CGHeroInstance.cpp 45 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CModHandler.h"
  18. #include "../CSoundBase.h"
  19. #include "../spells/CSpellHandler.h"
  20. #include "../CSkillHandler.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../CGameState.h"
  24. #include "../CCreatureHandler.h"
  25. #include "../CTownHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "CGTownInstance.h"
  28. #include "../serializer/JsonSerializeFormat.h"
  29. #include "../StringConstants.h"
  30. #include "../battle/Unit.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. ///helpers
  33. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  34. {
  35. InfoWindow iw;
  36. iw.soundID = soundID;
  37. iw.player = playerID;
  38. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  39. IObjectInterface::cb->sendAndApply(&iw);
  40. }
  41. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  42. {
  43. const PlayerColor playerID = h->getOwner();
  44. showInfoDialog(playerID,txtID,soundID);
  45. }
  46. static int lowestSpeed(const CGHeroInstance * chi)
  47. {
  48. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  49. static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
  50. if(!chi->stacksCount())
  51. {
  52. if(chi->commander && chi->commander->alive)
  53. {
  54. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  55. }
  56. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  57. return 20;
  58. }
  59. auto i = chi->Slots().begin();
  60. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  61. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  62. for(; i != chi->Slots().end(); i++)
  63. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  64. return ret;
  65. }
  66. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  67. {
  68. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  69. //if there is road both on dest and src tiles - use road movement cost
  70. if(dest.roadType->id && from.roadType->id)
  71. {
  72. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  73. }
  74. else if(ti->nativeTerrain != from.terType->id &&//the terrain is not native
  75. ti->nativeTerrain != Terrain::ANY_TERRAIN && //no special creature bonus
  76. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->id)) //no special movement bonus
  77. {
  78. ret = VLC->heroh->terrCosts[from.terType->id];
  79. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  80. if(ret < GameConstants::BASE_MOVEMENT_COST)
  81. ret = GameConstants::BASE_MOVEMENT_COST;
  82. }
  83. return (ui32)ret;
  84. }
  85. TerrainId CGHeroInstance::getNativeTerrain() const
  86. {
  87. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  88. // This is clearly bug in H3 however intended behaviour is not clear.
  89. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  90. // will always have best penalty without any influence from player-defined stacks order
  91. // TODO: What should we do if all hero stacks are neutral creatures?
  92. TerrainId nativeTerrain = Terrain::BORDER;
  93. for(auto stack : stacks)
  94. {
  95. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  96. if(stackNativeTerrain == Terrain::BORDER) //where does this value come from?
  97. continue;
  98. if(nativeTerrain == Terrain::BORDER)
  99. nativeTerrain = stackNativeTerrain;
  100. else if(nativeTerrain != stackNativeTerrain)
  101. return Terrain::BORDER;
  102. }
  103. return nativeTerrain;
  104. }
  105. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  106. {
  107. if (toh3m)
  108. {
  109. src.x+=1;
  110. return src;
  111. }
  112. else
  113. {
  114. src.x-=1;
  115. return src;
  116. }
  117. }
  118. BattleField CGHeroInstance::getBattlefield() const
  119. {
  120. return BattleField::NONE;
  121. }
  122. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  123. {
  124. if (h3m)
  125. {
  126. return pos;
  127. }
  128. else
  129. {
  130. return convertPosition(pos,false);
  131. }
  132. }
  133. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  134. {
  135. for(auto & elem : secSkills)
  136. if(elem.first == skill)
  137. return elem.second;
  138. return 0;
  139. }
  140. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  141. {
  142. if(getSecSkillLevel(which) == 0)
  143. {
  144. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  145. updateSkillBonus(which, val);
  146. }
  147. else
  148. {
  149. for (auto & elem : secSkills)
  150. {
  151. if(elem.first == which)
  152. {
  153. if(abs)
  154. elem.second = val;
  155. else
  156. elem.second += val;
  157. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  158. {
  159. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  160. elem.second = 3;
  161. }
  162. updateSkillBonus(which, elem.second); //when we know final value
  163. }
  164. }
  165. }
  166. }
  167. bool CGHeroInstance::canLearnSkill() const
  168. {
  169. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  170. }
  171. bool CGHeroInstance::canLearnSkill(SecondarySkill which) const
  172. {
  173. if ( !canLearnSkill())
  174. return false;
  175. if (!cb->isAllowed(2, which))
  176. return false;
  177. if (getSecSkillLevel(which) > 0)
