndex;
  244. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  245. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  246. randomizeArmy(type->heroClass->faction);
  247. }
  248. void CGHeroInstance::initHero(CRandomGenerator & rand)
  249. {
  250. assert(validTypes(true));
  251. if(!type)
  252. type = VLC->heroh->objects[subID];
  253. if (ID == Obj::HERO)
  254. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  255. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  256. {
  257. for(auto spellID : type->spells)
  258. spells.insert(spellID);
  259. }
  260. else //remove placeholder
  261. spells -= SpellID::PRESET;
  262. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  263. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  264. if(!getArt(ArtifactPosition::MACH4))
  265. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  266. if(portrait < 0 || portrait == 255)
  267. portrait = type->imageIndex;
  268. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  269. {
  270. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  271. {
  272. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  273. }
  274. }
  275. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  276. secSkills = type->secSkillsInit;
  277. if (!name.length())
  278. name = type->name;
  279. if (sex == 0xFF)//sex is default
  280. sex = type->sex;
  281. setFormation(false);
  282. if (!stacksCount()) //standard army//initial army
  283. {
  284. initArmy(rand);
  285. }
  286. assert(validTypes());
  287. if(exp == 0xffffffff)
  288. {
  289. initExp(rand);
  290. }
  291. else
  292. {
  293. levelUpAutomatically(rand);
  294. }
  295. if (VLC->modh->modules.COMMANDERS && !commander)
  296. {
  297. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  298. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  299. commander->giveStackExp (exp); //after our exp is set
  300. }
  301. if (mana < 0)
  302. mana = manaLimit();
  303. }
  304. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  305. {
  306. if(!dst)
  307. dst = this;
  308. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  309. int pom = rand.nextInt(99);
  310. int warMachinesGiven = 0;
  311. if(pom < 9)
  312. howManyStacks = 1;
  313. else if(pom < 79)
  314. howManyStacks = 2;
  315. else
  316. howManyStacks = 3;
  317. vstd::amin(howManyStacks, type->initialArmy.size());
  318. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  319. {
  320. auto & stack = type->initialArmy[stackNo];
  321. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  322. const CCreature * creature = stack.creature.toCreature();
  323. if(creature == nullptr)
  324. {
  325. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  326. continue;
  327. }
  328. if(creature->warMachine != ArtifactID::NONE) //war machine
  329. {
  330. warMachinesGiven++;
  331. if(dst != this)
  332. continue;
  333. ArtifactID aid = creature->warMachine;
  334. const CArtifact * art = aid.toArtifact();
  335. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  336. {
  337. //TODO: should we try another possible slots?
  338. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  339. if(!getArt(slot))
  340. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  341. else
  342. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  343. }
  344. else
  345. {
  346. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  347. }
  348. }
  349. else
  350. {
  351. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  352. }
  353. }
  354. }
  355. CGHeroInstance::~CGHeroInstance()
  356. {
  357. commander.dellNull();
  358. }
  359. bool CGHeroInstance::needsLastStack() const
  360. {
  361. return true;
  362. }
  363. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  364. {
  365. if(h == this) return; //exclude potential self-visiting
  366. if (ID == Obj::HERO)
  367. {
  368. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  369. {
  370. //exchange
  371. cb->heroExchange(h->id, id);
  372. }
  373. else //battle
  374. {
  375. if(visitedTown) //we're in town
  376. visitedTown->onHeroVisit(h); //town will handle attacking
  377. else
  378. cb->startBattleI(h, this);
  379. }
  380. }
  381. else if(ID == Obj::PRISON)
  382. {
  383. int txt_id;
  384. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  385. {
  386. cb->changeObjPos(id,pos+int3(1,0,0),0);
  387. //update hero parameters
  388. SetMovePoints smp;
  389. smp.hid = id;
  390. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  391. cb->setMovePoints (&smp);
  392. cb->setManaPoints (id, manaLimit());
  393. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  394. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  395. txt_id = 102;
  396. }
  397. else //already 8 wandering heroes
  398. {
  399. txt_id = 103;
  400. }
