CGHeroInstance.cpp 47 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::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  161. {
  162. int base = 0;
  163. if(onLand)
  164. {
  165. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  166. static constexpr int baseSpeed = 1300; // base speed from creature with 0 speed
  167. int armySpeed = lowestSpeed(this) * 20 / 3;
  168. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  169. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  170. }
  171. else
  172. {
  173. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  174. }
  175. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  176. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  177. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  178. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  179. return static_cast<int>(base * (1 + modifier)) + bonus;
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max())
  192. {
  193. setNodeType(HERO);
  194. ID = Obj::HERO;
  195. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  196. }
  197. PlayerColor CGHeroInstance::getOwner() const
  198. {
  199. return tempOwner;
  200. }
  201. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  202. {
  203. subID = SUBID.getNum();
  204. initHero(rand);
  205. }
  206. void CGHeroInstance::setType(si32 ID, si32 subID)
  207. {
  208. assert(ID == Obj::HERO); // just in case
  209. type = VLC->heroh->objects[subID];
  210. portrait = type->imageIndex;
  211. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  212. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  213. randomizeArmy(type->heroClass->faction);
  214. }
  215. void CGHeroInstance::initHero(CRandomGenerator & rand)
  216. {
  217. assert(validTypes(true));
  218. if(!type)
  219. type = VLC->heroh->objects[subID];
  220. if (ID == Obj::HERO)
  221. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  222. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  223. {
  224. for(const auto & spellID : type->spells)
  225. spells.insert(spellID);
  226. }
  227. else //remove placeholder
  228. spells -= SpellID::PRESET;
  229. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  230. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  231. if(!getArt(ArtifactPosition::MACH4))
  232. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  233. if(portrait < 0 || portrait == 255)
  234. portrait = type->imageIndex;
  235. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  236. {
  237. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  238. {
  239. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  240. }
  241. }
  242. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  243. secSkills = type->secSkillsInit;
  244. if (sex == 0xFF)//sex is default
  245. sex = type->sex;
  246. setFormation(false);
  247. if (!stacksCount()) //standard army//initial army
  248. {
  249. initArmy(rand);
  250. }
  251. assert(validTypes());
  252. if (patrol.patrolling)
  253. patrol.initialPos = visitablePos();
  254. if(exp == UNINITIALIZED_EXPERIENCE)
  255. {
  256. initExp(rand);
  257. }
  258. else
  259. {
  260. levelUpAutomatically(rand);
  261. }
  262. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  263. // must be done separately from global bonuses since recruitable heroes in taverns
  264. // are not attached to global bonus node but need access to some global bonuses
  265. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  266. // or MOVEMENT to compute initial movement before recruiting is finished
  267. for(const auto & ob : VLC->modh->heroBaseBonuses)
  268. {
  269. auto bonus = ob;
  270. bonus->source = Bonus::HERO_BASE_SKILL;
  271. bonus->sid = id.getNum();
  272. bonus->duration = Bonus::PERMANENT;
  273. addNewBonus(bonus);
  274. }
  275. if (VLC->modh->modules.COMMANDERS && !commander)
  276. {
  277. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  278. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  279. commander->giveStackExp (exp); //after our exp is set
  280. }
  281. if (mana < 0)
  282. mana = manaLimit();
  283. }
  284. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  285. {
  286. if(!dst)
  287. dst = this;
  288. int warMachinesGiven = 0;
  289. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  290. const int zeroStacksAllowingValue = -1;
  291. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  292. if(allowZeroStacksArmy)
  293. stacksCountChances.pop_back();
  294. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  295. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  296. if(stacksCountElementIndex == -1)
  297. stacksCountElementIndex = stacksCountChances.size();
  298. int howManyStacks = stacksCountElementIndex;
  299. if(!allowZeroStacksArmy)
  300. howManyStacks++;
  301. vstd::amin(howManyStacks, type->initialArmy.size());
  302. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  303. {
  304. auto & stack = type->initialArmy[stackNo];
  305. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  306. const CCreature * creature = stack.creature.toCreature();
  307. if(creature == nullptr)
  308. {
  309. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  310. continue;
  311. }
  312. if(creature->warMachine != ArtifactID::NONE) //war machine
  313. {
  314. warMachinesGiven++;
  315. if(dst != this)
  316. continue;
  317. ArtifactID aid = creature->warMachine;
  318. const CArtifact * art = aid.toArtifact();
  319. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  320. {
  321. //TODO: should we try another possible slots?
