CGHeroInstance.cpp 52 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 <vstd/RNG.h>
  15. #include "../texts/CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../IGameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "../StartInfo.h"
  28. #include "CGTownInstance.h"
  29. #include "../entities/faction/CTownHandler.h"
  30. #include "../entities/hero/CHeroHandler.h"
  31. #include "../entities/hero/CHeroClass.h"
  32. #include "../battle/CBattleInfoEssentials.h"
  33. #include "../campaign/CampaignState.h"
  34. #include "../json/JsonBonus.h"
  35. #include "../pathfinder/TurnInfo.h"
  36. #include "../serializer/JsonSerializeFormat.h"
  37. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  38. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  39. #include "../mapObjects/MiscObjects.h"
  40. #include "../modding/ModScope.h"
  41. #include "../networkPacks/PacksForClient.h"
  42. #include "../networkPacks/PacksForClientBattle.h"
  43. #include "../constants/StringConstants.h"
  44. #include "../battle/Unit.h"
  45. #include "CConfigHandler.h"
  46. VCMI_LIB_NAMESPACE_BEGIN
  47. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  48. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  49. {
  50. serializeJsonOwner(handler);
  51. bool isHeroType = heroType.has_value();
  52. handler.serializeBool("placeholderType", isHeroType, false);
  53. if(!handler.saving)
  54. {
  55. if(isHeroType)
  56. heroType = HeroTypeID::NONE;
  57. else
  58. powerRank = 0;
  59. }
  60. if(isHeroType)
  61. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  62. else
  63. handler.serializeInt("powerRank", powerRank.value());
  64. }
  65. static int lowestSpeed(const CGHeroInstance * chi)
  66. {
  67. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  68. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  69. if(!chi->stacksCount())
  70. {
  71. if(chi->commander && chi->commander->alive)
  72. {
  73. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  74. }
  75. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  76. return 20;
  77. }
  78. auto i = chi->Slots().begin();
  79. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  80. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  81. for(; i != chi->Slots().end(); i++)
  82. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  83. return ret;
  84. }
  85. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  86. {
  87. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  88. //if there is road both on dest and src tiles - use src road movement cost
  89. if(dest.hasRoad() && from.hasRoad())
  90. {
  91. ret = from.getRoad()->movementCost;
  92. }
  93. else if(ti->nativeTerrain != from.getTerrainID() &&//the terrain is not native
  94. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  95. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.getTerrainID()))) //no special movement bonus
  96. {
  97. ret = VLC->terrainTypeHandler->getById(from.getTerrainID())->moveCost;
  98. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  99. if(ret < GameConstants::BASE_MOVEMENT_COST)
  100. ret = GameConstants::BASE_MOVEMENT_COST;
  101. }
  102. return static_cast<ui32>(ret);
  103. }
  104. FactionID CGHeroInstance::getFactionID() const
  105. {
  106. return getHeroClass()->faction;
  107. }
  108. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  109. {
  110. return this;
  111. }
  112. TerrainId CGHeroInstance::getNativeTerrain() const
  113. {
  114. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  115. // This is clearly bug in H3 however intended behaviour is not clear.
  116. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  117. // will always have best penalty without any influence from player-defined stacks order
  118. // and army that consist solely from neutral will always be considered to be on native terrain
  119. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  120. for(const auto & stack : stacks)
  121. {
  122. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  123. if(stackNativeTerrain == ETerrainId::NONE)
  124. continue;
  125. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  126. nativeTerrain = stackNativeTerrain;
  127. else if(nativeTerrain != stackNativeTerrain)
  128. return ETerrainId::NONE;
  129. }
  130. return nativeTerrain;
  131. }
  132. bool CGHeroInstance::isCoastVisitable() const
  133. {
  134. return true;
  135. }
  136. bool CGHeroInstance::isBlockedVisitable() const
  137. {
  138. return true;
  139. }
  140. BattleField CGHeroInstance::getBattlefield() const
  141. {
  142. return BattleField::NONE;
  143. }
  144. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  145. {
  146. for(const auto & elem : secSkills)
  147. if(elem.first == skill)
  148. return elem.second;
  149. return 0;
  150. }
  151. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  152. {
  153. if(getSecSkillLevel(which) == 0)
  154. {
  155. secSkills.emplace_back(which, val);
  156. updateSkillBonus(which, val);
  157. }
  158. else
  159. {
  160. for (auto & elem : secSkills)
  161. {
  162. if(elem.first == which)
  163. {
  164. if(abs)
  165. elem.second = val;
  166. else
  167. elem.second += val;
  168. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  169. {
  170. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  171. elem.second = 3;
  172. }
  173. updateSkillBonus(which, elem.second); //when we know final value
  174. }
  175. }
  176. }
  177. }
  178. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  179. {
  180. return position - getVisitableOffset();
  181. }
  182. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  183. {
  184. return position + getVisitableOffset();
  185. }
  186. bool CGHeroInstance::canLearnSkill() const
  187. {
  188. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  189. }
  190. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  191. {
  192. if ( !canLearnSkill())
  193. return false;
  194. if (!cb->isAllowed(which))
  195. return false;
  196. if (getSecSkillLevel(which) > 0)
  197. return false;
  198. if (getHeroClass()->secSkillProbability.count(which) == 0)
  199. return false;
  200. if (getHeroClass()->secSkillProbability.at(which) == 0)
  201. return false;
  202. return true;
  203. }
  204. int CGHeroInstance::movementPointsRemaining() const
  205. {
  206. return movement;
  207. }
  208. void CGHeroInstance::setMovementPoints(int points)
  209. {
  210. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  211. movement = 1000000;
  212. else
  213. movement = std::max(0, points);
  214. }
  215. int CGHeroInstance::movementPointsLimit(bool onLand) const
  216. {
  217. TurnInfo ti(this);
  218. return movementPointsLimitCached(onLand, &ti);
  219. }
  220. int CGHeroInstance::getLowestCreatureSpeed() const
  221. {
  222. return lowestCreatureSpeed;
  223. }
  224. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  225. {