  178. return false;
  179. if (type->heroClass->secSkillProbability[which] == 0)
  180. return false;
  181. return true;
  182. }
  183. int CGHeroInstance::maxMovePoints(bool onLand) const
  184. {
  185. TurnInfo ti(this);
  186. return maxMovePointsCached(onLand, &ti);
  187. }
  188. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  189. {
  190. int base;
  191. if(onLand)
  192. {
  193. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  194. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  195. int armySpeed = lowestSpeed(this) * 20 / 3;
  196. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  197. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  198. }
  199. else
  200. {
  201. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  202. }
  203. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  204. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  205. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  206. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  207. return int(base * (1 + modifier)) + bonus;
  208. }
  209. CGHeroInstance::CGHeroInstance()
  210. : IBoatGenerator(this)
  211. {
  212. setNodeType(HERO);
  213. ID = Obj::HERO;
  214. tacticFormationEnabled = inTownGarrison = false;
  215. mana = UNINITIALIZED_MANA;
  216. movement = UNINITIALIZED_MOVEMENT;
  217. portrait = UNINITIALIZED_PORTRAIT;
  218. isStanding = true;
  219. moveDir = 4;
  220. level = 1;
  221. exp = 0xffffffff;
  222. visitedTown = nullptr;
  223. type = nullptr;
  224. boat = nullptr;
  225. commander = nullptr;
  226. sex = 0xff;
  227. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  228. }
  229. PlayerColor CGHeroInstance::getOwner() const
  230. {
  231. return tempOwner;
  232. }
  233. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  234. {
  235. subID = SUBID.getNum();
  236. initHero(rand);
  237. }
  238. void CGHeroInstance::setType(si32 ID, si32 subID)
  239. {
  240. assert(ID == Obj::HERO); // just in case
  241. type = VLC->heroh->objects[subID];
  242. portrait = type->imageIndex;
  243. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  244. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  245. randomizeArmy(type->heroClass->faction);
  246. }
  247. void CGHeroInstance::initHero(CRandomGenerator & rand)
  248. {
  249. assert(validTypes(true));
  250. if(!type)
  251. type = VLC->heroh->objects[subID];
  252. if (ID == Obj::HERO)
  253. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  254. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  255. {
  256. for(auto spellID : type->spells)
  257. spells.insert(spellID);
  258. }
  259. else //remove placeholder
  260. spells -= SpellID::PRESET;
  261. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  262. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  263. if(!getArt(ArtifactPosition::MACH4))
  264. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  265. if(portrait < 0 || portrait == 255)
  266. portrait = type->imageIndex;
  267. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  268. {
  269. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  270. {
  271. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  272. }
  273. }
  274. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  275. secSkills = type->secSkillsInit;
  276. if (!name.length())
  277. name = type->name;
  278. if (sex == 0xFF)//sex is default
  279. sex = type->sex;
  280. setFormation(false);
  281. if (!stacksCount()) //standard army//initial army
  282. {
  283. initArmy(rand);
  284. }
  285. assert(validTypes());
  286. if(exp == 0xffffffff)
  287. {
  288. initExp(rand);
  289. }
  290. else
  291. {
  292. levelUpAutomatically(rand);
  293. }
  294. if (VLC->modh->modules.COMMANDERS && !commander)
  295. {
  296. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  297. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  298. commander->giveStackExp (exp); //after our exp is set
  299. }
  300. if (mana < 0)
  301. mana = manaLimit();
  302. }
  303. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  304. {
  305. if(!dst)
  306. dst = this;
  307. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  308. int pom = rand.nextInt(99);
  309. int warMachinesGiven = 0;
  310. if(pom < 9)
  311. howManyStacks = 1;
  312. else if(pom < 79)
  313. howManyStacks = 2;
  314. else
  315. howManyStacks = 3;
  316. vstd::amin(howManyStacks, type->initialArmy.size());
  317. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  318. {
  319. auto & stack = type->initialArmy[stackNo];
  320. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  321. const CCreature * creature = stack.creature.toCreature();
  322. if(creature == nullptr)
  323. {
  324. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  325. continue;
  326. }
  327. if(creature->warMachine != ArtifactID::NONE) //war machine
  328. {
  329. warMachinesGiven++;
  330. if(dst != this)
  331. continue;
  332. ArtifactID aid = creature->warMachine;
  333. const CArtifact * art = aid.toArtifact();
  334. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  335. {
  336. //TODO: should we try another possible slots?