  322. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  323. if(!getArt(slot))
  324. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  325. else
  326. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  327. }
  328. else
  329. {
  330. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  331. }
  332. }
  333. else
  334. {
  335. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  336. }
  337. }
  338. }
  339. CGHeroInstance::~CGHeroInstance()
  340. {
  341. commander.dellNull();
  342. }
  343. bool CGHeroInstance::needsLastStack() const
  344. {
  345. return true;
  346. }
  347. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  348. {
  349. if(h == this) return; //exclude potential self-visiting
  350. if (ID == Obj::HERO)
  351. {
  352. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  353. {
  354. //exchange
  355. cb->heroExchange(h->id, id);
  356. }
  357. else //battle
  358. {
  359. if(visitedTown) //we're in town
  360. visitedTown->onHeroVisit(h); //town will handle attacking
  361. else
  362. cb->startBattleI(h, this);
  363. }
  364. }
  365. else if(ID == Obj::PRISON)
  366. {
  367. int txt_id;
  368. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  369. {
  370. //update hero parameters
  371. SetMovePoints smp;
  372. smp.hid = id;
  373. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  374. cb->setMovePoints (&smp);
  375. cb->setManaPoints (id, manaLimit());
  376. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  377. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  378. txt_id = 102;
  379. }
  380. else //already 8 wandering heroes
  381. {
  382. txt_id = 103;
  383. }
  384. h->showInfoDialog(txt_id);
  385. }
  386. }
  387. std::string CGHeroInstance::getObjectName() const
  388. {
  389. if(ID != Obj::PRISON)
  390. {
  391. std::string hoverName = VLC->generaltexth->allTexts[15];
  392. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  393. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  394. return hoverName;
  395. }
  396. else
  397. return VLC->objtypeh->getObjectName(ID, 0);
  398. }
  399. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  400. {
  401. return type->heroClass->isMagicHero() ? 3 : 4;
  402. }
  403. ui8 CGHeroInstance::maxlevelsToWisdom() const
  404. {
  405. return type->heroClass->isMagicHero() ? 3 : 6;
  406. }
  407. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  408. magicSchoolCounter(1),
  409. wisdomCounter(1)
  410. {
  411. rand.setSeed(0);
  412. }
  413. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  414. {
  415. magicSchoolCounter = 1;
  416. }
  417. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  418. {
  419. wisdomCounter = 1;
  420. }
  421. void CGHeroInstance::initObj(CRandomGenerator & rand)
  422. {
  423. blockVisit = true;
  424. if(!type)
  425. initHero(rand); //TODO: set up everything for prison before specialties are configured
  426. skillsInfo.rand.setSeed(rand.nextInt());
  427. skillsInfo.resetMagicSchoolCounter();
  428. skillsInfo.resetWisdomCounter();
  429. if (ID != Obj::PRISON)
  430. {
  431. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  432. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  433. if (customApp)
  434. appearance = customApp;
  435. }
  436. //copy active (probably growing) bonuses from hero prototype to hero object
  437. for(const std::shared_ptr<Bonus> & b : type->specialty)
  438. addNewBonus(b);
  439. for(SSpecialtyInfo & spec : type->specDeprecated)
  440. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  441. addNewBonus(b);
  442. //initialize bonuses
  443. recreateSecondarySkillsBonuses();
  444. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  445. }
  446. void CGHeroInstance::recreateSecondarySkillsBonuses()
  447. {
  448. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  449. for(const auto & bonus : *secondarySkillsBonuses)
  450. removeBonus(bonus);
  451. for(const auto & skill_info : secSkills)
  452. if(skill_info.second > 0)
  453. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  454. }
  455. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  456. {
  457. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  458. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  459. for(const auto & b : skillBonus)
  460. addNewBonus(std::make_shared<Bonus>(*b));
  461. }
  462. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  463. {
  464. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  465. setStackCount(SlotID(0), val);
  466. }
  467. double CGHeroInstance::getFightingStrength() const
  468. {
  469. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  470. }
  471. double CGHeroInstance::getMagicStrength() const
  472. {
  473. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  474. }
  475. double CGHeroInstance::getHeroStrength() const
  476. {
  477. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  478. }
  479. ui64 CGHeroInstance::getTotalStrength() const
  480. {
  481. double ret = getFightingStrength() * getArmyStrength();
  482. return static_cast<ui64>(ret);
  483. }
  484. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  485. {
  486. return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  487. }
  488. int32_t CGHeroInstance::getCasterUnitId() const
