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- /*
- * CGHeroInstance.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CGHeroInstance.h"
- #include <vcmi/ServerCallback.h>
- #include <vcmi/spells/Spell.h>
- #include <vstd/RNG.h>
- #include "../texts/CGeneralTextHandler.h"
- #include "../TerrainHandler.h"
- #include "../RoadHandler.h"
- #include "../IGameSettings.h"
- #include "../CSoundBase.h"
- #include "../spells/CSpellHandler.h"
- #include "../CSkillHandler.h"
- #include "../IGameCallback.h"
- #include "../gameState/CGameState.h"
- #include "../gameState/UpgradeInfo.h"
- #include "../CCreatureHandler.h"
- #include "../mapping/CMap.h"
- #include "../StartInfo.h"
- #include "CGTownInstance.h"
- #include "../entities/artifact/ArtifactUtils.h"
- #include "../entities/artifact/CArtifact.h"
- #include "../entities/faction/CTownHandler.h"
- #include "../entities/hero/CHeroHandler.h"
- #include "../entities/hero/CHeroClass.h"
- #include "../battle/CBattleInfoEssentials.h"
- #include "../campaign/CampaignState.h"
- #include "../json/JsonBonus.h"
- #include "../pathfinder/TurnInfo.h"
- #include "../serializer/JsonSerializeFormat.h"
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../modding/ModScope.h"
- #include "../networkPacks/PacksForClient.h"
- #include "../networkPacks/PacksForClientBattle.h"
- #include "../constants/StringConstants.h"
- #include "../battle/Unit.h"
- #include "CConfigHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
- void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- serializeJsonOwner(handler);
-
- bool isHeroType = heroType.has_value();
- handler.serializeBool("placeholderType", isHeroType, false);
-
- if(!handler.saving)
- {
- if(isHeroType)
- heroType = HeroTypeID::NONE;
- else
- powerRank = 0;
- }
-
- if(isHeroType)
- handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
- else
- handler.serializeInt("powerRank", powerRank.value());
- }
- FactionID CGHeroInstance::getFactionID() const
- {
- return getHeroClass()->faction;
- }
- const IBonusBearer* CGHeroInstance::getBonusBearer() const
- {
- return this;
- }
- TerrainId CGHeroInstance::getNativeTerrain() const
- {
- // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
- // This is clearly bug in H3 however intended behaviour is not clear.
- // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
- // will always have best penalty without any influence from player-defined stacks order
- // and army that consist solely from neutral will always be considered to be on native terrain
- TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
- for(const auto & stack : stacks)
- {
- TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
- if(stackNativeTerrain == ETerrainId::NONE)
- continue;
- if(nativeTerrain == ETerrainId::ANY_TERRAIN)
- nativeTerrain = stackNativeTerrain;
- else if(nativeTerrain != stackNativeTerrain)
- return ETerrainId::NONE;
- }
- return nativeTerrain;
- }
- bool CGHeroInstance::isCoastVisitable() const
- {
- return true;
- }
- bool CGHeroInstance::isBlockedVisitable() const
- {
- return true;
- }
- BattleField CGHeroInstance::getBattlefield() const
- {
- return BattleField::NONE;
- }
- ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
- {
- for(const auto & elem : secSkills)
- if(elem.first == skill)
- return elem.second;
- return 0;
- }
- void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
- {
- if (val == 0) // skill removal
- {
- vstd::erase_if(secSkills, [which](const std::pair<SecondarySkill, ui8>& pair) { return pair.first == which; });
- updateSkillBonus(which, val);
- }
- else if(getSecSkillLevel(which) == 0)
- {
- secSkills.emplace_back(which, val);
- updateSkillBonus(which, val);
- }
- else
- {
- for (auto & elem : secSkills)
- {
- if(elem.first == which)
- {
- if(abs)
- elem.second = val;
- else
- elem.second += val;
- if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
- {
- logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
- elem.second = 3;
- }
- updateSkillBonus(which, elem.second); //when we know final value
- }
- }
- }
- }
- int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
- {
- return position - getVisitableOffset();
- }
- int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
- {
- return position + getVisitableOffset();
- }
- bool CGHeroInstance::canLearnSkill() const
- {
- return secSkills.size() < GameConstants::SKILL_PER_HERO;
- }
- bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
- {
- if ( !canLearnSkill())
- return false;
- if (!cb->isAllowed(which))
- return false;
- if (getSecSkillLevel(which) > 0)
- return false;
- if (getHeroClass()->secSkillProbability.count(which) == 0)
- return false;
- if (getHeroClass()->secSkillProbability.at(which) == 0)
- return false;
- return true;
- }
- int CGHeroInstance::movementPointsRemaining() const
- {
- return movement;
- }
- void CGHeroInstance::setMovementPoints(int points)
- {
- if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
- movement = 1000000;
- else
- movement = std::max(0, points);
- }
- int CGHeroInstance::movementPointsLimit(bool onLand) const
- {
- auto ti = getTurnInfo(0);
- return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
- }
- int CGHeroInstance::getLowestCreatureSpeed() const
- {
- if(stacksCount() != 0)
- {
- int minimalSpeed = std::numeric_limits<int>::max();
- //TODO? should speed modifiers (eg from artifacts) affect hero movement?