  337. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  338. if(!getArt(slot))
  339. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  340. else
  341. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  342. }
  343. else
  344. {
  345. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  346. }
  347. }
  348. else
  349. {
  350. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  351. }
  352. }
  353. }
  354. CGHeroInstance::~CGHeroInstance()
  355. {
  356. commander.dellNull();
  357. }
  358. bool CGHeroInstance::needsLastStack() const
  359. {
  360. return true;
  361. }
  362. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  363. {
  364. if(h == this) return; //exclude potential self-visiting
  365. if (ID == Obj::HERO)
  366. {
  367. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  368. {
  369. //exchange
  370. cb->heroExchange(h->id, id);
  371. }
  372. else //battle
  373. {
  374. if(visitedTown) //we're in town
  375. visitedTown->onHeroVisit(h); //town will handle attacking
  376. else
  377. cb->startBattleI(h, this);
  378. }
  379. }
  380. else if(ID == Obj::PRISON)
  381. {
  382. int txt_id;
  383. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  384. {
  385. //update hero parameters
  386. SetMovePoints smp;
  387. smp.hid = id;
  388. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  389. cb->setMovePoints (&smp);
  390. cb->setManaPoints (id, manaLimit());
  391. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  392. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  393. txt_id = 102;
  394. }
  395. else //already 8 wandering heroes
  396. {
  397. txt_id = 103;
  398. }
  399. showInfoDialog(h,txt_id);
  400. }
  401. }
  402. std::string CGHeroInstance::getObjectName() const
  403. {
  404. if(ID != Obj::PRISON)
  405. {
  406. std::string hoverName = VLC->generaltexth->allTexts[15];
  407. boost::algorithm::replace_first(hoverName,"%s",name);
  408. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  409. return hoverName;
  410. }
  411. else
  412. return CGObjectInstance::getObjectName();
  413. }
  414. const std::string & CGHeroInstance::getBiography() const
  415. {
  416. if (biography.length())
  417. return biography;
  418. return type->biography;
  419. }
  420. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  421. {
  422. return type->heroClass->isMagicHero() ? 3 : 4;
  423. }
  424. ui8 CGHeroInstance::maxlevelsToWisdom() const
  425. {
  426. return type->heroClass->isMagicHero() ? 3 : 6;
  427. }
  428. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  429. {
  430. rand.setSeed(0);
  431. magicSchoolCounter = 1;
  432. wisdomCounter = 1;
  433. }
  434. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  435. {
  436. magicSchoolCounter = 1;
  437. }
  438. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  439. {
  440. wisdomCounter = 1;
  441. }
  442. void CGHeroInstance::initObj(CRandomGenerator & rand)
  443. {
  444. blockVisit = true;
  445. if(!type)
  446. initHero(rand); //TODO: set up everything for prison before specialties are configured
  447. skillsInfo.rand.setSeed(rand.nextInt());
  448. skillsInfo.resetMagicSchoolCounter();
  449. skillsInfo.resetWisdomCounter();
  450. if (ID != Obj::PRISON)
  451. {
  452. auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
  453. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  454. if (customApp)
  455. appearance = customApp;
  456. }
  457. //copy active (probably growing) bonuses from hero prototype to hero object
  458. for(std::shared_ptr<Bonus> b : type->specialty)
  459. addNewBonus(b);
  460. //dito for old-style bonuses -> compatibility for old savegames
  461. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  462. for(std::shared_ptr<Bonus> b : sb.bonuses)
  463. addNewBonus(b);
  464. for(SSpecialtyInfo & spec : type->specDeprecated)
  465. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  466. addNewBonus(b);
  467. //initialize bonuses
  468. recreateSecondarySkillsBonuses();
  469. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  470. type->name = name;
  471. }
  472. void CGHeroInstance::recreateSecondarySkillsBonuses()
  473. {
  474. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  475. for(auto bonus : *secondarySkillsBonuses)
  476. removeBonus(bonus);
  477. for(auto skill_info : secSkills)
  478. if(skill_info.second > 0)
  479. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  480. }
  481. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  482. {
  483. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  484. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  485. for (auto b : skillBonus)
  486. addNewBonus(std::make_shared<Bonus>(*b));