  489. {
  490. return -1; //TODO: special value for attacker/defender hero
  491. }
  492. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  493. {
  494. int32_t skill = -1; //skill level
  495. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  496. {
  497. 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)
  498. if(thisSchool > skill)
  499. {
  500. skill = thisSchool;
  501. if(outSelectedSchool)
  502. *outSelectedSchool = static_cast<ui8>(cnf.id);
  503. }
  504. });
  505. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  506. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  507. vstd::amax(skill, 0); //in case we don't know any school
  508. vstd::amin(skill, 3);
  509. return skill;
  510. }
  511. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  512. {
  513. //applying sorcery secondary skill
  514. base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
  515. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  516. int maxSchoolBonus = 0;
  517. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  518. {
  519. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  520. });
  521. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  522. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  523. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  524. return base;
  525. }
  526. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  527. {
  528. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  529. return base;
  530. }
  531. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  532. {
  533. return getSpellSchoolLevel(spell);
  534. }
  535. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  536. {
  537. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  538. }
  539. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  540. {
  541. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  542. }
  543. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  544. {
  545. return 0;
  546. }
  547. PlayerColor CGHeroInstance::getCasterOwner() const
  548. {
  549. return tempOwner;
  550. }
  551. void CGHeroInstance::getCasterName(MetaString & text) const
  552. {
  553. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  554. text.addReplacement(getNameTranslated());
  555. }
  556. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  557. {
  558. const bool singleTarget = attacked.size() == 1;
  559. const int textIndex = singleTarget ? 195 : 196;
  560. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  561. getCasterName(text);
  562. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  563. if(singleTarget)
  564. attacked.at(0)->addNameReplacement(text, true);
  565. }
  566. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  567. {
  568. if(spellCost != 0)
  569. {
  570. SetMana sm;
  571. sm.absolute = false;
  572. sm.hid = id;
  573. sm.val = -spellCost;
  574. server->apply(&sm);
  575. }
  576. }
  577. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  578. {
  579. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  580. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  581. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  582. bool schoolBonus = false;
  583. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  584. {
  585. if(hasBonusOfType(cnf.knoledgeBonus))
  586. {
  587. schoolBonus = stop = true;
  588. }
  589. });
  590. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  591. if(spell->isSpecial())
  592. {
  593. if(inSpellBook)
  594. {//hero has this spell in spellbook
  595. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  596. }
  597. return specificBonus;
  598. }
  599. else if(!isAllowed)
  600. {
  601. if(inSpellBook)
  602. {
  603. //hero has this spell in spellbook
  604. //it is normal if set in map editor, but trace it to possible debug of magic guild
  605. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  606. }
  607. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  608. }
  609. else
  610. {
  611. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  612. }
  613. }
  614. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  615. {
  616. if(!hasSpellbook())
  617. return false;
  618. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  619. return false;
  620. if(vstd::contains(spells, spell->getId()))//already known
  621. return false;
  622. if(spell->isSpecial())
  623. {
  624. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  625. return false;//special spells can not be learned
  626. }
  627. if(spell->isCreatureAbility())
  628. {
  629. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  630. return false;//creature abilities can not be learned
  631. }
  632. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  633. {
  634. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  635. return false;//banned spells should not be learned
  636. }
  637. return true;
  638. }
  639. /**
  640. * Calculates what creatures and how many to be raised from a battle.
  641. * @param battleResult The results of the battle.
  642. * @return Returns a pair with the first value indicating the ID of the creature
  643. * type and second value the amount. Both values are returned as -1 if necromancy
  644. * could not be applied.