  226. auto realLowestSpeed = lowestSpeed(this);
  227. if(lowestCreatureSpeed != realLowestSpeed)
  228. {
  229. lowestCreatureSpeed = realLowestSpeed;
  230. //Let updaters run again
  231. treeHasChanged();
  232. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  233. }
  234. }
  235. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  236. {
  237. updateArmyMovementBonus(onLand, ti);
  238. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  239. }
  240. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  241. : CArmedInstance(cb),
  242. tacticFormationEnabled(false),
  243. inTownGarrison(false),
  244. moveDir(4),
  245. mana(UNINITIALIZED_MANA),
  246. movement(UNINITIALIZED_MOVEMENT),
  247. level(1),
  248. exp(UNINITIALIZED_EXPERIENCE),
  249. gender(EHeroGender::DEFAULT),
  250. lowestCreatureSpeed(0)
  251. {
  252. setNodeType(HERO);
  253. ID = Obj::HERO;
  254. secSkills.emplace_back(SecondarySkill::NONE, -1);
  255. }
  256. PlayerColor CGHeroInstance::getOwner() const
  257. {
  258. return tempOwner;
  259. }
  260. const CHeroClass * CGHeroInstance::getHeroClass() const
  261. {
  262. return getHeroType()->heroClass;
  263. }
  264. HeroClassID CGHeroInstance::getHeroClassID() const
  265. {
  266. auto heroType = getHeroTypeID();
  267. if (heroType.hasValue())
  268. return getHeroType()->heroClass->getId();
  269. else
  270. return HeroClassID();
  271. }
  272. const CHero * CGHeroInstance::getHeroType() const
  273. {
  274. return getHeroTypeID().toHeroType();
  275. }
  276. HeroTypeID CGHeroInstance::getHeroTypeID() const
  277. {
  278. if (ID == Obj::RANDOM_HERO)
  279. return HeroTypeID::NONE;
  280. return HeroTypeID(getObjTypeIndex().getNum());
  281. }
  282. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  283. {
  284. subID = heroType;
  285. }
  286. void CGHeroInstance::initObj(vstd::RNG & rand)
  287. {
  288. updateAppearance();
  289. }
  290. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  291. {
  292. subID = SUBID.getNum();
  293. initHero(rand);
  294. }
  295. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  296. {
  297. if (ID == Obj::HERO)
  298. return VLC->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  299. else // prison or random hero
  300. return VLC->objtypeh->getHandlerFor(ID, 0);
  301. }
  302. void CGHeroInstance::updateAppearance()
  303. {
  304. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  305. auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
  306. auto app = handler->getOverride(terrain, this);
  307. if (app)
  308. appearance = app;
  309. }
  310. void CGHeroInstance::initHero(vstd::RNG & rand)
  311. {
  312. assert(validTypes(true));
  313. if (gender == EHeroGender::DEFAULT)
  314. gender = getHeroType()->gender;
  315. if (ID == Obj::HERO)
  316. {
  317. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  318. appearance = handler->getTemplates().front();
  319. }
  320. if(!vstd::contains(spells, SpellID::PRESET))
  321. {
  322. // hero starts with default spells
  323. for(const auto & spellID : getHeroType()->spells)
  324. spells.insert(spellID);
  325. }
  326. else //remove placeholder
  327. spells -= SpellID::PRESET;
  328. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  329. {
  330. // hero starts with default spellbook presence status
  331. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  332. {
  333. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  334. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  335. }
  336. }
  337. else
  338. spells -= SpellID::SPELLBOOK_PRESET;
  339. if(!getArt(ArtifactPosition::MACH4))
  340. {
  341. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  342. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  343. }
  344. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  345. {
  346. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  347. {
  348. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  349. }
  350. }
  351. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  352. secSkills = getHeroType()->secSkillsInit;
  353. setFormation(EArmyFormation::LOOSE);
  354. if (!stacksCount()) //standard army//initial army
  355. {
  356. initArmy(rand);
  357. }
  358. assert(validTypes());
  359. if (patrol.patrolling)
  360. patrol.initialPos = visitablePos();
  361. if(exp == UNINITIALIZED_EXPERIENCE)
  362. {
  363. initExp(rand);
  364. }
  365. else
  366. {
  367. levelUpAutomatically(rand);
  368. }
  369. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  370. // must be done separately from global bonuses since recruitable heroes in taverns
  371. // are not attached to global bonus node but need access to some global bonuses
  372. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  373. // or MOVEMENT to compute initial movement before recruiting is finished
  374. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  375. for(const auto & b : baseBonuses.Struct())
  376. {
  377. auto bonus = JsonUtils::parseBonus(b.second);
  378. bonus->source = BonusSource::HERO_BASE_SKILL;
  379. bonus->sid = BonusSourceID(id);
  380. bonus->duration = BonusDuration::PERMANENT;
  381. addNewBonus(bonus);
  382. }
  383. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  384. {
  385. commander = new CCommanderInstance(getHeroClass()->commander);
  386. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  387. commander->giveStackExp (exp); //after our exp is set
  388. }
  389. skillsInfo = SecondarySkillsInfo();
  390. //copy active (probably growing) bonuses from hero prototype to hero object
  391. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  392. addNewBonus(b);
  393. //initialize bonuses
  394. recreateSecondarySkillsBonuses();
  395. movement = movementPointsLimit(true);
  396. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  397. }
  398. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  399. {
  400. if(!dst)
  401. dst = this;
  402. int warMachinesGiven = 0;
  403. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  404. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  405. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  406. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  407. {
  408. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  409. continue;
  410. auto & stack = getHeroType()->initialArmy[stackNo];
  411. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  412. if(stack.creature == CreatureID::NONE)
  413. {
  414. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  415. continue;
  416. }
  417. const CCreature * creature = stack.creature.toCreature();
  418. if(creature->warMachine != ArtifactID::NONE) //war machine
  419. {
  420. warMachinesGiven++;
  421. if(dst != this)
  422. continue;
  423. ArtifactID aid = creature->warMachine;
  424. const CArtifact * art = aid.toArtifact();
  425. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  426. {
  427. //TODO: should we try another possible slots?