  487. }
  488. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  489. {
  490. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  491. setStackCount(SlotID(0), val);
  492. }
  493. double CGHeroInstance::getFightingStrength() const
  494. {
  495. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  496. }
  497. double CGHeroInstance::getMagicStrength() const
  498. {
  499. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  500. }
  501. double CGHeroInstance::getHeroStrength() const
  502. {
  503. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  504. }
  505. ui64 CGHeroInstance::getTotalStrength() const
  506. {
  507. double ret = getFightingStrength() * getArmyStrength();
  508. return (ui64) ret;
  509. }
  510. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  511. {
  512. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  513. }
  514. int32_t CGHeroInstance::getCasterUnitId() const
  515. {
  516. return -1; //TODO: special value for attacker/defender hero
  517. }
  518. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  519. {
  520. int32_t skill = -1; //skill level
  521. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  522. {
  523. int32_t thisSchool = std::max<int32_t>(
  524. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  525. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  526. if(thisSchool > skill)
  527. {
  528. skill = thisSchool;
  529. if(outSelectedSchool)
  530. *outSelectedSchool = (ui8)cnf.id;
  531. }
  532. });
  533. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  534. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  535. vstd::amax(skill, 0); //in case we don't know any school
  536. vstd::amin(skill, 3);
  537. return skill;
  538. }
  539. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  540. {
  541. //applying sorcery secondary skill
  542. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  543. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  544. int maxSchoolBonus = 0;
  545. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  546. {
  547. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  548. });
  549. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  550. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  551. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  552. return base;
  553. }
  554. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  555. {
  556. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  557. return base;
  558. }
  559. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  560. {
  561. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  562. return 3;//todo: recheck specialty from where this bonus is. possible bug
  563. else
  564. return getSpellSchoolLevel(spell);
  565. }
  566. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  567. {
  568. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  569. }
  570. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  571. {
  572. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  573. }
  574. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  575. {
  576. return 0;
  577. }
  578. PlayerColor CGHeroInstance::getCasterOwner() const
  579. {
  580. return tempOwner;
  581. }
  582. void CGHeroInstance::getCasterName(MetaString & text) const
  583. {
  584. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  585. text.addReplacement(name);
  586. }
  587. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  588. {
  589. const bool singleTarget = attacked.size() == 1;
  590. const int textIndex = singleTarget ? 195 : 196;
  591. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  592. getCasterName(text);
  593. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  594. if(singleTarget)
  595. attacked.at(0)->addNameReplacement(text, true);
  596. }
  597. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  598. {
  599. if(spellCost != 0)
  600. {
  601. SetMana sm;
  602. sm.absolute = false;
  603. sm.hid = id;
  604. sm.val = -spellCost;
  605. server->apply(&sm);
  606. }
  607. }
  608. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  609. {
  610. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  611. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  612. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  613. bool schoolBonus = false;
  614. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  615. {
  616. if(hasBonusOfType(cnf.knoledgeBonus))
  617. {
  618. schoolBonus = stop = true;
  619. }
  620. });
  621. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  622. if(spell->isSpecial())
  623. {
  624. if(inSpellBook)
  625. {//hero has this spell in spellbook
  626. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  627. }