  645. */
  646. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  647. {
  648. bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  649. // need skill or cloak of undead king - lesser artifacts don't work without skill
  650. if (hasImprovedNecromancy)
  651. {
  652. double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  653. const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
  654. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  655. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  656. // figure out what to raise - pick strongest creature meeting requirements
  657. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  658. int requiredCasualtyLevel = 1;
  659. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  660. if(!improvedNecromancy->empty())
  661. {
  662. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  663. {
  664. assert(bonus->subtype >=0);
  665. if(bonus->subtype >= 0)
  666. return CreatureID(bonus->subtype);
  667. return CreatureID::NONE;
  668. };
  669. int maxCasualtyLevel = 1;
  670. for(const auto & casualty : casualties)
  671. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  672. // pick best bonus available
  673. std::shared_ptr<Bonus> topPick;
  674. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  675. {
  676. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  677. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  678. continue;
  679. if(!topPick)
  680. {
  681. topPick = newPick;
  682. }
  683. else
  684. {
  685. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  686. {
  687. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  688. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  689. };
  690. if(quality(topPick) < quality(newPick))
  691. topPick = newPick;
  692. }
  693. }
  694. if(topPick)
  695. {
  696. creatureTypeRaised = getCreatureID(topPick);
  697. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  698. }
  699. }
  700. assert(creatureTypeRaised != CreatureID::NONE);
  701. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  702. if(getSlotFor(creatureTypeRaised) == SlotID())
  703. {
  704. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  705. {
  706. if(getSlotFor(upgraded) != SlotID())
  707. {
  708. creatureTypeRaised = upgraded;
  709. necromancySkill *= 2/3.0;
  710. break;
  711. }
  712. }
  713. }
  714. // calculate number of creatures raised - low level units contribute at 50% rate
  715. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  716. double raisedUnits = 0;
  717. for(const auto & casualty : casualties)
  718. {
  719. const CCreature * c = VLC->creh->objects[casualty.first];
  720. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  721. if(c->level < requiredCasualtyLevel)
  722. raisedFromCasualty *= 0.5;
  723. raisedUnits += raisedFromCasualty;
  724. }
  725. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  726. }
  727. return CStackBasicDescriptor();
  728. }
  729. /**
  730. * Show the necromancy dialog with information about units raised.
  731. * @param raisedStack Pair where the first element represents ID of the raised creature
  732. * and the second element the amount.
  733. */
  734. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  735. {
  736. InfoWindow iw;
  737. iw.type = EInfoWindowMode::AUTO;
  738. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  739. iw.player = tempOwner;
  740. iw.components.emplace_back(raisedStack);
  741. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  742. {
  743. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  744. iw.text.addReplacement(raisedStack.count);
  745. }
  746. else // Practicing the dark arts of necromancy, ... (singular)
  747. {
  748. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  749. }
  750. iw.text.addReplacement(raisedStack);
  751. cb->showInfoDialog(&iw);
  752. }
  753. /*
  754. int3 CGHeroInstance::getSightCenter() const
  755. {
  756. return getPosition(false);
  757. }*/
  758. int CGHeroInstance::getSightRadius() const
  759. {
  760. return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  761. }
  762. si32 CGHeroInstance::manaRegain() const
  763. {
  764. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  765. return manaLimit();
  766. return valOfBonuses(Bonus::MANA_REGENERATION);
  767. }
  768. si32 CGHeroInstance::getManaNewTurn() const
  769. {
  770. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  771. {
  772. //if hero starts turn in town with mage guild - restore all mana
  773. return std::max(mana, manaLimit());
  774. }
  775. si32 res = mana + manaRegain();
  776. res = std::min(res, manaLimit());
  777. res = std::max(res, mana);
  778. res = std::max(res, 0);
  779. return res;
  780. }
  781. // /**
  782. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  783. // * or discards it if it cannot be equipped.