  428. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  429. if(!getArt(slot))
  430. {
  431. auto artifact = ArtifactUtils::createArtifact(aid);
  432. putArtifact(slot, artifact);
  433. }
  434. else
  435. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  436. }
  437. else
  438. {
  439. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  440. }
  441. }
  442. else
  443. {
  444. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  445. }
  446. }
  447. }
  448. CGHeroInstance::~CGHeroInstance()
  449. {
  450. commander.dellNull();
  451. }
  452. bool CGHeroInstance::needsLastStack() const
  453. {
  454. return true;
  455. }
  456. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  457. {
  458. if(h == this) return; //exclude potential self-visiting
  459. if (ID == Obj::HERO)
  460. {
  461. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  462. {
  463. //exchange
  464. cb->heroExchange(h->id, id);
  465. }
  466. else //battle
  467. {
  468. if(visitedTown) //we're in town
  469. visitedTown->onHeroVisit(h); //town will handle attacking
  470. else
  471. cb->startBattle(h, this);
  472. }
  473. }
  474. else if(ID == Obj::PRISON)
  475. {
  476. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  477. {
  478. //update hero parameters
  479. SetMovePoints smp;
  480. smp.hid = id;
  481. cb->setManaPoints (id, manaLimit());
  482. ObjectInstanceID boatId;
  483. const auto boatPos = visitablePos();
  484. if (cb->gameState()->map->getTile(boatPos).isWater())
  485. {
  486. smp.val = movementPointsLimit(false);
  487. if (!boat)
  488. {
  489. //Create a new boat for hero
  490. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  491. boatId = cb->getTopObj(boatPos)->id;
  492. }
  493. }
  494. else
  495. {
  496. smp.val = movementPointsLimit(true);
  497. }
  498. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  499. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  500. cb->setMovePoints (&smp);
  501. h->showInfoDialog(102);
  502. }
  503. else //already 8 wandering heroes
  504. {
  505. h->showInfoDialog(103);
  506. }
  507. }
  508. }
  509. std::string CGHeroInstance::getObjectName() const
  510. {
  511. if(ID != Obj::PRISON)
  512. {
  513. std::string hoverName = VLC->generaltexth->allTexts[15];
  514. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  515. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  516. return hoverName;
  517. }
  518. else
  519. return VLC->objtypeh->getObjectName(ID, 0);
  520. }
  521. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  522. {
  523. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  524. return hoverText;
  525. }
  526. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  527. {
  528. std::string output = "";
  529. if(player == getOwner())
  530. {
  531. output += " " + VLC->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  532. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  533. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  534. }
  535. return output;
  536. }
  537. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  538. {
  539. return getHeroClass()->isMagicHero() ? 3 : 4;
  540. }
  541. ui8 CGHeroInstance::maxlevelsToWisdom() const
  542. {
  543. return getHeroClass()->isMagicHero() ? 3 : 6;
  544. }
  545. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  546. magicSchoolCounter(1),
  547. wisdomCounter(1)
  548. {}
  549. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  550. {
  551. magicSchoolCounter = 0;
  552. }
  553. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  554. {
  555. wisdomCounter = 0;
  556. }
  557. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  558. {
  559. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  560. if (ID == Obj::RANDOM_HERO)
  561. {
  562. ID = Obj::HERO;
  563. subID = cb->gameState()->pickNextHeroType(getOwner());
  564. randomizeArmy(getHeroClass()->faction);
  565. }
  566. auto oldSubID = subID;
  567. // to find object handler we must use heroClass->id
  568. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  569. // exclude prisons which should use appearance as set in map, via map editor or RMG
  570. if (ID != Obj::PRISON)
  571. setType(ID, getHeroClass()->getIndex());
  572. this->subID = oldSubID;
  573. }
  574. void CGHeroInstance::recreateSecondarySkillsBonuses()
  575. {
  576. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  577. for(const auto & bonus : *secondarySkillsBonuses)
  578. removeBonus(bonus);
  579. for(const auto & skill_info : secSkills)
  580. if(skill_info.second > 0)
  581. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  582. }
  583. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  584. {
  585. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  586. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  587. for(const auto & b : skillBonus)
  588. addNewBonus(std::make_shared<Bonus>(*b));
  589. }
  590. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  591. {
  592. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  593. setStackCount(SlotID(0), identifier.getNum());
  594. }
  595. double CGHeroInstance::getFightingStrength() const
  596. {
  597. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  598. }
  599. double CGHeroInstance::getMagicStrength() const
  600. {
  601. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  602. }
  603. double CGHeroInstance::getHeroStrength() const
  604. {
  605. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  606. }
  607. ui64 CGHeroInstance::getTotalStrength() const
  608. {
  609. double ret = getFightingStrength() * getArmyStrength();
  610. return static_cast<ui64>(ret);