  401. showInfoDialog(h,txt_id);
  402. }
  403. }
  404. std::string CGHeroInstance::getObjectName() const
  405. {
  406. if(ID != Obj::PRISON)
  407. {
  408. std::string hoverName = VLC->generaltexth->allTexts[15];
  409. boost::algorithm::replace_first(hoverName,"%s",name);
  410. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  411. return hoverName;
  412. }
  413. else
  414. return CGObjectInstance::getObjectName();
  415. }
  416. const std::string & CGHeroInstance::getBiography() const
  417. {
  418. if (biography.length())
  419. return biography;
  420. return type->biography;
  421. }
  422. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  423. {
  424. return type->heroClass->isMagicHero() ? 3 : 4;
  425. }
  426. ui8 CGHeroInstance::maxlevelsToWisdom() const
  427. {
  428. return type->heroClass->isMagicHero() ? 3 : 6;
  429. }
  430. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  431. {
  432. rand.setSeed(0);
  433. magicSchoolCounter = 1;
  434. wisdomCounter = 1;
  435. }
  436. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  437. {
  438. magicSchoolCounter = 1;
  439. }
  440. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  441. {
  442. wisdomCounter = 1;
  443. }
  444. void CGHeroInstance::initObj(CRandomGenerator & rand)
  445. {
  446. blockVisit = true;
  447. if(!type)
  448. initHero(rand); //TODO: set up everything for prison before specialties are configured
  449. skillsInfo.rand.setSeed(rand.nextInt());
  450. skillsInfo.resetMagicSchoolCounter();
  451. skillsInfo.resetWisdomCounter();
  452. if (ID != Obj::PRISON)
  453. {
  454. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  455. if (customApp)
  456. appearance = customApp.get();
  457. }
  458. //copy active (probably growing) bonuses from hero prototype to hero object
  459. for(std::shared_ptr<Bonus> b : type->specialty)
  460. addNewBonus(b);
  461. //dito for old-style bonuses -> compatibility for old savegames
  462. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  463. for(std::shared_ptr<Bonus> b : sb.bonuses)
  464. addNewBonus(b);
  465. for(SSpecialtyInfo & spec : type->specDeprecated)
  466. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  467. addNewBonus(b);
  468. //initialize bonuses
  469. recreateSecondarySkillsBonuses();
  470. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  471. type->name = name;
  472. }
  473. void CGHeroInstance::recreateSecondarySkillsBonuses()
  474. {
  475. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  476. for(auto bonus : *secondarySkillsBonuses)
  477. removeBonus(bonus);
  478. for(auto skill_info : secSkills)
  479. if(skill_info.second > 0)
  480. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  481. }
  482. void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
  483. {
  484. auto HeroSpecialToSpecialtyBonus = [](HeroSpecial & hs) -> SSpecialtyBonus
  485. {
  486. SSpecialtyBonus sb;
  487. sb.growsWithLevel = hs.growsWithLevel;
  488. sb.bonuses = hs.getBonusList();
  489. return sb;
  490. };
  491. for(HeroSpecial * hs : specialtyDeprecated)
  492. {
  493. for(std::shared_ptr<Bonus> b : SpecialtyBonusToBonuses(HeroSpecialToSpecialtyBonus(*hs), type->ID.getNum()))
  494. addNewBonus(b);
  495. }
  496. }
  497. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  498. {
  499. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  500. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  501. for (auto b : skillBonus)
  502. addNewBonus(std::make_shared<Bonus>(*b));
  503. }
  504. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  505. {
  506. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  507. setStackCount(SlotID(0), val);
  508. }
  509. double CGHeroInstance::getFightingStrength() const
  510. {
  511. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  512. }
  513. double CGHeroInstance::getMagicStrength() const
  514. {
  515. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  516. }
  517. double CGHeroInstance::getHeroStrength() const
  518. {
  519. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  520. }
  521. ui64 CGHeroInstance::getTotalStrength() const
  522. {
  523. double ret = getFightingStrength() * getArmyStrength();
  524. return (ui64) ret;
  525. }
  526. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  527. {
  528. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  529. }
  530. int32_t CGHeroInstance::getCasterUnitId() const
  531. {
  532. return -1; //TODO: special value for attacker/defender hero
  533. }
  534. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  535. {
  536. int32_t skill = -1; //skill level
  537. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  538. {
  539. int32_t thisSchool = std::max<int32_t>(
  540. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  541. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  542. if(thisSchool > skill)