  784. // */
  785. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  786. // {
  787. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  788. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  789. // ai->putAt(this, ai->firstAvailableSlot(this));
  790. // }
  791. int CGHeroInstance::getBoatType() const
  792. {
  793. switch(type->heroClass->getAlignment())
  794. {
  795. case EAlignment::GOOD:
  796. return 1;
  797. case EAlignment::EVIL:
  798. return 0;
  799. case EAlignment::NEUTRAL:
  800. return 2;
  801. default:
  802. throw std::runtime_error("Wrong alignment!");
  803. }
  804. }
  805. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  806. {
  807. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  808. // Check issue 515 for details
  809. offsets =
  810. {
  811. 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)
  812. };
  813. }
  814. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  815. {
  816. return sp->getCost(getSpellSchoolLevel(sp));
  817. }
  818. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  819. {
  820. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  821. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  822. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  823. }
  824. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  825. {
  826. return type->heroClass->getAlignment();
  827. }
  828. void CGHeroInstance::initExp(CRandomGenerator & rand)
  829. {
  830. exp = rand.nextInt(40, 89);
  831. }
  832. std::string CGHeroInstance::nodeName() const
  833. {
  834. return "Hero " + getNameTextID();
  835. }
  836. si32 CGHeroInstance::manaLimit() const
  837. {
  838. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  839. * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
  840. }
  841. std::string CGHeroInstance::getNameTranslated() const
  842. {
  843. if (!nameCustom.empty())
  844. return nameCustom;
  845. return VLC->generaltexth->translate(getNameTextID());
  846. }
  847. std::string CGHeroInstance::getNameTextID() const
  848. {
  849. if (!nameCustom.empty())
  850. return nameCustom;
  851. if (type)
  852. return type->getNameTextID();
  853. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  854. // assert(0);
  855. return "";
  856. }
  857. std::string CGHeroInstance::getBiographyTranslated() const
  858. {
  859. if (!biographyCustom.empty())
  860. return biographyCustom;
  861. return VLC->generaltexth->translate(getBiographyTextID());
  862. }
  863. std::string CGHeroInstance::getBiographyTextID() const
  864. {
  865. if (!biographyCustom.empty())
  866. return biographyCustom;
  867. if (type)
  868. return type->getBiographyTextID();
  869. assert(0);
  870. return "";
  871. }
  872. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  873. {
  874. assert(!getArt(pos));
  875. art->putAt(ArtifactLocation(this, pos));
  876. }
  877. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  878. {
  879. putArtifact(art->firstBackpackSlot(this), art);
  880. }
  881. bool CGHeroInstance::hasSpellbook() const
  882. {
  883. return getArt(ArtifactPosition::SPELLBOOK);
  884. }
  885. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  886. {
  887. spells.insert(spell);
  888. }
  889. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  890. {
  891. spells.erase(spell);
  892. }
  893. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  894. {
  895. return vstd::contains(spells, spell);
  896. }
  897. void CGHeroInstance::removeSpellbook()
  898. {
  899. spells.clear();
  900. if(hasSpellbook())
  901. {
  902. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  903. }
  904. }
  905. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  906. {
  907. return spells;
  908. }
  909. int CGHeroInstance::maxSpellLevel() const
  910. {
  911. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
  912. }
  913. void CGHeroInstance::deserializationFix()
  914. {
  915. artDeserializationFix(this);
  916. }
  917. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  918. {
  919. if(!visitedTown)
  920. return nullptr;
  921. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  922. : (CBonusSystemNode *)(visitedTown.get());
  923. }
  924. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  925. {
  926. if(visitedTown)
  927. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  928. return &CArmedInstance::whereShouldBeAttached(gs);
  929. }
  930. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  931. {
  932. if(visitedTown)
  933. {
  934. if(inTownGarrison)
  935. return *visitedTown;
  936. else
  937. return visitedTown->townAndVis;
  938. }
  939. else
  940. return CArmedInstance::whereShouldBeAttached(gs);
  941. }
  942. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  943. {
  944. int ret = 0; //take all MPs by default
  945. bool localTi = false;
  946. if(!ti)
  947. {
  948. localTi = true;
  949. ti = new TurnInfo(this);
  950. }
  951. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  952. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  953. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  954. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  955. if(localTi)
  956. delete ti;
  957. return ret;
  958. }
  959. EDiggingStatus CGHeroInstance::diggingStatus() const
  960. {
  961. if(static_cast<int>(movement) < maxMovePoints(true))
  962. return EDiggingStatus::LACK_OF_MOVEMENT;