- for(const auto & slot : Slots())
- minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
- return minimalSpeed;
- }
- else
- {
- if(commander && commander->alive)
- return commander->getInitiative();
- }
- return 10;
- }
- std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
- {
- return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
- }
- int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
- {
- if (onLand)
- return ti->getMovePointsLimitLand();
- else
- return ti->getMovePointsLimitWater();
- }
- CGHeroInstance::CGHeroInstance(IGameCallback * cb)
- : CArmedInstance(cb),
- CArtifactSet(cb),
- tacticFormationEnabled(false),
- inTownGarrison(false),
- moveDir(4),
- mana(UNINITIALIZED_MANA),
- movement(UNINITIALIZED_MOVEMENT),
- level(1),
- exp(UNINITIALIZED_EXPERIENCE),
- gender(EHeroGender::DEFAULT),
- primarySkills(this),
- magicSchoolMastery(this),
- turnInfoCache(std::make_unique<TurnInfoCache>(this)),
- manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
- {
- setNodeType(HERO);
- ID = Obj::HERO;
- secSkills.emplace_back(SecondarySkill::NONE, -1);
- }
- PlayerColor CGHeroInstance::getOwner() const
- {
- return tempOwner;
- }
- const CHeroClass * CGHeroInstance::getHeroClass() const
- {
- return getHeroType()->heroClass;
- }
- HeroClassID CGHeroInstance::getHeroClassID() const
- {
- auto heroType = getHeroTypeID();
- if (heroType.hasValue())
- return getHeroType()->heroClass->getId();
- else
- return HeroClassID();
- }
- const CHero * CGHeroInstance::getHeroType() const
- {
- return getHeroTypeID().toHeroType();
- }
- HeroTypeID CGHeroInstance::getHeroTypeID() const
- {
- if (ID == Obj::RANDOM_HERO)
- return HeroTypeID::NONE;
- return HeroTypeID(getObjTypeIndex().getNum());
- }
- void CGHeroInstance::setHeroType(HeroTypeID heroType)
- {
- subID = heroType;
- }
- bool CGHeroInstance::isGarrisoned() const
- {
- return inTownGarrison;
- }
- const CGTownInstance * CGHeroInstance::getVisitedTown() const
- {
- if (!visitedTown.hasValue())
- return nullptr;
- return cb->getTown(visitedTown);
- }
- CGTownInstance * CGHeroInstance::getVisitedTown()
- {
- if (!visitedTown.hasValue())
- return nullptr;
- return dynamic_cast<CGTownInstance*>(cb->gameState().getObjInstance(visitedTown));
- }
- void CGHeroInstance::setVisitedTown(const CGTownInstance * town, bool garrisoned)
- {
- if (town)
- visitedTown = town->id;
- else
- visitedTown = {};
- inTownGarrison = garrisoned;
- }
- const CCommanderInstance * CGHeroInstance::getCommander() const
- {
- return commander.get();
- }
- CCommanderInstance * CGHeroInstance::getCommander()
- {
- return commander.get();
- }
- void CGHeroInstance::initObj(vstd::RNG & rand)
- {
- if (ID == Obj::HERO)
- updateAppearance();
- }
- void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
- {
- subID = SUBID.getNum();
- initHero(rand);
- }
- TObjectTypeHandler CGHeroInstance::getObjectHandler() const
- {
- if (ID == Obj::HERO)
- return LIBRARY->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
- else // prison or random hero
- return LIBRARY->objtypeh->getHandlerFor(ID, 0);
- }
- void CGHeroInstance::updateAppearance()
- {
- auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
- auto terrain = cb->gameState().getTile(visitablePos())->getTerrainID();
- auto app = handler->getOverride(terrain, this);
- if (app)
- appearance = app;
- }
- void CGHeroInstance::initHero(vstd::RNG & rand)
- {
- assert(validTypes(true));
-
- if (gender == EHeroGender::DEFAULT)
- gender = getHeroType()->gender;
- if (ID == Obj::HERO)
- {
- auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
- appearance = handler->getTemplates().front();
- }
- if(!vstd::contains(spells, SpellID::PRESET))
- {
- // hero starts with default spells
- for(const auto & spellID : getHeroType()->spells)
- spells.insert(spellID);
- }
- else //remove placeholder
- spells -= SpellID::PRESET;
- if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
- {
- // hero starts with default spellbook presence status
- if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
- {
- auto artifact = cb->gameState().createArtifact(ArtifactID::SPELLBOOK);
- putArtifact(ArtifactPosition::SPELLBOOK, artifact);
- }
- }
- else
- spells -= SpellID::SPELLBOOK_PRESET;
- if(!getArt(ArtifactPosition::MACH4))
- {
- auto artifact = cb->gameState().createArtifact(ArtifactID::CATAPULT);
- putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
- }
- if(!hasBonusFrom(BonusSource::HERO_BASE_SKILL))
- {
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
- }
- }
- if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
- secSkills = getHeroType()->secSkillsInit;
- setFormation(EArmyFormation::LOOSE);
- if (!stacksCount()) //standard army//initial army
- {
- initArmy(rand);
- }
- assert(validTypes());
- if (patrol.patrolling)
- patrol.initialPos = visitablePos();
- if(exp == UNINITIALIZED_EXPERIENCE)
- {
- initExp(rand);
- }
- else
- {
- levelUpAutomatically(rand);
- }
- // load base hero bonuses, TODO: per-map loading of base hero bonuses
- // must be done separately from global bonuses since recruitable heroes in taverns
- // are not attached to global bonus node but need access to some global bonuses
- // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : LIBRARY->modh->heroBaseBonuses)
- // or MOVEMENT to compute initial movement before recruiting is finished
- const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
- for(const auto & b : baseBonuses.Struct())
- {
- auto bonus = JsonUtils::parseBonus(b.second);
- bonus->source = BonusSource::HERO_BASE_SKILL;
- bonus->sid = BonusSourceID(id);
- bonus->duration = BonusDuration::PERMANENT;
- addNewBonus(bonus);
- }
- if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
- {
- commander = std::make_unique<CCommanderInstance>(cb, getHeroClass()->commander);
- commander->setArmy(getArmy()); //TODO: separate function for setting commanders
- commander->giveTotalStackExperience(exp); //after our exp is set
- }
- skillsInfo = SecondarySkillsInfo();
- //copy active (probably growing) bonuses from hero prototype to hero object
- for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
- addNewBonus(b);
- //initialize bonuses
- recreateSecondarySkillsBonuses();
- movement = movementPointsLimit(true);
- mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
- }
- void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
- {
- if(!dst)
- dst = this;
- int warMachinesGiven = 0;
- auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
- int stacksCountInitRandomNumber = rand.nextInt(1, 100);
- size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
- for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
- {
- if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
- continue;
- auto & stack = getHeroType()->initialArmy[stackNo];
- int count = rand.nextInt(stack.minAmount, stack.maxAmount);
- if(stack.creature == CreatureID::NONE)
- {
- logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
- continue;
- }
- const CCreature * creature = stack.creature.toCreature();
- if(creature->warMachine != ArtifactID::NONE) //war machine
- {
- warMachinesGiven++;
- if(dst != this)
- continue;
- ArtifactID aid = creature->warMachine;
- const CArtifact * art = aid.toArtifact();
- if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
- {
- //TODO: should we try another possible slots?
- ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
- if(!getArt(slot))
- {
- auto artifact = cb->gameState().createArtifact(aid);
- putArtifact(slot, artifact);
- }
- else
- logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
- }
- else
- {
- logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
- }
- }
- else
- {
- dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
- }
- }
- }
- CGHeroInstance::~CGHeroInstance() = default;
- bool CGHeroInstance::needsLastStack() const
- {
- return true;
- }
- void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
- {
- if(h == this) return; //exclude potential self-visiting
- if (ID == Obj::HERO)
- {
- if( cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
- {
- //exchange
- cb->heroExchange(h->id, id);
- }
- else //battle
- {
- if(getVisitedTown()) //we're in town
- getVisitedTown()->onHeroVisit(h); //town will handle attacking
- else
- cb->startBattle(h, this);
- }
- }
- else if(ID == Obj::PRISON)
- {
- if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
- {
- //update hero parameters
- SetMovePoints smp;
- smp.hid = id;
-
- cb->setManaPoints (id, manaLimit());
-
- ObjectInstanceID boatId;
- const auto boatPos = visitablePos();
- if (cb->gameState().getMap().getTile(boatPos).isWater())
- {
- smp.val = movementPointsLimit(false);
- if (!inBoat())
- {
- //Create a new boat for hero
- cb->createBoat(boatPos, getBoatType(), h->getOwner());
- boatId = cb->getTopObj(boatPos)->id;
- }
- }
- else
- {
- smp.val = movementPointsLimit(true);
- }
- cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
- cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
- cb->setMovePoints (&smp);
- h->showInfoDialog(102);
- }
- else //already 8 wandering heroes
- {
- h->showInfoDialog(103);
- }
- }
- }
- std::string CGHeroInstance::getObjectName() const
- {
- if(ID != Obj::PRISON)
- {
- std::string hoverName = LIBRARY->generaltexth->allTexts[15];
- boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
- boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
- return hoverName;
- }
- else
- return LIBRARY->objtypeh->getObjectName(ID, 0);
- }
- std::string CGHeroInstance::getHoverText(PlayerColor player) const
- {
- std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
- return hoverText;
- }
- std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
- {
- std::string output = "";
- if(player == getOwner())
- {
- output += " " + LIBRARY->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
- boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!inBoat())));
- boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
- }
- return output;
- }
- ui8 CGHeroInstance::maxlevelsToMagicSchool() const
- {
- return getHeroClass()->isMagicHero() ? 3 : 4;
- }
- ui8 CGHeroInstance::maxlevelsToWisdom() const
- {
- return getHeroClass()->isMagicHero() ? 3 : 6;
- }
- CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
- magicSchoolCounter(1),
- wisdomCounter(1)
- {}
- void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
- {
- magicSchoolCounter = 0;
- }
- void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
- {
- wisdomCounter = 0;
- }
- void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
- {
- assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
- if (ID == Obj::RANDOM_HERO)
- {
- auto selectedHero = cb->gameState().pickNextHeroType(getOwner());
- ID = Obj::HERO;
- subID = selectedHero;
- randomizeArmy(getHeroClass()->faction);
- }
- auto oldSubID = subID;
- // to find object handler we must use heroClass->id
- // after setType subID used to store unique hero identify id. Check issue 2277 for details
- // exclude prisons which should use appearance as set in map, via map editor or RMG
- if (ID != Obj::PRISON)
- setType(ID, getHeroClass()->getIndex());
- this->subID = oldSubID;
- }
- void CGHeroInstance::recreateSecondarySkillsBonuses()
- {
- auto secondarySkillsBonuses = getBonusesFrom(BonusSource::SECONDARY_SKILL);
- for(const auto & bonus : *secondarySkillsBonuses)
- removeBonus(bonus);
- for(const auto & skill_info : secSkills)
- if(skill_info.second > 0)
- updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
- }
- void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
- {
- removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
- if(val > 0)
- {
- auto skillBonus = (*LIBRARY->skillh)[which]->at(val).effects;
- for(const auto& b : skillBonus)
- addNewBonus(std::make_shared<Bonus>(*b));
- }
- }
- void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
- {
- if(what == ObjProperty::PRIMARY_STACK_COUNT)
- setStackCount(SlotID(0), identifier.getNum());
- }
- int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
- {
- return primarySkills.getSkill(id);
- }
- double CGHeroInstance::getFightingStrength() const
- {
- const auto & skillValues = primarySkills.getSkills();
- return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK.getNum()]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE.getNum()]));
- }
- double CGHeroInstance::getMagicStrength() const
- {
- const auto & skillValues = primarySkills.getSkills();
- if (!hasSpellbook())
- return 1;
- bool atLeastOneCombatSpell = false;
- for (auto spell : spells)
- {
- if (spell.toSpell()->isCombat())
- {
- atLeastOneCombatSpell = true;
- break;
- }
- }
- if (!atLeastOneCombatSpell)
- return 1;
- return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE.getNum()] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER.getNum()] * mana / manaLimit()));
- }
- double CGHeroInstance::getHeroStrength() const
- {
- return getFightingStrength() * getMagicStrength();
- }
- uint64_t CGHeroInstance::getValueForDiplomacy() const
- {
- // H3 formula for hero strength when considering diplomacy skill
- uint64_t armyStrength = getArmyStrength();
- double heroStrength = sqrt(
- (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::ATTACK)) *