  543. {
  544. skill = thisSchool;
  545. if(outSelectedSchool)
  546. *outSelectedSchool = (ui8)cnf.id;
  547. }
  548. });
  549. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  550. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  551. vstd::amax(skill, 0); //in case we don't know any school
  552. vstd::amin(skill, 3);
  553. return skill;
  554. }
  555. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  556. {
  557. //applying sorcery secondary skill
  558. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  559. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  560. int maxSchoolBonus = 0;
  561. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  562. {
  563. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  564. });
  565. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  566. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  567. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  568. return base;
  569. }
  570. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  571. {
  572. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  573. return base;
  574. }
  575. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  576. {
  577. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  578. return 3;//todo: recheck specialty from where this bonus is. possible bug
  579. else
  580. return getSpellSchoolLevel(spell);
  581. }
  582. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  583. {
  584. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  585. }
  586. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  587. {
  588. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  589. }
  590. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  591. {
  592. return 0;
  593. }
  594. PlayerColor CGHeroInstance::getCasterOwner() const
  595. {
  596. return tempOwner;
  597. }
  598. void CGHeroInstance::getCasterName(MetaString & text) const
  599. {
  600. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  601. text.addReplacement(name);
  602. }
  603. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  604. {
  605. const bool singleTarget = attacked.size() == 1;
  606. const int textIndex = singleTarget ? 195 : 196;
  607. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  608. getCasterName(text);
  609. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  610. if(singleTarget)
  611. attacked.at(0)->addNameReplacement(text, true);
  612. }
  613. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  614. {
  615. if(spellCost != 0)
  616. {
  617. SetMana sm;
  618. sm.absolute = false;
  619. sm.hid = id;
  620. sm.val = -spellCost;
  621. server->apply(&sm);
  622. }
  623. }
  624. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  625. {
  626. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  627. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  628. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  629. bool schoolBonus = false;
  630. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  631. {
  632. if(hasBonusOfType(cnf.knoledgeBonus))
  633. {
  634. schoolBonus = stop = true;
  635. }
  636. });
  637. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  638. if(spell->isSpecial())
  639. {
  640. if(inSpellBook)
  641. {//hero has this spell in spellbook
  642. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  643. }
  644. return specificBonus;
  645. }
  646. else if(!isAllowed)
  647. {
  648. if(inSpellBook)
  649. {
  650. //hero has this spell in spellbook
  651. //it is normal if set in map editor, but trace it to possible debug of magic guild
  652. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  653. }
  654. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  655. }
  656. else
  657. {
  658. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  659. }
  660. }
  661. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  662. {
  663. if(!hasSpellbook())
  664. return false;
  665. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  666. return false;
  667. if(vstd::contains(spells, spell->getId()))//already known
  668. return false;
  669. if(spell->isSpecial())
  670. {
  671. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  672. return false;//special spells can not be learned
  673. }
  674. if(spell->isCreatureAbility())
  675. {
  676. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  677. return false;//creature abilities can not be learned
  678. }
  679. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  680. {
  681. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  682. return false;//banned spells should not be learned
  683. }
  684. return true;
  685. }
  686. /**
  687. * Calculates what creatures and how many to be raised from a battle.