  963. return cb->getTileDigStatus(visitablePos());
  964. }
  965. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  966. {
  967. return ArtBearer::HERO;
  968. }
  969. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  970. {
  971. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  972. auto getObligatorySkills = [](CSkill::Obligatory obl){
  973. std::vector<SecondarySkill> obligatory = {};
  974. for(int i = 0; i < VLC->skillh->size(); i++)
  975. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  976. {
  977. obligatory.emplace_back(i);
  978. break;
  979. }
  980. return obligatory;
  981. };
  982. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  983. {
  984. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  985. for(const auto & skill : ss)
  986. {
  987. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  988. {
  989. obligatorySkills.push_back(skill);
  990. break; //only one
  991. }
  992. }
  993. };
  994. if (!skillsInfo.wisdomCounter)
  995. {
  996. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  997. selectObligatorySkill(obligatory);
  998. }
  999. if (!skillsInfo.magicSchoolCounter)
  1000. {
  1001. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1002. selectObligatorySkill(obligatory);
  1003. }
  1004. std::vector<SecondarySkill> skills;
  1005. //picking sec. skills for choice
  1006. std::set<SecondarySkill> basicAndAdv;
  1007. std::set<SecondarySkill> expert;
  1008. std::set<SecondarySkill> none;
  1009. for(int i = 0; i < VLC->skillh->size(); i++)
  1010. if (canLearnSkill(SecondarySkill(i)))
  1011. none.insert(SecondarySkill(i));
  1012. for(const auto & elem : secSkills)
  1013. {
  1014. if(elem.second < SecSkillLevel::EXPERT)
  1015. basicAndAdv.insert(elem.first);
  1016. else
  1017. expert.insert(elem.first);
  1018. none.erase(elem.first);
  1019. }
  1020. for(const auto & s : obligatorySkills) //don't duplicate them
  1021. {
  1022. none.erase (s);
  1023. basicAndAdv.erase (s);
  1024. expert.erase (s);
  1025. }
  1026. //first offered skill:
  1027. // 1) give obligatory skill
  1028. // 2) give any other new skill
  1029. // 3) upgrade existing
  1030. if(canLearnSkill() && !obligatorySkills.empty())
  1031. {
  1032. skills.push_back (obligatorySkills[0]);
  1033. }
  1034. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1035. {
  1036. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1037. none.erase(skills.back());
  1038. }
  1039. else if(!basicAndAdv.empty())
  1040. {
  1041. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1042. basicAndAdv.erase(skills.back());
  1043. }
  1044. //second offered skill:
  1045. //1) upgrade existing
  1046. //2) give obligatory skill
  1047. //3) give any other new skill
  1048. if(!basicAndAdv.empty())
  1049. {
  1050. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1051. skills.push_back(s);
  1052. basicAndAdv.erase(s);
  1053. }
  1054. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1055. {
  1056. skills.push_back (obligatorySkills[1]);
  1057. }
  1058. else if(!none.empty() && canLearnSkill())
  1059. {
  1060. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1061. none.erase(skills.back());
  1062. }
  1063. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1064. std::swap(skills[0], skills[1]);
  1065. return skills;
  1066. }
  1067. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1068. {
  1069. assert(gainsLevel());
  1070. int randomValue = rand.nextInt(99);
  1071. int pom = 0;
  1072. int primarySkill = 0;
  1073. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1074. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1075. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1076. {
  1077. pom += skillChances[primarySkill];
  1078. if(randomValue < pom)
  1079. {
  1080. break;
  1081. }
  1082. }
  1083. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1084. {
  1085. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1086. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1087. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1088. }
  1089. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1090. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1091. }
  1092. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1093. {
  1094. assert(gainsLevel());
  1095. boost::optional<SecondarySkill> chosenSecondarySkill;
  1096. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1097. if(!proposedSecondarySkills.empty())
  1098. {
  1099. std::vector<SecondarySkill> learnedSecondarySkills;
  1100. for(const auto & secondarySkill : proposedSecondarySkills)
  1101. {
  1102. if(getSecSkillLevel(secondarySkill) > 0)
  1103. {
  1104. learnedSecondarySkills.push_back(secondarySkill);
  1105. }
  1106. }
  1107. if(learnedSecondarySkills.empty())
  1108. {
  1109. // there are only new skills to learn, so choose anyone of them
  1110. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1111. }
  1112. else
  1113. {
  1114. // preferably upgrade a already learned secondary skill
  1115. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1116. }
  1117. }
  1118. return chosenSecondarySkill;
  1119. }
  1120. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1121. {
  1122. if(primarySkill < PrimarySkill::EXPERIENCE)
  1123. {
  1124. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1125. .And(Selector::subtype()(primarySkill))
  1126. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1127. assert(skill);