  611. }
  612. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  613. {
  614. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  615. }
  616. int32_t CGHeroInstance::getCasterUnitId() const
  617. {
  618. return id.getNum();
  619. }
  620. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  621. {
  622. int32_t skill = -1; //skill level
  623. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  624. {
  625. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  626. if(thisSchool > skill)
  627. {
  628. skill = thisSchool;
  629. if(outSelectedSchool)
  630. *outSelectedSchool = cnf;
  631. }
  632. });
  633. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  634. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  635. vstd::amax(skill, 0); //in case we don't know any school
  636. vstd::amin(skill, 3);
  637. return skill;
  638. }
  639. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  640. {
  641. //applying sorcery secondary skill
  642. if(spell->isMagical())
  643. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  644. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  645. int maxSchoolBonus = 0;
  646. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  647. {
  648. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  649. });
  650. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  651. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  652. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  653. return base;
  654. }
  655. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  656. {
  657. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  658. return base;
  659. }
  660. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  661. {
  662. return getSpellSchoolLevel(spell);
  663. }
  664. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  665. {
  666. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  667. }
  668. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  669. {
  670. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  671. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  672. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  673. return spellpower + durationCommon + durationSpecific;
  674. }
  675. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  676. {
  677. return 0;
  678. }
  679. PlayerColor CGHeroInstance::getCasterOwner() const
  680. {
  681. return tempOwner;
  682. }
  683. void CGHeroInstance::getCasterName(MetaString & text) const
  684. {
  685. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  686. text.replaceRawString(getNameTranslated());
  687. }
  688. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  689. {
  690. const bool singleTarget = attacked.size() == 1;
  691. const int textIndex = singleTarget ? 195 : 196;
  692. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  693. getCasterName(text);
  694. text.replaceName(spell->getId());
  695. if(singleTarget)
  696. attacked.at(0)->addNameReplacement(text, true);
  697. }
  698. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  699. {
  700. return this;
  701. }
  702. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  703. {
  704. if(spellCost != 0)
  705. {
  706. SetMana sm;
  707. sm.absolute = false;
  708. sm.hid = id;
  709. sm.val = -spellCost;
  710. server->apply(sm);
  711. }
  712. }
  713. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  714. {
  715. const bool isAllowed = cb->isAllowed(spell->getId());
  716. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  717. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  718. bool schoolBonus = false;
  719. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  720. {
  721. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  722. {
  723. schoolBonus = stop = true;
  724. }
  725. });
  726. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  727. if(spell->isSpecial())
  728. {
  729. if(inSpellBook)
  730. {//hero has this spell in spellbook
  731. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  732. }
  733. return specificBonus;
  734. }
  735. else if(!isAllowed)
  736. {
  737. if(inSpellBook)
  738. {
  739. //hero has this spell in spellbook
  740. //it is normal if set in map editor, but trace it to possible debug of magic guild
  741. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  742. }
  743. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  744. }
  745. else
  746. {
  747. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  748. }
  749. }
  750. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  751. {
  752. if(!hasSpellbook())
  753. return false;
  754. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  755. return false;
  756. if(vstd::contains(spells, spell->getId()))//already known
  757. return false;
  758. if(spell->isSpecial())
  759. {
  760. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  761. return false;//special spells can not be learned
  762. }
  763. if(spell->isCreatureAbility())
  764. {
  765. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  766. return false;//creature abilities can not be learned
  767. }
  768. if(!allowBanned && !cb->isAllowed(spell->getId()))
  769. {
  770. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  771. return false;//banned spells should not be learned
  772. }
  773. return true;
  774. }
  775. /**
  776. * Calculates what creatures and how many to be raised from a battle.
  777. * @param battleResult The results of the battle.
  778. * @return Returns a pair with the first value indicating the ID of the creature
  779. * type and second value the amount. Both values are returned as -1 if necromancy
  780. * could not be applied.