  688. * @param battleResult The results of the battle.
  689. * @return Returns a pair with the first value indicating the ID of the creature
  690. * type and second value the amount. Both values are returned as -1 if necromancy
  691. * could not be applied.
  692. */
  693. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  694. {
  695. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  696. // need skill or cloak of undead king - lesser artifacts don't work without skill
  697. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  698. {
  699. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  700. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  701. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  702. // figure out what to raise - pick strongest creature meeting requirements
  703. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  704. int requiredCasualtyLevel = 1;
  705. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  706. if(!improvedNecromancy->empty())
  707. {
  708. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  709. {
  710. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  711. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  712. };
  713. int maxCasualtyLevel = 1;
  714. for(auto & casualty : casualties)
  715. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  716. // pick best bonus available
  717. std::shared_ptr<Bonus> topPick;
  718. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  719. {
  720. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  721. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  722. continue;
  723. if(!topPick)
  724. {
  725. topPick = newPick;
  726. }
  727. else
  728. {
  729. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::vector<int>
  730. {
  731. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  732. std::vector<int> v = {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  733. return v;
  734. };
  735. if(quality(topPick) < quality(newPick))
  736. topPick = newPick;
  737. }
  738. }
  739. if(topPick)
  740. {
  741. creatureTypeRaised = getCreatureID(topPick);
  742. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  743. }
  744. }
  745. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  746. if(getSlotFor(creatureTypeRaised) == SlotID())
  747. {
  748. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  749. {
  750. if(getSlotFor(upgraded) != SlotID())
  751. {
  752. creatureTypeRaised = upgraded;
  753. necromancySkill *= 2/3.0;
  754. break;
  755. }
  756. }
  757. }
  758. // calculate number of creatures raised - low level units contribute at 50% rate
  759. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  760. double raisedUnits = 0;
  761. for(auto & casualty : casualties)
  762. {
  763. const CCreature * c = VLC->creh->objects[casualty.first];
  764. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  765. if(c->level < requiredCasualtyLevel)
  766. raisedFromCasualty *= 0.5;
  767. raisedUnits += raisedFromCasualty;
  768. }
  769. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  770. }
  771. return CStackBasicDescriptor();
  772. }
  773. /**
  774. * Show the necromancy dialog with information about units raised.
  775. * @param raisedStack Pair where the first element represents ID of the raised creature
  776. * and the second element the amount.
  777. */
  778. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  779. {
  780. InfoWindow iw;
  781. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  782. iw.player = tempOwner;
  783. iw.components.push_back(Component(raisedStack));
  784. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  785. {
  786. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  787. iw.text.addReplacement(raisedStack.count);
  788. }
  789. else // Practicing the dark arts of necromancy, ... (singular)
  790. {
  791. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  792. }
  793. iw.text.addReplacement(raisedStack);
  794. cb->showInfoDialog(&iw);
  795. }
  796. /*
  797. int3 CGHeroInstance::getSightCenter() const
  798. {
  799. return getPosition(false);
  800. }*/
  801. int CGHeroInstance::getSightRadius() const
  802. {
  803. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  804. }
  805. si32 CGHeroInstance::manaRegain() const
  806. {
  807. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  808. return manaLimit();
  809. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  810. }
  811. si32 CGHeroInstance::getManaNewTurn() const
  812. {
  813. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  814. {
  815. //if hero starts turn in town with mage guild - restore all mana
  816. return std::max(mana, manaLimit());
  817. }
  818. si32 res = mana + manaRegain();
  819. res = std::min(res, manaLimit());
  820. res = std::max(res, mana);
  821. res = std::max(res, 0);
  822. return res;
  823. }
  824. // /**
  825. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  826. // * or discards it if it cannot be equipped.