- (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::DEFENSE))
- );
- return heroStrength * armyStrength;
- }
- uint32_t CGHeroInstance::getValueForCampaign() const
- {
- /// Determined by testing H3: hero is preferred for transfer in campaigns if total sum of his primary skills and his secondary skill levels is greatest
- uint32_t score = 0;
- score += getPrimSkillLevel(PrimarySkill::ATTACK);
- score += getPrimSkillLevel(PrimarySkill::DEFENSE);
- score += getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- score += getPrimSkillLevel(PrimarySkill::DEFENSE);
- for (const auto& secondary : secSkills)
- score += secondary.second;
- return score;
- }
- ui64 CGHeroInstance::getTotalStrength() const
- {
- double ret = getHeroStrength() * getArmyStrength();
- return static_cast<ui64>(ret);
- }
- TExpType CGHeroInstance::calculateXp(TExpType exp) const
- {
- return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
- }
- int32_t CGHeroInstance::getCasterUnitId() const
- {
- return id.getNum();
- }
- int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
- {
- int32_t skill = -1; //skill level
- spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
- {
- int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
- if(thisSchool > skill)
- {
- skill = thisSchool;
- if(outSelectedSchool)
- *outSelectedSchool = cnf;
- }
- });
- vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
- vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
- vstd::amax(skill, 0); //in case we don't know any school
- vstd::amin(skill, 3);
- return skill;
- }
- int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
- {
- //applying sorcery secondary skill
- if(spell->isMagical())
- base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
- base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
- int maxSchoolBonus = 0;
- spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
- {
- vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
- });
- base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
- if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
- base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
- return base;
- }
- int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
- {
- base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
- return base;
- }
- int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
- {
- return getSpellSchoolLevel(spell);
- }
- int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
- {
- return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- }
- int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
- {
- int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
- int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
- return spellpower + durationCommon + durationSpecific;
- }
- int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
- {
- return 0;
- }
- PlayerColor CGHeroInstance::getCasterOwner() const
- {
- return tempOwner;
- }
- void CGHeroInstance::getCasterName(MetaString & text) const
- {
- //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
- text.replaceRawString(getNameTranslated());
- }
- void CGHeroInstance::getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const
- {
- const bool singleTarget = attacked.size() == 1;
- const int textIndex = singleTarget ? 195 : 196;
- text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
- getCasterName(text);
- text.replaceName(spell->getId());
- if(singleTarget)
- attacked.at(0)->addNameReplacement(text, true);
- }
- const CGHeroInstance * CGHeroInstance::getHeroCaster() const
- {
- return this;
- }
- void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
- {
- if(spellCost != 0)
- {
- SetMana sm;
- sm.absolute = false;
- sm.hid = id;
- sm.val = -spellCost;
- server->apply(sm);
- }
- }
- bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
- {
- const bool isAllowed = cb->isAllowed(spell->getId());
- const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
- const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
- bool schoolBonus = false;
- spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
- {
- if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
- {
- schoolBonus = stop = true;
- }
- });
- const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
- if(spell->isSpecial())
- {
- if(inSpellBook)
- {//hero has this spell in spellbook
- logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
- }
- return specificBonus;
- }
- else if(!isAllowed)
- {
- if(inSpellBook)
- {
- //hero has this spell in spellbook
- //it is normal if set in map editor, but trace it to possible debug of magic guild
- logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
- }
- return inSpellBook || specificBonus || schoolBonus || levelBonus;
- }
- else
- {
- return inSpellBook || schoolBonus || specificBonus || levelBonus;
- }
- }
- bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
- {
- if(!hasSpellbook())
- return false;
- if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
- return false;
- if(vstd::contains(spells, spell->getId()))//already known
- return false;
- if(spell->isSpecial())
- {
- logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
- return false;//special spells can not be learned
- }
- if(spell->isCreatureAbility())
- {
- logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
- return false;//creature abilities can not be learned
- }
- if(!allowBanned && !cb->isAllowed(spell->getId()))
- {
- logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
- return false;//banned spells should not be learned
- }
- return true;
- }
- /**
- * Calculates what creatures and how many to be raised from a battle.
- * @param battleResult The results of the battle.
- * @return Returns a pair with the first value indicating the ID of the creature
- * type and second value the amount. Both values are returned as -1 if necromancy
- * could not be applied.