  628. return specificBonus;
  629. }
  630. else if(!isAllowed)
  631. {
  632. if(inSpellBook)
  633. {
  634. //hero has this spell in spellbook
  635. //it is normal if set in map editor, but trace it to possible debug of magic guild
  636. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  637. }
  638. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  639. }
  640. else
  641. {
  642. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  643. }
  644. }
  645. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  646. {
  647. if(!hasSpellbook())
  648. return false;
  649. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  650. return false;
  651. if(vstd::contains(spells, spell->getId()))//already known
  652. return false;
  653. if(spell->isSpecial())
  654. {
  655. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  656. return false;//special spells can not be learned
  657. }
  658. if(spell->isCreatureAbility())
  659. {
  660. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  661. return false;//creature abilities can not be learned
  662. }
  663. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  664. {
  665. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  666. return false;//banned spells should not be learned
  667. }
  668. return true;
  669. }
  670. /**
  671. * Calculates what creatures and how many to be raised from a battle.
  672. * @param battleResult The results of the battle.
  673. * @return Returns a pair with the first value indicating the ID of the creature
  674. * type and second value the amount. Both values are returned as -1 if necromancy
  675. * could not be applied.
  676. */
  677. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  678. {
  679. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  680. // need skill or cloak of undead king - lesser artifacts don't work without skill
  681. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  682. {
  683. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  684. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  685. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  686. // figure out what to raise - pick strongest creature meeting requirements
  687. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  688. int requiredCasualtyLevel = 1;
  689. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  690. if(!improvedNecromancy->empty())
  691. {
  692. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  693. {
  694. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  695. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  696. };
  697. int maxCasualtyLevel = 1;
  698. for(auto & casualty : casualties)
  699. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  700. // pick best bonus available
  701. std::shared_ptr<Bonus> topPick;
  702. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  703. {
  704. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  705. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  706. continue;
  707. if(!topPick)
  708. {
  709. topPick = newPick;
  710. }
  711. else
  712. {
  713. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>
  714. {
  715. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  716. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  717. };
  718. if(quality(topPick) < quality(newPick))
  719. topPick = newPick;
  720. }
  721. }
  722. if(topPick)
  723. {
  724. creatureTypeRaised = getCreatureID(topPick);
  725. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  726. }
  727. }
  728. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  729. if(getSlotFor(creatureTypeRaised) == SlotID())
  730. {
  731. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  732. {
  733. if(getSlotFor(upgraded) != SlotID())
  734. {
  735. creatureTypeRaised = upgraded;
  736. necromancySkill *= 2/3.0;
  737. break;
  738. }
  739. }
  740. }
  741. // calculate number of creatures raised - low level units contribute at 50% rate
  742. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  743. double raisedUnits = 0;
  744. for(auto & casualty : casualties)
  745. {
  746. const CCreature * c = VLC->creh->objects[casualty.first];
  747. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  748. if(c->level < requiredCasualtyLevel)
  749. raisedFromCasualty *= 0.5;
  750. raisedUnits += raisedFromCasualty;
  751. }
  752. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  753. }
  754. return CStackBasicDescriptor();
  755. }
  756. /**
  757. * Show the necromancy dialog with information about units raised.
  758. * @param raisedStack Pair where the first element represents ID of the raised creature
  759. * and the second element the amount.