  827. // */
  828. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  829. // {
  830. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  831. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  832. // ai->putAt(this, ai->firstAvailableSlot(this));
  833. // }
  834. int CGHeroInstance::getBoatType() const
  835. {
  836. switch(type->heroClass->getAlignment())
  837. {
  838. case EAlignment::GOOD:
  839. return 1;
  840. case EAlignment::EVIL:
  841. return 0;
  842. case EAlignment::NEUTRAL:
  843. return 2;
  844. default:
  845. throw std::runtime_error("Wrong alignment!");
  846. }
  847. }
  848. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  849. {
  850. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  851. // Check issue 515 for details
  852. offsets =
  853. {
  854. 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)
  855. };
  856. }
  857. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  858. {
  859. return sp->getCost(getSpellSchoolLevel(sp));
  860. }
  861. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  862. {
  863. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  864. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  865. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  866. }
  867. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  868. {
  869. return type->heroClass->getAlignment();
  870. }
  871. void CGHeroInstance::initExp(CRandomGenerator & rand)
  872. {
  873. exp = rand.nextInt(40, 89);
  874. }
  875. std::string CGHeroInstance::nodeName() const
  876. {
  877. return "Hero " + name;
  878. }
  879. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  880. {
  881. assert(!getArt(pos));
  882. art->putAt(ArtifactLocation(this, pos));
  883. }
  884. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  885. {
  886. putArtifact(art->firstBackpackSlot(this), art);
  887. }
  888. bool CGHeroInstance::hasSpellbook() const
  889. {
  890. return getArt(ArtifactPosition::SPELLBOOK);
  891. }
  892. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  893. {
  894. spells.insert(spell);
  895. }
  896. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  897. {
  898. spells.erase(spell);
  899. }
  900. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  901. {
  902. return vstd::contains(spells, spell);
  903. }
  904. void CGHeroInstance::removeSpellbook()
  905. {
  906. spells.clear();
  907. if(hasSpellbook())
  908. {
  909. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  910. }
  911. }
  912. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  913. {
  914. return spells;
  915. }
  916. int CGHeroInstance::maxSpellLevel() const
  917. {
  918. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  919. }
  920. void CGHeroInstance::deserializationFix()
  921. {
  922. artDeserializationFix(this);
  923. }
  924. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  925. {
  926. if(!visitedTown)
  927. return nullptr;
  928. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  929. : (CBonusSystemNode *)(visitedTown.get());
  930. }
  931. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  932. {
  933. if(visitedTown)
  934. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  935. return CArmedInstance::whereShouldBeAttached(gs);
  936. }
  937. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  938. {
  939. if(visitedTown)
  940. {
  941. if(inTownGarrison)
  942. return visitedTown;
  943. else
  944. return &visitedTown->townAndVis;
  945. }
  946. else
  947. return CArmedInstance::whereShouldBeAttached(gs);
  948. }
  949. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  950. {
  951. int ret = 0; //take all MPs by default
  952. bool localTi = false;
  953. if(!ti)
  954. {
  955. localTi = true;
  956. ti = new TurnInfo(this);
  957. }
  958. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  959. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  960. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  961. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  962. if(localTi)
  963. delete ti;
  964. return ret;
  965. }
  966. EDiggingStatus CGHeroInstance::diggingStatus() const
  967. {
  968. if((int)movement < maxMovePoints(true))
  969. return EDiggingStatus::LACK_OF_MOVEMENT;
  970. return cb->getTile(getPosition(false))->getDiggingStatus();
  971. }
  972. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  973. {
  974. return ArtBearer::HERO;
  975. }
  976. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  977. {
  978. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  979. if (!skillsInfo.wisdomCounter)
  980. {
  981. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  982. obligatorySkills.push_back(SecondarySkill::WISDOM);
  983. }
  984. if (!skillsInfo.magicSchoolCounter)
  985. {
  986. std::vector<SecondarySkill> ss =
  987. {