- */
- CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
- {
- bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
- // need skill or cloak of undead king - lesser artifacts don't work without skill
- if (hasImprovedNecromancy)
- {
- double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
- const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
- vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
- const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
- if(casualties.empty())
- return CStackBasicDescriptor();
- // figure out what to raise - pick strongest creature meeting requirements
- CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
- int requiredCasualtyLevel = 1;
- TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
- if(!improvedNecromancy->empty())
- {
- int maxCasualtyLevel = 1;
- for(const auto & casualty : casualties)
- vstd::amax(maxCasualtyLevel, LIBRARY->creatures()->getById(casualty.first)->getLevel());
- // pick best bonus available
- std::shared_ptr<Bonus> topPick;
- for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
- {
- // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
- if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
- continue;
- if(!topPick)
- {
- topPick = newPick;
- }
- else
- {
- auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
- {
- const auto * c = pick->subtype.as<CreatureID>().toCreature();
- return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
- };
- if(quality(topPick) < quality(newPick))
- topPick = newPick;
- }
- }
- if(topPick)
- {
- creatureTypeRaised = topPick->subtype.as<CreatureID>();
- requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
- }
- }
- assert(creatureTypeRaised != CreatureID::NONE);
- // raise upgraded creature (at 2/3 rate) if no space available otherwise
- if(getSlotFor(creatureTypeRaised) == SlotID())
- {
- for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
- {
- if(getSlotFor(upgraded) != SlotID())
- {
- creatureTypeRaised = upgraded;
- necromancySkill *= 2/3.0;
- break;
- }
- }
- }
- // calculate number of creatures raised - low level units contribute at 50% rate
- const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
- double raisedUnits = 0;
- for(const auto & casualty : casualties)
- {
- const CCreature * c = casualty.first.toCreature();
- double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
- if(c->getLevel() < requiredCasualtyLevel)
- raisedFromCasualty *= 0.5;
- raisedUnits += raisedFromCasualty;
- }
- return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
- }
- return CStackBasicDescriptor();
- }
- /*
- int3 CGHeroInstance::getSightCenter() const
- {
- return getPosition(false);
- }*/
- int CGHeroInstance::getSightRadius() const
- {
- return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
- }
- si32 CGHeroInstance::manaRegain() const
- {
- if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
- return manaLimit();
- return valOfBonuses(BonusType::MANA_REGENERATION);
- }
- si32 CGHeroInstance::getManaNewTurn() const
- {
- if(getVisitedTown() && getVisitedTown()->hasBuilt(BuildingID::MAGES_GUILD_1))
- {
- //if hero starts turn in town with mage guild - restore all mana
- return std::max(mana, manaLimit());
- }
- si32 res = mana + manaRegain();
- res = std::min(res, manaLimit());
- res = std::max(res, mana);
- res = std::max(res, 0);
- return res;
- }
- // /**
- // * Places an artifact in hero's backpack. If it's a big artifact equips it
- // * or discards it if it cannot be equipped.
- // */
- // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
- // {
- // CArtifact * const artifact = LIBRARY->arth->objects[aid]; //pointer to constant object
- // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
- // ai->putAt(this, ai->firstAvailableSlot(this));
- // }
- BoatId CGHeroInstance::getBoatType() const
- {
- return BoatId(LIBRARY->townh->getById(getHeroClass()->faction)->getBoatType());
- }
- void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
- {
- offsets = {
- {0, -1, 0},
- {+1, -1, 0},
- {+1, 0, 0},
- {+1, +1, 0},
- {0, +1, 0},
- {-1, +1, 0},
- {-1, 0, 0},
- {-1, -1, 0},
- };
- }
- const IObjectInterface * CGHeroInstance::getObject() const
- {
- return this;
- }
- int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
- {
- return sp->getCost(getSpellSchoolLevel(sp));
- }
- void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
- {
- auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
- .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
- removeBonuses(sel);
- addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
- }
- EAlignment CGHeroInstance::getAlignment() const
- {
- return getHeroClass()->getAlignment();
- }
- void CGHeroInstance::initExp(vstd::RNG & rand)
- {
- exp = rand.nextInt(40, 89);
- }
- std::string CGHeroInstance::nodeName() const
- {
- return "Hero " + getNameTextID();
- }
- si32 CGHeroInstance::manaLimit() const
- {
- return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
- }
- HeroTypeID CGHeroInstance::getPortraitSource() const
- {
- if (customPortraitSource.isValid())
- return customPortraitSource;
- else
- return getHeroTypeID();
- }
- int32_t CGHeroInstance::getIconIndex() const
- {
- return getPortraitSource().toEntity(LIBRARY)->getIconIndex();
- }
- std::string CGHeroInstance::getNameTranslated() const
- {
- return LIBRARY->generaltexth->translate(getNameTextID());
- }
- std::string CGHeroInstance::getClassNameTranslated() const
- {
- return LIBRARY->generaltexth->translate(getClassNameTextID());
- }
- std::string CGHeroInstance::getClassNameTextID() const
- {
- if (isCampaignGem())
- return "core.genrltxt.735";
- return getHeroClass()->getNameTextID();
- }
- std::string CGHeroInstance::getNameTextID() const
- {
- if (!nameCustomTextId.empty())
- return nameCustomTextId;
- if (getHeroTypeID().hasValue())
- return getHeroType()->getNameTextID();
- // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
- // assert(0);
- return "";
- }
- std::string CGHeroInstance::getBiographyTranslated() const
- {
- return LIBRARY->generaltexth->translate(getBiographyTextID());
- }