  760. */
  761. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  762. {
  763. InfoWindow iw;
  764. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  765. iw.player = tempOwner;
  766. iw.components.push_back(Component(raisedStack));
  767. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  768. {
  769. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  770. iw.text.addReplacement(raisedStack.count);
  771. }
  772. else // Practicing the dark arts of necromancy, ... (singular)
  773. {
  774. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  775. }
  776. iw.text.addReplacement(raisedStack);
  777. cb->showInfoDialog(&iw);
  778. }
  779. /*
  780. int3 CGHeroInstance::getSightCenter() const
  781. {
  782. return getPosition(false);
  783. }*/
  784. int CGHeroInstance::getSightRadius() const
  785. {
  786. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  787. }
  788. si32 CGHeroInstance::manaRegain() const
  789. {
  790. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  791. return manaLimit();
  792. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  793. }
  794. si32 CGHeroInstance::getManaNewTurn() const
  795. {
  796. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  797. {
  798. //if hero starts turn in town with mage guild - restore all mana
  799. return std::max(mana, manaLimit());
  800. }
  801. si32 res = mana + manaRegain();
  802. res = std::min(res, manaLimit());
  803. res = std::max(res, mana);
  804. res = std::max(res, 0);
  805. return res;
  806. }
  807. // /**
  808. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  809. // * or discards it if it cannot be equipped.
  810. // */
  811. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  812. // {
  813. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  814. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  815. // ai->putAt(this, ai->firstAvailableSlot(this));
  816. // }
  817. int CGHeroInstance::getBoatType() const
  818. {
  819. switch(type->heroClass->getAlignment())
  820. {
  821. case EAlignment::GOOD:
  822. return 1;
  823. case EAlignment::EVIL:
  824. return 0;
  825. case EAlignment::NEUTRAL:
  826. return 2;
  827. default:
  828. throw std::runtime_error("Wrong alignment!");
  829. }
  830. }
  831. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  832. {
  833. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  834. // Check issue 515 for details
  835. offsets =
  836. {
  837. int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
  838. };
  839. }
  840. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  841. {
  842. return sp->getCost(getSpellSchoolLevel(sp));
  843. }
  844. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  845. {
  846. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  847. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  848. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  849. }
  850. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  851. {
  852. return type->heroClass->getAlignment();
  853. }
  854. void CGHeroInstance::initExp(CRandomGenerator & rand)
  855. {
  856. exp = rand.nextInt(40, 89);
  857. }
  858. std::string CGHeroInstance::nodeName() const
  859. {
  860. return "Hero " + name;
  861. }
  862. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  863. {
  864. assert(!getArt(pos));
  865. art->putAt(ArtifactLocation(this, pos));
  866. }
  867. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  868. {
  869. putArtifact(art->firstBackpackSlot(this), art);
  870. }
  871. bool CGHeroInstance::hasSpellbook() const
  872. {
  873. return getArt(ArtifactPosition::SPELLBOOK);
  874. }
  875. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  876. {
  877. spells.insert(spell);
  878. }
  879. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  880. {
  881. spells.erase(spell);
  882. }
  883. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  884. {
  885. return vstd::contains(spells, spell);
  886. }
  887. void CGHeroInstance::removeSpellbook()
  888. {
  889. spells.clear();
  890. if(hasSpellbook())
  891. {
  892. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  893. }
  894. }
  895. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  896. {
  897. return spells;
  898. }
  899. int CGHeroInstance::maxSpellLevel() const
  900. {
  901. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  902. }
  903. void CGHeroInstance::deserializationFix()
  904. {
  905. artDeserializationFix(this);
  906. }
  907. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  908. {
  909. if(!visitedTown)
  910. return nullptr;
  911. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  912. : (CBonusSystemNode *)(visitedTown.get());
  913. }
  914. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  915. {
  916. if(visitedTown)
  917. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  918. return &CArmedInstance::whereShouldBeAttached(gs);
  919. }
  920. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  921. {