  781. */
  782. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  783. {
  784. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  785. // need skill or cloak of undead king - lesser artifacts don't work without skill
  786. if (hasImprovedNecromancy)
  787. {
  788. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  789. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  790. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  791. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  792. // figure out what to raise - pick strongest creature meeting requirements
  793. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  794. int requiredCasualtyLevel = 1;
  795. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  796. if(!improvedNecromancy->empty())
  797. {
  798. int maxCasualtyLevel = 1;
  799. for(const auto & casualty : casualties)
  800. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  801. // pick best bonus available
  802. std::shared_ptr<Bonus> topPick;
  803. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  804. {
  805. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  806. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  807. continue;
  808. if(!topPick)
  809. {
  810. topPick = newPick;
  811. }
  812. else
  813. {
  814. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  815. {
  816. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  817. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  818. };
  819. if(quality(topPick) < quality(newPick))
  820. topPick = newPick;
  821. }
  822. }
  823. if(topPick)
  824. {
  825. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  826. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  827. }
  828. }
  829. assert(creatureTypeRaised != CreatureID::NONE);
  830. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  831. if(getSlotFor(creatureTypeRaised) == SlotID())
  832. {
  833. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  834. {
  835. if(getSlotFor(upgraded) != SlotID())
  836. {
  837. creatureTypeRaised = upgraded;
  838. necromancySkill *= 2/3.0;
  839. break;
  840. }
  841. }
  842. }
  843. // calculate number of creatures raised - low level units contribute at 50% rate
  844. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  845. double raisedUnits = 0;
  846. for(const auto & casualty : casualties)
  847. {
  848. const CCreature * c = casualty.first.toCreature();
  849. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  850. if(c->getLevel() < requiredCasualtyLevel)
  851. raisedFromCasualty *= 0.5;
  852. raisedUnits += raisedFromCasualty;
  853. }
  854. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  855. }
  856. return CStackBasicDescriptor();
  857. }
  858. /**
  859. * Show the necromancy dialog with information about units raised.
  860. * @param raisedStack Pair where the first element represents ID of the raised creature
  861. * and the second element the amount.
  862. */
  863. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  864. {
  865. InfoWindow iw;
  866. iw.type = EInfoWindowMode::AUTO;
  867. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  868. iw.player = tempOwner;
  869. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  870. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  871. {
  872. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  873. iw.text.replaceNumber(raisedStack.count);
  874. }
  875. else // Practicing the dark arts of necromancy, ... (singular)
  876. {
  877. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  878. }
  879. iw.text.replaceName(raisedStack);
  880. cb->showInfoDialog(&iw);
  881. }
  882. /*
  883. int3 CGHeroInstance::getSightCenter() const
  884. {
  885. return getPosition(false);
  886. }*/
  887. int CGHeroInstance::getSightRadius() const
  888. {
  889. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  890. }
  891. si32 CGHeroInstance::manaRegain() const
  892. {
  893. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  894. return manaLimit();
  895. return valOfBonuses(BonusType::MANA_REGENERATION);
  896. }
  897. si32 CGHeroInstance::getManaNewTurn() const
  898. {
  899. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  900. {
  901. //if hero starts turn in town with mage guild - restore all mana
  902. return std::max(mana, manaLimit());
  903. }
  904. si32 res = mana + manaRegain();
  905. res = std::min(res, manaLimit());
  906. res = std::max(res, mana);
  907. res = std::max(res, 0);
  908. return res;
  909. }
  910. // /**
  911. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  912. // * or discards it if it cannot be equipped.
  913. // */
  914. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  915. // {
  916. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  917. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  918. // ai->putAt(this, ai->firstAvailableSlot(this));
  919. // }
  920. BoatId CGHeroInstance::getBoatType() const
  921. {
  922. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  923. }
  924. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  925. {
  926. offsets = {
  927. {0, -1, 0},
  928. {+1, -1, 0},
  929. {+1, 0, 0},
  930. {+1, +1, 0},
  931. {0, +1, 0},
  932. {-1, +1, 0},
  933. {-1, 0, 0},
  934. {-1, -1, 0},
  935. };
  936. }
  937. const IObjectInterface * CGHeroInstance::getObject() const
  938. {
  939. return this;
  940. }
  941. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  942. {
  943. return sp->getCost(getSpellSchoolLevel(sp));
  944. }
  945. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  946. {
  947. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  948. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  949. if(hasBonus(sel))
  950. removeBonuses(sel);
  951. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  952. }
  953. EAlignment CGHeroInstance::getAlignment() const
  954. {
  955. return getHeroClass()->getAlignment();
  956. }
  957. void CGHeroInstance::initExp(vstd::RNG & rand)
  958. {
  959. exp = rand.nextInt(40, 89);
  960. }
  961. std::string CGHeroInstance::nodeName() const
  962. {
  963. return "Hero " + getNameTextID();
  964. }
  965. si32 CGHeroInstance::manaLimit() const
  966. {
  967. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  968. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  969. }
  970. HeroTypeID CGHeroInstance::getPortraitSource() const
  971. {
  972. if (customPortraitSource.isValid())
  973. return customPortraitSource;
  974. else
  975. return getHeroTypeID();
  976. }
  977. int32_t CGHeroInstance::getIconIndex() const
  978. {
  979. return getPortraitSource().toEntity(VLC)->getIconIndex();
  980. }
  981. std::string CGHeroInstance::getNameTranslated() const
  982. {