- std::string CGHeroInstance::getBiographyTextID() const
- {
- if (!biographyCustomTextId.empty())
- return biographyCustomTextId;
- if (getHeroTypeID().hasValue())
- return getHeroType()->getBiographyTextID();
-
- return ""; //for random hero
- }
- CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, const CArtifactInstance * art)
- {
- assert(art->canBePutAt(this, pos));
- if(ArtifactUtils::isSlotEquipment(pos))
- attachToSource(*art);
- return CArtifactSet::putArtifact(pos, art);
- }
- void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
- {
- auto art = getArt(pos);
- assert(art);
- CArtifactSet::removeArtifact(pos);
- if(ArtifactUtils::isSlotEquipment(pos))
- detachFromSource(*art);
- }
- bool CGHeroInstance::hasSpellbook() const
- {
- return getArt(ArtifactPosition::SPELLBOOK);
- }
- void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
- {
- spells.insert(spell);
- }
- void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
- {
- spells.erase(spell);
- }
- bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
- {
- return vstd::contains(spells, spell);
- }
- void CGHeroInstance::removeSpellbook()
- {
- spells.clear();
- if(hasSpellbook())
- {
- cb->gameState().getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
- }
- }
- const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
- {
- return spells;
- }
- int CGHeroInstance::maxSpellLevel() const
- {
- return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(BonusType::MAX_LEARNABLE_SPELL_LEVEL));
- }
- bool CGHeroInstance::inBoat() const
- {
- return boardedBoat.hasValue();
- }
- const CGBoat * CGHeroInstance::getBoat() const
- {
- if (boardedBoat.hasValue())
- return dynamic_cast<const CGBoat*>(cb->getObjInstance(boardedBoat));
- return nullptr;
- }
- CGBoat * CGHeroInstance::getBoat()
- {
- if (boardedBoat.hasValue())
- return dynamic_cast<CGBoat*>(cb->gameState().getObjInstance(boardedBoat));
- return nullptr;
- }
- void CGHeroInstance::setBoat(CGBoat* newBoat)
- {
- if (newBoat)
- {
- boardedBoat = newBoat->id;
- attachTo(*newBoat);
- newBoat->setBoardedHero(this);
- }
- else if (boardedBoat.hasValue())
- {
- auto oldBoat = getBoat();
- boardedBoat = {};
- detachFrom(*oldBoat);
- oldBoat->setBoardedHero(nullptr);
- }
- }
- void CGHeroInstance::restoreBonusSystem(CGameState & gs)
- {
- CArmedInstance::restoreBonusSystem(gs);
- artDeserializationFix(gs, this);
- if (boardedBoat.hasValue())
- {
- auto boat = gs.getObjInstance(boardedBoat);
- if (boat)
- attachTo(dynamic_cast<CGBoat&>(*boat));
- }
- }
- void CGHeroInstance::attachToBonusSystem(CGameState & gs)
- {
- CArmedInstance::attachToBonusSystem(gs);
- if (boardedBoat.hasValue())
- {
- auto boat = gs.getObjInstance(boardedBoat);
- if (boat)
- attachTo(dynamic_cast<CGBoat&>(*boat));
- }
- }
- void CGHeroInstance::detachFromBonusSystem(CGameState & gs)
- {
- CArmedInstance::detachFromBonusSystem(gs);
- if (boardedBoat.hasValue())
- {
- auto boat = gs.getObjInstance(boardedBoat);
- if (boat)
- detachFrom(dynamic_cast<CGBoat&>(*boat));
- }
- }
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
- {
- if(!getVisitedTown())
- return nullptr;
- if (isBattleOutsideTown)
- return const_cast<CTownAndVisitingHero *>(&getVisitedTown()->townAndVis);
- return const_cast<CGTownInstance*>(getVisitedTown());
- }
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState & gs)
- {
- if(getVisitedTown())
- return whereShouldBeAttachedOnSiege(getVisitedTown()->isBattleOutsideTown(this));
- return &CArmedInstance::whereShouldBeAttached(gs);
- }
- CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState & gs)
- {
- if(visitedTown.hasValue())
- {
- auto town = gs.getTown(visitedTown);
- if(isGarrisoned())
- return *town;
- else
- return town->townAndVis;
- }
- else
- return CArmedInstance::whereShouldBeAttached(gs);
- }
- int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
- {
- if(!ti->hasFreeShipBoarding())
- return 0; // take all MPs by default
-
- auto boatLayer = inBoat() ? getBoat()->layer : EPathfindingLayer::SAIL;
- int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
- int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
- int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
- return ret;
- }
- EDiggingStatus CGHeroInstance::diggingStatus() const
- {
- if(static_cast<int>(movement) < movementPointsLimit(true))
- return EDiggingStatus::LACK_OF_MOVEMENT;
- if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
- return EDiggingStatus::BACKPACK_IS_FULL;
- return cb->getTileDigStatus(visitablePos());
- }
- ArtBearer::ArtBearer CGHeroInstance::bearerType() const
- {
- return ArtBearer::HERO;
- }
- std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
- {
- auto getObligatorySkills = [](CSkill::Obligatory obl){
- std::set<SecondarySkill> obligatory;
- for(auto i = 0; i < LIBRARY->skillh->size(); i++)
- if((*LIBRARY->skillh)[SecondarySkill(i)]->obligatory(obl))
- obligatory.insert(i); //Always return all obligatory skills
- return obligatory;
- };
- auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
- {
- std::set<SecondarySkill> intersect;
- std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
- std::inserter(intersect, intersect.begin()));
- return intersect;
- };
- std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
- std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
- std::set<SecondarySkill> basicAndAdv;
- std::set<SecondarySkill> none;
- for(int i = 0; i < LIBRARY->skillh->size(); i++)
- if (canLearnSkill(SecondarySkill(i)))
- none.insert(SecondarySkill(i));
- for(const auto & elem : secSkills)
- {
- if(elem.second < MasteryLevel::EXPERT)
- basicAndAdv.insert(elem.first);
- none.erase(elem.first);
- }
- bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
- bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
- std::vector<SecondarySkill> skills;
- auto chooseSkill = [&](std::set<SecondarySkill> & options)
- {
- bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
- bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
- SecondarySkill selection;
- if (selectWisdom)
- selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