  988. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  989. };
  990. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  991. for (auto skill : ss)
  992. {
  993. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  994. {
  995. obligatorySkills.push_back(skill);
  996. break; //only one
  997. }
  998. }
  999. }
  1000. std::vector<SecondarySkill> skills;
  1001. //picking sec. skills for choice
  1002. std::set<SecondarySkill> basicAndAdv, expert, none;
  1003. for(int i = 0; i < VLC->skillh->size(); i++)
  1004. if (cb->isAllowed(2,i))
  1005. none.insert(SecondarySkill(i));
  1006. for(auto & elem : secSkills)
  1007. {
  1008. if(elem.second < SecSkillLevel::EXPERT)
  1009. basicAndAdv.insert(elem.first);
  1010. else
  1011. expert.insert(elem.first);
  1012. none.erase(elem.first);
  1013. }
  1014. for (auto s : obligatorySkills) //don't duplicate them
  1015. {
  1016. none.erase (s);
  1017. basicAndAdv.erase (s);
  1018. expert.erase (s);
  1019. }
  1020. //first offered skill:
  1021. // 1) give obligatory skill
  1022. // 2) give any other new skill
  1023. // 3) upgrade existing
  1024. if (canLearnSkill() && obligatorySkills.size() > 0)
  1025. {
  1026. skills.push_back (obligatorySkills[0]);
  1027. }
  1028. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1029. {
  1030. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1031. none.erase(skills.back());
  1032. }
  1033. else if(!basicAndAdv.empty())
  1034. {
  1035. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1036. basicAndAdv.erase(skills.back());
  1037. }
  1038. //second offered skill:
  1039. //1) upgrade existing
  1040. //2) give obligatory skill
  1041. //3) give any other new skill
  1042. if(!basicAndAdv.empty())
  1043. {
  1044. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1045. skills.push_back(s);
  1046. basicAndAdv.erase(s);
  1047. }
  1048. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1049. {
  1050. skills.push_back (obligatorySkills[1]);
  1051. }
  1052. else if(none.size() && canLearnSkill())
  1053. {
  1054. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1055. none.erase(skills.back());
  1056. }
  1057. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1058. std::swap(skills[0], skills[1]);
  1059. return skills;
  1060. }
  1061. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1062. {
  1063. assert(gainsLevel());
  1064. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1065. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1066. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1067. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1068. {
  1069. pom += skillChances[primarySkill];
  1070. if(randomValue < pom)
  1071. {
  1072. break;
  1073. }
  1074. }
  1075. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1076. {
  1077. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1078. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1079. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1080. }
  1081. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1082. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1083. }
  1084. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1085. {
  1086. assert(gainsLevel());
  1087. boost::optional<SecondarySkill> chosenSecondarySkill;
  1088. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1089. if(!proposedSecondarySkills.empty())
  1090. {
  1091. std::vector<SecondarySkill> learnedSecondarySkills;
  1092. for(auto secondarySkill : proposedSecondarySkills)
  1093. {
  1094. if(getSecSkillLevel(secondarySkill) > 0)
  1095. {
  1096. learnedSecondarySkills.push_back(secondarySkill);
  1097. }
  1098. }
  1099. if(learnedSecondarySkills.empty())
  1100. {
  1101. // there are only new skills to learn, so choose anyone of them
  1102. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1103. }
  1104. else
  1105. {
  1106. // preferably upgrade a already learned secondary skill
  1107. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1108. }
  1109. }
  1110. return chosenSecondarySkill;
  1111. }
  1112. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1113. {
  1114. if(primarySkill < PrimarySkill::EXPERIENCE)
  1115. {
  1116. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1117. .And(Selector::subtype()(primarySkill))
  1118. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1119. assert(skill);
  1120. if(abs)
  1121. {
  1122. skill->val = static_cast<si32>(value);
  1123. }
  1124. else
  1125. {
  1126. skill->val += static_cast<si32>(value);
  1127. }
  1128. CBonusSystemNode::treeHasChanged();
  1129. }
  1130. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1131. {
  1132. if(abs)
  1133. {
  1134. exp = value;
  1135. }
  1136. else
  1137. {
  1138. exp += value;
  1139. }
  1140. }
  1141. }
  1142. bool CGHeroInstance::gainsLevel() const
  1143. {