  983. return VLC->generaltexth->translate(getNameTextID());
  984. }
  985. std::string CGHeroInstance::getClassNameTranslated() const
  986. {
  987. return VLC->generaltexth->translate(getClassNameTextID());
  988. }
  989. std::string CGHeroInstance::getClassNameTextID() const
  990. {
  991. if (isCampaignGem())
  992. return "core.genrltxt.735";
  993. return getHeroClass()->getNameTextID();
  994. }
  995. std::string CGHeroInstance::getNameTextID() const
  996. {
  997. if (!nameCustomTextId.empty())
  998. return nameCustomTextId;
  999. if (getHeroTypeID().hasValue())
  1000. return getHeroType()->getNameTextID();
  1001. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1002. // assert(0);
  1003. return "";
  1004. }
  1005. std::string CGHeroInstance::getBiographyTranslated() const
  1006. {
  1007. return VLC->generaltexth->translate(getBiographyTextID());
  1008. }
  1009. std::string CGHeroInstance::getBiographyTextID() const
  1010. {
  1011. if (!biographyCustomTextId.empty())
  1012. return biographyCustomTextId;
  1013. if (getHeroTypeID().hasValue())
  1014. return getHeroType()->getBiographyTextID();
  1015. return ""; //for random hero
  1016. }
  1017. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1018. {
  1019. assert(art->canBePutAt(this, pos));
  1020. if(ArtifactUtils::isSlotEquipment(pos))
  1021. attachTo(*art);
  1022. return CArtifactSet::putArtifact(pos, art);
  1023. }
  1024. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1025. {
  1026. auto art = getArt(pos);
  1027. assert(art);
  1028. CArtifactSet::removeArtifact(pos);
  1029. if(ArtifactUtils::isSlotEquipment(pos))
  1030. detachFrom(*art);
  1031. }
  1032. bool CGHeroInstance::hasSpellbook() const
  1033. {
  1034. return getArt(ArtifactPosition::SPELLBOOK);
  1035. }
  1036. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1037. {
  1038. spells.insert(spell);
  1039. }
  1040. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1041. {
  1042. spells.erase(spell);
  1043. }
  1044. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1045. {
  1046. return vstd::contains(spells, spell);
  1047. }
  1048. void CGHeroInstance::removeSpellbook()
  1049. {
  1050. spells.clear();
  1051. if(hasSpellbook())
  1052. {
  1053. cb->gameState()->map->removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1054. }
  1055. }
  1056. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1057. {
  1058. return spells;
  1059. }
  1060. int CGHeroInstance::maxSpellLevel() const
  1061. {
  1062. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1063. }
  1064. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1065. {
  1066. assert(newBoat);
  1067. boat = newBoat;
  1068. attachTo(const_cast<CGBoat&>(*boat));
  1069. const_cast<CGBoat*>(boat)->hero = this;
  1070. }
  1071. void CGHeroInstance::deserializationFix()
  1072. {
  1073. artDeserializationFix(this);
  1074. boatDeserializationFix();
  1075. }
  1076. void CGHeroInstance::boatDeserializationFix()
  1077. {
  1078. if (boat)
  1079. attachTo(const_cast<CGBoat&>(*boat));
  1080. }
  1081. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1082. {
  1083. if(!visitedTown)
  1084. return nullptr;
  1085. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1086. : (CBonusSystemNode *)(visitedTown.get());
  1087. }
  1088. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1089. {
  1090. if(visitedTown)
  1091. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1092. return &CArmedInstance::whereShouldBeAttached(gs);
  1093. }
  1094. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1095. {
  1096. if(visitedTown)
  1097. {
  1098. if(inTownGarrison)
  1099. return *visitedTown;
  1100. else
  1101. return visitedTown->townAndVis;
  1102. }
  1103. else
  1104. return CArmedInstance::whereShouldBeAttached(gs);
  1105. }
  1106. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1107. {
  1108. std::unique_ptr<TurnInfo> turnInfoLocal;
  1109. if(!ti)
  1110. {
  1111. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1112. ti = turnInfoLocal.get();
  1113. }
  1114. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1115. return 0; // take all MPs by default
  1116. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1117. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1118. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1119. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1120. return ret;
  1121. }
  1122. EDiggingStatus CGHeroInstance::diggingStatus() const
  1123. {
  1124. if(static_cast<int>(movement) < movementPointsLimit(true))
  1125. return EDiggingStatus::LACK_OF_MOVEMENT;
  1126. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1127. return EDiggingStatus::BACKPACK_IS_FULL;
  1128. return cb->getTileDigStatus(visitablePos());
  1129. }
  1130. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1131. {
  1132. return ArtBearer::HERO;
  1133. }
  1134. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1135. {
  1136. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1137. std::set<SecondarySkill> obligatory;
  1138. for(auto i = 0; i < VLC->skillh->size(); i++)
  1139. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1140. obligatory.insert(i); //Always return all obligatory skills
  1141. return obligatory;
  1142. };
  1143. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1144. {
  1145. std::set<SecondarySkill> intersect;
  1146. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1147. std::inserter(intersect, intersect.begin()));
  1148. return intersect;
  1149. };
  1150. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1151. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1152. std::set<SecondarySkill> basicAndAdv;
  1153. std::set<SecondarySkill> none;
  1154. for(int i = 0; i < VLC->skillh->size(); i++)
  1155. if (canLearnSkill(SecondarySkill(i)))
  1156. none.insert(SecondarySkill(i));
  1157. for(const auto & elem : secSkills)
  1158. {
  1159. if(elem.second < MasteryLevel::EXPERT)
  1160. basicAndAdv.insert(elem.first);
  1161. none.erase(elem.first);
  1162. }
  1163. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1164. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1165. std::vector<SecondarySkill> skills;
  1166. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1167. {
  1168. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1169. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1170. SecondarySkill selection;
  1171. if (selectWisdom)
  1172. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1173. else if (selectSchool)
  1174. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1175. else
  1176. selection = getHeroClass()->chooseSecSkill(options, rand);
  1177. skills.push_back(selection);
  1178. options.erase(selection);
  1179. if (wisdomList.count(selection))