- else if (selectSchool)
- selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
- else
- selection = getHeroClass()->chooseSecSkill(options, rand);
- skills.push_back(selection);
- options.erase(selection);
- if (wisdomList.count(selection))
- wisdomList.clear();
- if (schoolList.count(selection))
- schoolList.clear();
- };
- if (!basicAndAdv.empty())
- chooseSkill(basicAndAdv);
- if (canLearnSkill() && !none.empty())
- chooseSkill(none);
- if (!basicAndAdv.empty() && skills.size() < 2)
- chooseSkill(basicAndAdv);
- if (canLearnSkill() && !none.empty() && skills.size() < 2)
- chooseSkill(none);
- return skills;
- }
- PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
- {
- assert(gainsLevel());
- const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
- const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
- if (isCampaignYog())
- {
- // Yog can only receive Attack or Defence on level-up
- std::vector<int> yogChances = { skillChances[0], skillChances[1]};
- return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
- }
- return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
- }
- std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
- {
- assert(gainsLevel());
- std::optional<SecondarySkill> chosenSecondarySkill;
- const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
- if(!proposedSecondarySkills.empty())
- {
- std::vector<SecondarySkill> learnedSecondarySkills;
- for(const auto & secondarySkill : proposedSecondarySkills)
- {
- if(getSecSkillLevel(secondarySkill) > 0)
- {
- learnedSecondarySkills.push_back(secondarySkill);
- }
- }
- if(learnedSecondarySkills.empty())
- {
- // there are only new skills to learn, so choose anyone of them
- chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
- }
- else
- {
- // preferably upgrade a already learned secondary skill
- chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
- }
- }
- return chosenSecondarySkill;
- }
- void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
- {
- if(primarySkill < PrimarySkill::EXPERIENCE)
- {
- auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
- .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
- .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
- assert(skill);
- if(abs)
- {
- skill->val = static_cast<si32>(value);
- }
- else
- {
- skill->val += static_cast<si32>(value);
- }
- nodeHasChanged();
- }
- else if(primarySkill == PrimarySkill::EXPERIENCE)
- {
- if(abs)
- {
- exp = value;
- }
- else
- {
- exp += value;
- }
- }
- }
- bool CGHeroInstance::gainsLevel() const
- {
- return level < LIBRARY->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(LIBRARY->heroh->reqExp(level+1));
- }
- void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
- {
- ++level;
- //deterministic secondary skills
- ++skillsInfo.magicSchoolCounter;
- ++skillsInfo.wisdomCounter;
- for(const auto & skill : skills)
- {
- if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
- skillsInfo.resetWisdomCounter();
- if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
- skillsInfo.resetMagicSchoolCounter();
- }
- //update specialty and other bonuses that scale with level
- nodeHasChanged();
- }
- void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
- {
- while(gainsLevel())
- {
- const auto primarySkill = nextPrimarySkill(rand);
- setPrimarySkill(primarySkill, 1, false);
- auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
- const auto secondarySkill = nextSecondarySkill(rand);
- if(secondarySkill)
- {
- setSecSkillLevel(*secondarySkill, 1, false);
- }
- //TODO why has the secondary skills to be passed to the method?
- levelUp(proposedSecondarySkills);
- }
- }
- bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
- {
- //VISIONS spell support
- const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
- int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- if (visionsMultiplier > 0)
- vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
- const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
- //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
- return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
- }
- std::string CGHeroInstance::getHeroTypeName() const
- {
- if(ID == Obj::HERO || ID == Obj::PRISON)
- return getHeroType()->getJsonKey();
- return "";
- }
- void CGHeroInstance::afterAddToMap(CMap * map)
- {
- map->heroAddedToMap(this);
- }
- void CGHeroInstance::afterRemoveFromMap(CMap* map)
- {
- map->heroRemovedFromMap(this);
- }
- void CGHeroInstance::setHeroTypeName(const std::string & identifier)
- {
- if(ID == Obj::HERO || ID == Obj::PRISON)
- {
- auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
- if(rawId)
- subID = rawId.value();
- else
- {
- throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
- }
- }
- }
- void CGHeroInstance::updateFrom(const JsonNode & data)
- {
- CGObjectInstance::updateFrom(data);
- }
- void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
- {
- handler.serializeString("biography", biographyCustomTextId);
- handler.serializeInt("experience", exp, 0);
- if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
- {
- while (gainsLevel())
- {
- ++level;
- }
- }
- handler.serializeString("name", nameCustomTextId);
- handler.serializeInt("gender", gender, 0);
- handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
- //primary skills
- if(handler.saving)
- {
- const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
- if(haveSkills)
- {
- auto primarySkills = handler.enterStruct("primarySkills");
- for(auto skill : PrimarySkill::ALL_SKILLS())
- {
- int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
- handler.serializeInt(NPrimarySkill::names[skill.getNum()], value, 0);
- }
- }
- }
- else
- {
- auto primarySkills = handler.enterStruct("primarySkills");
- if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
- {
- for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
- {
- int value = 0;
- handler.serializeInt(NPrimarySkill::names[i], value, 0);
- pushPrimSkill(static_cast<PrimarySkill>(i), value);
- }
- }
- }
- //secondary skills
- if(handler.saving)
- {
- //does hero have default skills?
