HeroPoolProcessor.cpp 12 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CHeroHandler.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/GameSettings.h"
  17. #include "../../lib/StartInfo.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/mapObjects/CGHeroInstance.h"
  20. #include "../../lib/networkPacks/PacksForClient.h"
  21. #include "../../lib/gameState/CGameState.h"
  22. #include "../../lib/gameState/TavernHeroesPool.h"
  23. #include "../../lib/gameState/TavernSlot.h"
  24. #include "../../lib/GameSettings.h"
  25. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  26. : gameHandler(gameHandler)
  27. {
  28. }
  29. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  30. {
  31. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  32. const auto & heroes = heroesPool->getHeroesFor(player);
  33. // if tavern has empty slot - use it
  34. if (heroes.size() == 0)
  35. return TavernHeroSlot::NATIVE;
  36. if (heroes.size() == 1)
  37. return TavernHeroSlot::RANDOM;
  38. // try to find "better" slot to overwrite
  39. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  40. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  41. auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
  42. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
  43. if (roleLeft > roleRight)
  44. return TavernHeroSlot::RANDOM;
  45. if (roleLeft < roleRight)
  46. return TavernHeroSlot::NATIVE;
  47. // both slots are equal in "value", so select randomly
  48. if (getRandomGenerator(player).nextInt(100) > 50)
  49. return TavernHeroSlot::RANDOM;
  50. else
  51. return TavernHeroSlot::NATIVE;
  52. }
  53. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  54. {
  55. SetAvailableHero sah;
  56. sah.roleID = TavernSlotRole::SURRENDERED;
  57. sah.slotID = selectSlotForRole(color, sah.roleID);
  58. sah.player = color;
  59. sah.hid = hero->getHeroType();
  60. sah.replenishPoints = false;
  61. gameHandler->sendAndApply(&sah);
  62. }
  63. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  64. {
  65. SetAvailableHero sah;
  66. sah.roleID = TavernSlotRole::RETREATED;
  67. sah.slotID = selectSlotForRole(color, sah.roleID);
  68. sah.player = color;
  69. sah.hid = hero->getHeroType();
  70. sah.army.clearSlots();
  71. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  72. sah.replenishPoints = false;
  73. gameHandler->sendAndApply(&sah);
  74. }
  75. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  76. {
  77. SetAvailableHero sah;
  78. sah.player = color;
  79. sah.roleID = TavernSlotRole::NONE;
  80. sah.slotID = slot;
  81. sah.hid = HeroTypeID::NONE;
  82. sah.replenishPoints = false;
  83. gameHandler->sendAndApply(&sah);
  84. }
  85. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
  86. {
  87. SetAvailableHero sah;
  88. sah.player = color;
  89. sah.slotID = slot;
  90. sah.replenishPoints = true;
  91. CGHeroInstance *newHero = (nextHero == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero];
  92. if (newHero)
  93. {
  94. sah.hid = newHero->getHeroType();
  95. if (giveArmy)
  96. {
  97. sah.roleID = TavernSlotRole::FULL_ARMY;
  98. newHero->initArmy(getRandomGenerator(color), &sah.army);
  99. }
  100. else
  101. {
  102. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  103. sah.army.clearSlots();
  104. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  105. }
  106. }
  107. else
  108. {
  109. sah.hid = HeroTypeID::NONE;
  110. }
  111. gameHandler->sendAndApply(&sah);
  112. }
  113. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  114. {
  115. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  116. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  117. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  118. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  119. }
  120. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  121. {
  122. const PlayerState * playerState = gameHandler->getPlayerState(player);
  123. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  124. const CGTownInstance * town = gameHandler->getTown(objectID);
  125. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  126. if (!mapObject && gameHandler->complain("Invalid map object!"))
  127. return false;
  128. if (!playerState && gameHandler->complain("Invalid player!"))