  1144. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1145. }
  1146. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1147. {
  1148. ++level;
  1149. //deterministic secondary skills
  1150. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1151. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1152. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1153. {
  1154. skillsInfo.resetWisdomCounter();
  1155. }
  1156. SecondarySkill spellSchools[] = {
  1157. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1158. for(auto skill : spellSchools)
  1159. {
  1160. if(vstd::contains(skills, skill))
  1161. {
  1162. skillsInfo.resetMagicSchoolCounter();
  1163. break;
  1164. }
  1165. }
  1166. //update specialty and other bonuses that scale with level
  1167. treeHasChanged();
  1168. }
  1169. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1170. {
  1171. while(gainsLevel())
  1172. {
  1173. const auto primarySkill = nextPrimarySkill(rand);
  1174. setPrimarySkill(primarySkill, 1, false);
  1175. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1176. const auto secondarySkill = nextSecondarySkill(rand);
  1177. if(secondarySkill)
  1178. {
  1179. setSecSkillLevel(*secondarySkill, 1, false);
  1180. }
  1181. //TODO why has the secondary skills to be passed to the method?
  1182. levelUp(proposedSecondarySkills);
  1183. }
  1184. }
  1185. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1186. {
  1187. //VISIONS spell support
  1188. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1189. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1190. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1191. if (visionsMultiplier > 0)
  1192. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1193. const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
  1194. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1195. return (distance < visionsRange) && (target->pos.z == pos.z);
  1196. }
  1197. std::string CGHeroInstance::getHeroTypeName() const
  1198. {
  1199. if(ID == Obj::HERO || ID == Obj::PRISON)
  1200. {
  1201. if(type)
  1202. {
  1203. return type->identifier;
  1204. }
  1205. else
  1206. {
  1207. return VLC->heroh->objects[subID]->identifier;
  1208. }
  1209. }
  1210. return "";
  1211. }
  1212. void CGHeroInstance::afterAddToMap(CMap * map)
  1213. {
  1214. if(ID == Obj::HERO)
  1215. map->heroesOnMap.push_back(this);
  1216. }
  1217. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1218. {
  1219. if(ID == Obj::HERO || ID == Obj::PRISON)
  1220. {
  1221. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
  1222. if(rawId)
  1223. subID = rawId.get();
  1224. else
  1225. subID = 0; //fallback to Orrin, throw error instead?
  1226. }
  1227. }
  1228. void CGHeroInstance::updateFrom(const JsonNode & data)
  1229. {
  1230. CGObjectInstance::updateFrom(data);
  1231. }
  1232. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1233. {
  1234. handler.serializeString("biography", biography);
  1235. handler.serializeInt("experience", exp, 0);
  1236. if (!handler.saving)
  1237. {
  1238. while (gainsLevel())
  1239. {
  1240. ++level;
  1241. }
  1242. }
  1243. handler.serializeString("name", name);
  1244. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1245. {
  1246. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1247. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1248. if(handler.saving)
  1249. {
  1250. if(portrait >= 0)
  1251. {
  1252. if(portrait < legacyHeroes || portrait >= moddedStart)
  1253. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1254. else
  1255. handler.serializeInt("portrait", portrait, -1);
  1256. }
  1257. }
  1258. else
  1259. {
  1260. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1261. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1262. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1263. else
  1264. handler.serializeInt("portrait", portrait, -1);
  1265. }
  1266. }
  1267. //primary skills
  1268. if(handler.saving)
  1269. {
  1270. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1271. if(haveSkills)
  1272. {
  1273. auto primarySkills = handler.enterStruct("primarySkills");
  1274. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1275. {
  1276. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1277. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1278. }
  1279. }
  1280. }
  1281. else
  1282. {
  1283. auto primarySkills = handler.enterStruct("primarySkills");
  1284. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1285. {
  1286. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1287. {
  1288. int value = 0;
  1289. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1290. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1291. }
  1292. }
  1293. }
  1294. //secondary skills
  1295. if(handler.saving)
  1296. {
  1297. //does hero have default skills?