- bool defaultSkills = false;
- bool normalSkills = false;
- for(const auto & p : secSkills)
- {
- if(p.first == SecondarySkill(SecondarySkill::NONE))
- defaultSkills = true;
- else
- normalSkills = true;
- }
- if(defaultSkills && normalSkills)
- logGlobal->error("Mixed default and normal secondary skills");
- //in json default skills means no field/null
- if(!defaultSkills)
- {
- //enter array here as handler initialize it
- auto secondarySkills = handler.enterArray("secondarySkills");
- secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
- for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
- {
- JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
- SecondarySkill skillId = secSkills.at(skillIndex).first;
- handler.serializeId("skill", skillId);
- std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
- handler.serializeString("level", skillLevel);
- }
- }
- }
- else
- {
- auto secondarySkills = handler.getCurrent()["secondarySkills"];
- secSkills.clear();
- if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
- {
- secSkills.emplace_back(SecondarySkill::NONE, -1);
- }
- else
- {
- auto addSkill = [this](const std::string & skillId, const std::string & levelId)
- {
- const int rawId = SecondarySkill::decode(skillId);
- if(rawId < 0)
- {
- logGlobal->error("Invalid secondary skill %s", skillId);
- return;
- }
- const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
- if(level < 0)
- {
- logGlobal->error("Invalid secondary skill level%s", levelId);
- return;
- }
- secSkills.emplace_back(SecondarySkill(rawId), level);
- };
- if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
- {
- for(const auto & p : secondarySkills.Vector())
- {
- auto skillMap = p.Struct();
- addSkill(skillMap["skill"].String(), skillMap["level"].String());
- }
- }
- else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
- {
- for(const auto & p : secondarySkills.Struct())
- {
- addSkill(p.first, p.second.String());
- };
- }
- }
- }
- handler.serializeIdArray("spellBook", spells);
- if(handler.saving)
- CArtifactSet::serializeJsonArtifacts(handler, "artifacts", &cb->gameState().getMap());
- }
- void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- serializeCommonOptions(handler);
- serializeJsonOwner(handler);
- if(ID == Obj::HERO || ID == Obj::PRISON)
- {
- std::string typeName;
- if(handler.saving)
- typeName = getHeroTypeName();
- handler.serializeString("type", typeName);
- if(!handler.saving)
- setHeroTypeName(typeName);
- }
- if(!handler.saving)
- {
- if(!appearance)
- {
- // crossoverDeserialize
- appearance = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
- }
- }
- CArmedInstance::serializeJsonOptions(handler);
- {
- ui32 rawPatrolRadius = NO_PATROLLING;
- if(handler.saving)
- {
- rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
- }
- handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
- if(!handler.saving)
- {
- patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
- patrol.initialPos = visitablePos();
- patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
- }
- }
- }
- void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
- {
- serializeCommonOptions(handler);
- }
- bool CGHeroInstance::isMissionCritical() const
- {
- for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
- {
- if (event.effect.type != EventEffect::DEFEAT)
- continue;
- auto const & testFunctor = [&](const EventCondition & condition)
- {
- if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
- return (id != condition.objectID);
- if (condition.condition == EventCondition::HAVE_ARTIFACT)
- {
- if(hasArt(condition.objectType.as<ArtifactID>()))
- return true;
- }
- if(condition.condition == EventCondition::IS_HUMAN)
- return true;
- return false;
- };
- if(event.trigger.test(testFunctor))
- return true;
- }
- return false;
- }
- void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
- {
- TConstBonusListPtr lista = getBonusesOfType(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId()));
- for(const auto & it : *lista)
- {
- auto nid = CreatureID(it->additionalInfo[0]);
- if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
- {
- info.addUpgrade(nid, stack.getType());
- }
- }
- }
- bool CGHeroInstance::isCampaignYog() const
- {
- const StartInfo *si = cb->getStartInfo();
- // it would be nice to find a way to move this hack to config/mapOverrides.json
- if(!si || !si->campState)
- return false;
- std::string campaign = si->campState->getFilename();
- if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
- return false;
- if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
- return false;
- return true;
- }
- bool CGHeroInstance::isCampaignGem() const
- {
- const StartInfo *si = cb->getStartInfo();
- // it would be nice to find a way to move this hack to config/mapOverrides.json
- if(!si || !si->campState)
- return false;
- std::string campaign = si->campState->getFilename();
- if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
- return false;
- if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
- return false;
- return true;
- }
- ResourceSet CGHeroInstance::dailyIncome() const
- {
- ResourceSet income;
- for (GameResID k : GameResID::ALL_RESOURCES())
- income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
- const auto & playerSettings = cb->getPlayerSettings(getOwner());
- income.applyHandicap(playerSettings->handicap.percentIncome);
- return income;
- }
- std::vector<CreatureID> CGHeroInstance::providedCreatures() const
- {
- return {};
- }
- const IOwnableObject * CGHeroInstance::asOwnable() const
- {
- return this;
- }
- int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
- {
- std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(which.getNum());
- auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
- auto minSkillValue = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
- return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
- }
- VCMI_LIB_NAMESPACE_END
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