  1128. if(abs)
  1129. {
  1130. skill->val = static_cast<si32>(value);
  1131. }
  1132. else
  1133. {
  1134. skill->val += static_cast<si32>(value);
  1135. }
  1136. CBonusSystemNode::treeHasChanged();
  1137. }
  1138. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1139. {
  1140. if(abs)
  1141. {
  1142. exp = value;
  1143. }
  1144. else
  1145. {
  1146. exp += value;
  1147. }
  1148. }
  1149. }
  1150. bool CGHeroInstance::gainsLevel() const
  1151. {
  1152. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1153. }
  1154. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1155. {
  1156. ++level;
  1157. //deterministic secondary skills
  1158. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1159. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1160. for(const auto & skill : skills)
  1161. {
  1162. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1163. skillsInfo.resetWisdomCounter();
  1164. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1165. skillsInfo.resetMagicSchoolCounter();
  1166. }
  1167. //update specialty and other bonuses that scale with level
  1168. treeHasChanged();
  1169. }
  1170. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1171. {
  1172. while(gainsLevel())
  1173. {
  1174. const auto primarySkill = nextPrimarySkill(rand);
  1175. setPrimarySkill(primarySkill, 1, false);
  1176. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1177. const auto secondarySkill = nextSecondarySkill(rand);
  1178. if(secondarySkill)
  1179. {
  1180. setSecSkillLevel(*secondarySkill, 1, false);
  1181. }
  1182. //TODO why has the secondary skills to be passed to the method?
  1183. levelUp(proposedSecondarySkills);
  1184. }
  1185. }
  1186. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1187. {
  1188. //VISIONS spell support
  1189. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1190. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1191. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1192. if (visionsMultiplier > 0)
  1193. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1194. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1195. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1196. return (distance < visionsRange) && (target->pos.z == pos.z);
  1197. }
  1198. std::string CGHeroInstance::getHeroTypeName() const
  1199. {
  1200. if(ID == Obj::HERO || ID == Obj::PRISON)
  1201. {
  1202. if(type)
  1203. {
  1204. return type->getJsonKey();
  1205. }
  1206. else
  1207. {
  1208. return VLC->heroh->objects[subID]->getJsonKey();
  1209. }
  1210. }
  1211. return "";
  1212. }
  1213. void CGHeroInstance::afterAddToMap(CMap * map)
  1214. {
  1215. if(ID == Obj::HERO)
  1216. map->heroesOnMap.emplace_back(this);
  1217. }
  1218. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1219. {
  1220. if (ID == Obj::HERO)
  1221. vstd::erase_if_present(map->heroesOnMap, this);
  1222. }
  1223. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1224. {
  1225. if(ID == Obj::HERO || ID == Obj::PRISON)
  1226. {
  1227. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1228. if(rawId)
  1229. subID = rawId.get();
  1230. else
  1231. {
  1232. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1233. }
  1234. }
  1235. }
  1236. void CGHeroInstance::updateFrom(const JsonNode & data)
  1237. {
  1238. CGObjectInstance::updateFrom(data);
  1239. }
  1240. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1241. {
  1242. handler.serializeString("biography", biographyCustom);
  1243. handler.serializeInt("experience", exp, 0);
  1244. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1245. {
  1246. while (gainsLevel())
  1247. {
  1248. ++level;
  1249. }
  1250. }
  1251. handler.serializeString("name", nameCustom);
  1252. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1253. {
  1254. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1255. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1256. if(handler.saving)
  1257. {
  1258. if(portrait >= 0)
  1259. {
  1260. if(portrait < legacyHeroes || portrait >= moddedStart)
  1261. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1262. else
  1263. handler.serializeInt("portrait", portrait, -1);
  1264. }
  1265. }
  1266. else
  1267. {
  1268. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1269. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1270. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1271. else
  1272. handler.serializeInt("portrait", portrait, -1);
  1273. }
  1274. }
  1275. //primary skills
  1276. if(handler.saving)
  1277. {
  1278. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1279. if(haveSkills)
  1280. {
  1281. auto primarySkills = handler.enterStruct("primarySkills");
  1282. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1283. {
  1284. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1285. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1286. }
  1287. }
  1288. }
  1289. else
  1290. {
  1291. auto primarySkills = handler.enterStruct("primarySkills");
  1292. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1293. {
  1294. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1295. {
  1296. int value = 0;
  1297. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1298. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1299. }
  1300. }
  1301. }
  1302. //secondary skills
  1303. if(handler.saving)
  1304. {
  1305. //does hero have default skills?