  1180. wisdomList.clear();
  1181. if (schoolList.count(selection))
  1182. schoolList.clear();
  1183. };
  1184. if (!basicAndAdv.empty())
  1185. chooseSkill(basicAndAdv);
  1186. if (canLearnSkill() && !none.empty())
  1187. chooseSkill(none);
  1188. if (!basicAndAdv.empty() && skills.size() < 2)
  1189. chooseSkill(basicAndAdv);
  1190. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1191. chooseSkill(none);
  1192. return skills;
  1193. }
  1194. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1195. {
  1196. assert(gainsLevel());
  1197. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1198. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1199. if (isCampaignYog())
  1200. {
  1201. // Yog can only receive Attack or Defence on level-up
  1202. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1203. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1204. }
  1205. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1206. }
  1207. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1208. {
  1209. assert(gainsLevel());
  1210. std::optional<SecondarySkill> chosenSecondarySkill;
  1211. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1212. if(!proposedSecondarySkills.empty())
  1213. {
  1214. std::vector<SecondarySkill> learnedSecondarySkills;
  1215. for(const auto & secondarySkill : proposedSecondarySkills)
  1216. {
  1217. if(getSecSkillLevel(secondarySkill) > 0)
  1218. {
  1219. learnedSecondarySkills.push_back(secondarySkill);
  1220. }
  1221. }
  1222. if(learnedSecondarySkills.empty())
  1223. {
  1224. // there are only new skills to learn, so choose anyone of them
  1225. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1226. }
  1227. else
  1228. {
  1229. // preferably upgrade a already learned secondary skill
  1230. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1231. }
  1232. }
  1233. return chosenSecondarySkill;
  1234. }
  1235. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1236. {
  1237. if(primarySkill < PrimarySkill::EXPERIENCE)
  1238. {
  1239. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1240. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1241. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1242. assert(skill);
  1243. if(abs)
  1244. {
  1245. skill->val = static_cast<si32>(value);
  1246. }
  1247. else
  1248. {
  1249. skill->val += static_cast<si32>(value);
  1250. }
  1251. CBonusSystemNode::treeHasChanged();
  1252. }
  1253. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1254. {
  1255. if(abs)
  1256. {
  1257. exp = value;
  1258. }
  1259. else
  1260. {
  1261. exp += value;
  1262. }
  1263. }
  1264. }
  1265. bool CGHeroInstance::gainsLevel() const
  1266. {
  1267. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1268. }
  1269. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1270. {
  1271. ++level;
  1272. //deterministic secondary skills
  1273. ++skillsInfo.magicSchoolCounter;
  1274. ++skillsInfo.wisdomCounter;
  1275. for(const auto & skill : skills)
  1276. {
  1277. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1278. skillsInfo.resetWisdomCounter();
  1279. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1280. skillsInfo.resetMagicSchoolCounter();
  1281. }
  1282. //update specialty and other bonuses that scale with level
  1283. treeHasChanged();
  1284. }
  1285. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1286. {
  1287. while(gainsLevel())
  1288. {
  1289. const auto primarySkill = nextPrimarySkill(rand);
  1290. setPrimarySkill(primarySkill, 1, false);
  1291. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1292. const auto secondarySkill = nextSecondarySkill(rand);
  1293. if(secondarySkill)
  1294. {
  1295. setSecSkillLevel(*secondarySkill, 1, false);
  1296. }
  1297. //TODO why has the secondary skills to be passed to the method?
  1298. levelUp(proposedSecondarySkills);
  1299. }
  1300. }
  1301. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1302. {
  1303. //VISIONS spell support
  1304. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1305. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1306. if (visionsMultiplier > 0)
  1307. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1308. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1309. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1310. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1311. }
  1312. std::string CGHeroInstance::getHeroTypeName() const
  1313. {
  1314. if(ID == Obj::HERO || ID == Obj::PRISON)
  1315. return getHeroType()->getJsonKey();
  1316. return "";
  1317. }
  1318. void CGHeroInstance::afterAddToMap(CMap * map)
  1319. {
  1320. if(ID != Obj::PRISON)
  1321. map->heroesOnMap.emplace_back(this);
  1322. }
  1323. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1324. {
  1325. if (ID == Obj::PRISON)
  1326. vstd::erase_if_present(map->heroesOnMap, this);
  1327. }
  1328. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1329. {
  1330. if(ID == Obj::HERO || ID == Obj::PRISON)
  1331. {
  1332. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1333. if(rawId)
  1334. subID = rawId.value();
  1335. else
  1336. {
  1337. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1338. }
  1339. }
  1340. }
  1341. void CGHeroInstance::updateFrom(const JsonNode & data)
  1342. {
  1343. CGObjectInstance::updateFrom(data);
  1344. }
  1345. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1346. {
  1347. handler.serializeString("biography", biographyCustomTextId);
  1348. handler.serializeInt("experience", exp, 0);
  1349. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1350. {
  1351. while (gainsLevel())
  1352. {
  1353. ++level;
  1354. }
  1355. }
  1356. handler.serializeString("name", nameCustomTextId);
  1357. handler.serializeInt("gender", gender, 0);
  1358. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1359. //primary skills
  1360. if(handler.saving)
  1361. {
  1362. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1363. if(haveSkills)
  1364. {
  1365. auto primarySkills = handler.enterStruct("primarySkills");
  1366. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1367. {
  1368. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1369. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1370. }
  1371. }
  1372. }
  1373. else
  1374. {
  1375. auto primarySkills = handler.enterStruct("primarySkills");
  1376. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1377. {
  1378. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1379. {
  1380. int value = 0;
  1381. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1382. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1383. }
  1384. }
  1385. }
  1386. //secondary skills
  1387. if(handler.saving)
  1388. {
  1389. //does hero have default skills?