  1298. bool defaultSkills = false;
  1299. bool normalSkills = false;
  1300. for(const auto & p : secSkills)
  1301. {
  1302. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1303. defaultSkills = true;
  1304. else
  1305. normalSkills = true;
  1306. }
  1307. if(defaultSkills && normalSkills)
  1308. logGlobal->error("Mixed default and normal secondary skills");
  1309. //in json default skills means no field/null
  1310. if(!defaultSkills)
  1311. {
  1312. //enter structure here as handler initialize it
  1313. auto secondarySkills = handler.enterStruct("secondarySkills");
  1314. for(auto & p : secSkills)
  1315. {
  1316. const si32 rawId = p.first.num;
  1317. if(rawId < 0 || rawId >= VLC->skillh->size())
  1318. logGlobal->error("Invalid secondary skill %d", rawId);
  1319. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1320. }
  1321. }
  1322. }
  1323. else
  1324. {
  1325. auto secondarySkills = handler.enterStruct("secondarySkills");
  1326. const JsonNode & skillMap = handler.getCurrent();
  1327. secSkills.clear();
  1328. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1329. {
  1330. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1331. }
  1332. else
  1333. {
  1334. for(const auto & p : skillMap.Struct())
  1335. {
  1336. const std::string skillId = p.first;
  1337. const std::string levelId = p.second.String();
  1338. const int rawId = CSkillHandler::decodeSkill(skillId);
  1339. if(rawId < 0)
  1340. {
  1341. logGlobal->error("Invalid secondary skill %s", skillId);
  1342. continue;
  1343. }
  1344. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1345. if(level < 0)
  1346. {
  1347. logGlobal->error("Invalid secondary skill level%s", levelId);
  1348. continue;
  1349. }
  1350. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1351. }
  1352. }
  1353. }
  1354. handler.serializeIdArray("spellBook", spells);
  1355. if(handler.saving)
  1356. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1357. }
  1358. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1359. {
  1360. serializeCommonOptions(handler);
  1361. serializeJsonOwner(handler);
  1362. if(ID == Obj::HERO || ID == Obj::PRISON)
  1363. {
  1364. std::string typeName;
  1365. if(handler.saving)
  1366. typeName = getHeroTypeName();
  1367. handler.serializeString("type", typeName);
  1368. if(!handler.saving)
  1369. setHeroTypeName(typeName);
  1370. }
  1371. CCreatureSet::serializeJson(handler, "army", 7);
  1372. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1373. {
  1374. static const int NO_PATROLING = -1;
  1375. int rawPatrolRadius = NO_PATROLING;
  1376. if(handler.saving)
  1377. {
  1378. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1379. }
  1380. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1381. if(!handler.saving)
  1382. {
  1383. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1384. patrol.initialPos = convertPosition(pos, false);
  1385. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1386. }
  1387. }
  1388. }
  1389. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1390. {
  1391. serializeCommonOptions(handler);
  1392. }
  1393. bool CGHeroInstance::isMissionCritical() const
  1394. {
  1395. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1396. {
  1397. if(event.trigger.test([&](const EventCondition & condition)
  1398. {
  1399. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1400. {
  1401. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1402. return (hero != this);
  1403. }
  1404. else if(condition.condition == EventCondition::IS_HUMAN)
  1405. {
  1406. return true;
  1407. }
  1408. return false;
  1409. }))
  1410. {
  1411. return true;
  1412. }
  1413. }
  1414. return false;
  1415. }