  129. return false;
  130. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  131. return false;
  132. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  133. return false;
  134. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  135. return false;
  136. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  137. {
  138. if(!VLC->settings()->getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  139. return false;
  140. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  141. return false;
  142. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  143. return false;
  144. }
  145. if(town) //tavern in town
  146. {
  147. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  148. return false;
  149. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  150. return false;
  151. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  152. return false;
  153. }
  154. if(mapObject->ID == Obj::TAVERN)
  155. {
  156. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  157. if (!visitor || visitor->getOwner() != player)
  158. {
  159. gameHandler->complain("Can't buy hero in tavern not being visited!");
  160. return false;
  161. }
  162. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  163. return false;
  164. }
  165. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  166. const CGHeroInstance * recruitedHero = nullptr;
  167. for(const auto & hero : recruitableHeroes)
  168. {
  169. if(hero->getHeroType() == heroToRecruit)
  170. recruitedHero = hero;
  171. }
  172. if(!recruitedHero)
  173. {
  174. gameHandler->complain("Hero is not available for hiring!");
  175. return false;
  176. }
  177. const auto targetPos = mapObject->visitablePos();
  178. HeroRecruited hr;
  179. hr.tid = mapObject->id;
  180. hr.hid = recruitedHero->getHeroType();
  181. hr.player = player;
  182. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  183. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  184. {
  185. //Create a new boat for hero
  186. gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
  187. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  188. }
  189. // apply netpack -> this will remove hired hero from pool
  190. gameHandler->sendAndApply(&hr);
  191. if(recruitableHeroes[0] == recruitedHero)
  192. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  193. else
  194. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  195. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  196. if(town)
  197. {
  198. gameHandler->visitCastleObjects(town, recruitedHero);
  199. gameHandler->giveSpells(town, recruitedHero);
  200. }
  201. // If new hero has scouting he might reveal more terrain than we saw before
  202. gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
  203. return true;
  204. }
  205. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  206. {
  207. std::vector<const CHeroClass *> result;
  208. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  209. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  210. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  211. {
  212. if (vstd::contains(result, elem.second->type->heroClass))
  213. continue;
  214. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  215. bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
  216. if(heroAvailable && !heroClassBanned)
  217. result.push_back(elem.second->type->heroClass);
  218. }
  219. return result;
  220. }
  221. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  222. {
  223. std::vector<CGHeroInstance *> result;
  224. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  225. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  226. {
  227. assert(!vstd::contains(result, elem.second));
  228. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  229. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  230. if(heroAvailable && heroClassMatches)
  231. result.push_back(elem.second);
  232. }
  233. return result;
  234. }
  235. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  236. {
  237. if(!player.isValidPlayer())
  238. {
  239. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  240. return nullptr;
  241. }
  242. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  243. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  244. const auto & currentTavern = heroesPool->getHeroesFor(player);
  245. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  246. std::vector<const CHeroClass *> possibleClasses;
  247. if(potentialClasses.empty())
  248. {
  249. logGlobal->error("There are no heroes available for player %s!", player.toString());
  250. return nullptr;
  251. }
  252. for(const auto & heroClass : potentialClasses)
  253. {
  254. if (isNative && heroClass->faction != factionID)
  255. continue;
  256. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  257. return hero->type->heroClass == heroClass;
  258. });
  259. if (hasSameClass)
  260. continue;
  261. possibleClasses.push_back(heroClass);
  262. }
  263. if (possibleClasses.empty())
  264. {
  265. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  266. possibleClasses = potentialClasses;
  267. }
  268. int totalWeight = 0;
  269. for(const auto & heroClass : possibleClasses)
  270. totalWeight += heroClass->tavernProbability(factionID);
  271. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  272. for(const auto & heroClass : possibleClasses)
  273. {
  274. roll -= heroClass->tavernProbability(factionID);
  275. if(roll < 0)
  276. return heroClass;
  277. }
  278. return *possibleClasses.rbegin();
  279. }
  280. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  281. {
  282. const CHeroClass * heroClass = pickClassFor(isNative, player);
  283. if(!heroClass)
  284. return nullptr;
  285. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  286. assert(!possibleHeroes.empty());
  287. if(possibleHeroes.empty())
  288. return nullptr;
  289. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  290. }
  291. CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  292. {
  293. if (heroSeed.count(hero) == 0)
  294. {
  295. int seed = gameHandler->getRandomGenerator().nextInt();
  296. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  297. }
  298. return *heroSeed.at(hero);
  299. }
  300. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  301. {
  302. if (playerSeed.count(player) == 0)
  303. {
  304. int seed = gameHandler->getRandomGenerator().nextInt();
  305. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  306. }
  307. return *playerSeed.at(player);
  308. }