  1390. bool defaultSkills = false;
  1391. bool normalSkills = false;
  1392. for(const auto & p : secSkills)
  1393. {
  1394. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1395. defaultSkills = true;
  1396. else
  1397. normalSkills = true;
  1398. }
  1399. if(defaultSkills && normalSkills)
  1400. logGlobal->error("Mixed default and normal secondary skills");
  1401. //in json default skills means no field/null
  1402. if(!defaultSkills)
  1403. {
  1404. //enter array here as handler initialize it
  1405. auto secondarySkills = handler.enterArray("secondarySkills");
  1406. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1407. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1408. {
  1409. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1410. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1411. handler.serializeId("skill", skillId);
  1412. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1413. handler.serializeString("level", skillLevel);
  1414. }
  1415. }
  1416. }
  1417. else
  1418. {
  1419. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1420. secSkills.clear();
  1421. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1422. {
  1423. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1424. }
  1425. else
  1426. {
  1427. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1428. {
  1429. const int rawId = SecondarySkill::decode(skillId);
  1430. if(rawId < 0)
  1431. {
  1432. logGlobal->error("Invalid secondary skill %s", skillId);
  1433. return;
  1434. }
  1435. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1436. if(level < 0)
  1437. {
  1438. logGlobal->error("Invalid secondary skill level%s", levelId);
  1439. return;
  1440. }
  1441. secSkills.emplace_back(SecondarySkill(rawId), level);
  1442. };
  1443. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1444. {
  1445. for(const auto & p : secondarySkills.Vector())
  1446. {
  1447. auto skillMap = p.Struct();
  1448. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1449. }
  1450. }
  1451. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1452. {
  1453. for(const auto & p : secondarySkills.Struct())
  1454. {
  1455. addSkill(p.first, p.second.String());
  1456. };
  1457. }
  1458. }
  1459. }
  1460. handler.serializeIdArray("spellBook", spells);
  1461. if(handler.saving)
  1462. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1463. }
  1464. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1465. {
  1466. serializeCommonOptions(handler);
  1467. serializeJsonOwner(handler);
  1468. if(ID == Obj::HERO || ID == Obj::PRISON)
  1469. {
  1470. std::string typeName;
  1471. if(handler.saving)
  1472. typeName = getHeroTypeName();
  1473. handler.serializeString("type", typeName);
  1474. if(!handler.saving)
  1475. setHeroTypeName(typeName);
  1476. }
  1477. if(!handler.saving)
  1478. {
  1479. if(!appearance)
  1480. {
  1481. // crossoverDeserialize
  1482. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1483. }
  1484. }
  1485. CArmedInstance::serializeJsonOptions(handler);
  1486. {
  1487. ui32 rawPatrolRadius = NO_PATROLLING;
  1488. if(handler.saving)
  1489. {
  1490. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1491. }
  1492. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1493. if(!handler.saving)
  1494. {
  1495. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1496. patrol.initialPos = visitablePos();
  1497. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1498. }
  1499. }
  1500. }
  1501. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1502. {
  1503. serializeCommonOptions(handler);
  1504. }
  1505. bool CGHeroInstance::isMissionCritical() const
  1506. {
  1507. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1508. {
  1509. if (event.effect.type != EventEffect::DEFEAT)
  1510. continue;
  1511. auto const & testFunctor = [&](const EventCondition & condition)
  1512. {
  1513. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1514. return (id != condition.objectID);
  1515. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1516. {
  1517. if(hasArt(condition.objectType.as<ArtifactID>()))
  1518. return true;
  1519. }
  1520. if(condition.condition == EventCondition::IS_HUMAN)
  1521. return true;
  1522. return false;
  1523. };
  1524. if(event.trigger.test(testFunctor))
  1525. return true;
  1526. }
  1527. return false;
  1528. }
  1529. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1530. {
  1531. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId())));
  1532. for(const auto & it : *lista)
  1533. {
  1534. auto nid = CreatureID(it->additionalInfo[0]);
  1535. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1536. {
  1537. info.newID.push_back(nid);
  1538. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
  1539. }
  1540. }
  1541. }
  1542. bool CGHeroInstance::isCampaignYog() const
  1543. {
  1544. const StartInfo *si = cb->getStartInfo();
  1545. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1546. if(!si || !si->campState)
  1547. return false;
  1548. std::string campaign = si->campState->getFilename();
  1549. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1550. return false;
  1551. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1552. return false;
  1553. return true;
  1554. }
  1555. bool CGHeroInstance::isCampaignGem() const
  1556. {
  1557. const StartInfo *si = cb->getStartInfo();
  1558. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1559. if(!si || !si->campState)
  1560. return false;
  1561. std::string campaign = si->campState->getFilename();
  1562. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1563. return false;
  1564. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1565. return false;
  1566. return true;
  1567. }
  1568. ResourceSet CGHeroInstance::dailyIncome() const
  1569. {
  1570. ResourceSet income;
  1571. for (GameResID k : GameResID::ALL_RESOURCES())
  1572. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1573. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1574. income.applyHandicap(playerSettings->handicap.percentIncome);
  1575. return income;
  1576. }
  1577. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1578. {
  1579. return {};
  1580. }
  1581. const IOwnableObject * CGHeroInstance::asOwnable() const
  1582. {
  1583. return this;
  1584. }
  1585. VCMI_LIB_NAMESPACE_END