  1306. bool defaultSkills = false;
  1307. bool normalSkills = false;
  1308. for(const auto & p : secSkills)
  1309. {
  1310. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1311. defaultSkills = true;
  1312. else
  1313. normalSkills = true;
  1314. }
  1315. if(defaultSkills && normalSkills)
  1316. logGlobal->error("Mixed default and normal secondary skills");
  1317. //in json default skills means no field/null
  1318. if(!defaultSkills)
  1319. {
  1320. //enter structure here as handler initialize it
  1321. auto secondarySkills = handler.enterStruct("secondarySkills");
  1322. for(auto & p : secSkills)
  1323. {
  1324. const si32 rawId = p.first.num;
  1325. if(rawId < 0 || rawId >= VLC->skillh->size())
  1326. logGlobal->error("Invalid secondary skill %d", rawId);
  1327. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1328. }
  1329. }
  1330. }
  1331. else
  1332. {
  1333. auto secondarySkills = handler.enterStruct("secondarySkills");
  1334. const JsonNode & skillMap = handler.getCurrent();
  1335. secSkills.clear();
  1336. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1337. {
  1338. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1339. }
  1340. else
  1341. {
  1342. for(const auto & p : skillMap.Struct())
  1343. {
  1344. const std::string skillId = p.first;
  1345. const std::string levelId = p.second.String();
  1346. const int rawId = CSkillHandler::decodeSkill(skillId);
  1347. if(rawId < 0)
  1348. {
  1349. logGlobal->error("Invalid secondary skill %s", skillId);
  1350. continue;
  1351. }
  1352. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1353. if(level < 0)
  1354. {
  1355. logGlobal->error("Invalid secondary skill level%s", levelId);
  1356. continue;
  1357. }
  1358. secSkills.emplace_back(SecondarySkill(rawId), level);
  1359. }
  1360. }
  1361. }
  1362. handler.serializeIdArray("spellBook", spells);
  1363. if(handler.saving)
  1364. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1365. }
  1366. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1367. {
  1368. serializeCommonOptions(handler);
  1369. serializeJsonOwner(handler);
  1370. if(ID == Obj::HERO || ID == Obj::PRISON)
  1371. {
  1372. std::string typeName;
  1373. if(handler.saving)
  1374. typeName = getHeroTypeName();
  1375. handler.serializeString("type", typeName);
  1376. if(!handler.saving)
  1377. setHeroTypeName(typeName);
  1378. }
  1379. CCreatureSet::serializeJson(handler, "army", 7);
  1380. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1381. {
  1382. static constexpr int NO_PATROLING = -1;
  1383. int rawPatrolRadius = NO_PATROLING;
  1384. if(handler.saving)
  1385. {
  1386. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1387. }
  1388. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1389. if(!handler.saving)
  1390. {
  1391. if(!appearance)
  1392. {
  1393. // crossoverDeserialize
  1394. type = VLC->heroh->objects[subID];
  1395. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1396. }
  1397. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1398. patrol.initialPos = visitablePos();
  1399. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1400. }
  1401. }
  1402. }
  1403. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1404. {
  1405. serializeCommonOptions(handler);
  1406. }
  1407. bool CGHeroInstance::isMissionCritical() const
  1408. {
  1409. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1410. {
  1411. if(event.trigger.test([&](const EventCondition & condition)
  1412. {
  1413. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1414. {
  1415. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1416. return (hero != this);
  1417. }
  1418. else if(condition.condition == EventCondition::IS_HUMAN)
  1419. {
  1420. return true;
  1421. }
  1422. return false;
  1423. }))
  1424. {
  1425. return true;
  1426. }
  1427. }
  1428. return false;
  1429. }
  1430. VCMI_LIB_NAMESPACE_END