  922. if(visitedTown)
  923. {
  924. if(inTownGarrison)
  925. return *visitedTown;
  926. else
  927. return visitedTown->townAndVis;
  928. }
  929. else
  930. return CArmedInstance::whereShouldBeAttached(gs);
  931. }
  932. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  933. {
  934. int ret = 0; //take all MPs by default
  935. bool localTi = false;
  936. if(!ti)
  937. {
  938. localTi = true;
  939. ti = new TurnInfo(this);
  940. }
  941. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  942. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  943. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  944. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  945. if(localTi)
  946. delete ti;
  947. return ret;
  948. }
  949. EDiggingStatus CGHeroInstance::diggingStatus() const
  950. {
  951. if((int)movement < maxMovePoints(true))
  952. return EDiggingStatus::LACK_OF_MOVEMENT;
  953. return cb->getTile(getPosition(false))->getDiggingStatus();
  954. }
  955. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  956. {
  957. return ArtBearer::HERO;
  958. }
  959. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  960. {
  961. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  962. if (!skillsInfo.wisdomCounter)
  963. {
  964. if (canLearnSkill(SecondarySkill::WISDOM))
  965. obligatorySkills.push_back(SecondarySkill::WISDOM);
  966. }
  967. if (!skillsInfo.magicSchoolCounter)
  968. {
  969. std::vector<SecondarySkill> ss =
  970. {
  971. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  972. };
  973. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  974. for (auto skill : ss)
  975. {
  976. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  977. {
  978. obligatorySkills.push_back(skill);
  979. break; //only one
  980. }
  981. }
  982. }
  983. std::vector<SecondarySkill> skills;
  984. //picking sec. skills for choice
  985. std::set<SecondarySkill> basicAndAdv, expert, none;
  986. for(int i = 0; i < VLC->skillh->size(); i++)
  987. if (canLearnSkill(SecondarySkill(i)))
  988. none.insert(SecondarySkill(i));
  989. for(auto & elem : secSkills)
  990. {
  991. if(elem.second < SecSkillLevel::EXPERT)
  992. basicAndAdv.insert(elem.first);
  993. else
  994. expert.insert(elem.first);
  995. none.erase(elem.first);
  996. }
  997. for (auto s : obligatorySkills) //don't duplicate them
  998. {
  999. none.erase (s);
  1000. basicAndAdv.erase (s);
  1001. expert.erase (s);
  1002. }
  1003. //first offered skill:
  1004. // 1) give obligatory skill
  1005. // 2) give any other new skill
  1006. // 3) upgrade existing
  1007. if (canLearnSkill() && obligatorySkills.size() > 0)
  1008. {
  1009. skills.push_back (obligatorySkills[0]);
  1010. }
  1011. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1012. {
  1013. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1014. none.erase(skills.back());
  1015. }
  1016. else if(!basicAndAdv.empty())
  1017. {
  1018. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1019. basicAndAdv.erase(skills.back());
  1020. }
  1021. //second offered skill:
  1022. //1) upgrade existing
  1023. //2) give obligatory skill
  1024. //3) give any other new skill
  1025. if(!basicAndAdv.empty())
  1026. {
  1027. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1028. skills.push_back(s);
  1029. basicAndAdv.erase(s);
  1030. }
  1031. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1032. {
  1033. skills.push_back (obligatorySkills[1]);
  1034. }
  1035. else if(none.size() && canLearnSkill())
  1036. {
  1037. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1038. none.erase(skills.back());
  1039. }
  1040. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1041. std::swap(skills[0], skills[1]);
  1042. return skills;
  1043. }
  1044. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1045. {
  1046. assert(gainsLevel());
  1047. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1048. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1049. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1050. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1051. {
  1052. pom += skillChances[primarySkill];
  1053. if(randomValue < pom)
  1054. {
  1055. break;
  1056. }
  1057. }
  1058. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1059. {
  1060. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1061. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1062. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1063. }
  1064. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1065. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1066. }
  1067. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1068. {
  1069. assert(gainsLevel());
  1070. boost::optional<SecondarySkill> chosenSecondarySkill;
  1071. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1072. if(!proposedSecondarySkills.empty())
  1073. {
  1074. std::vector<SecondarySkill> learnedSecondarySkills;
  1075. for(auto secondarySkill : proposedSecondarySkills)
  1076. {
  1077. if(getSecSkillLevel(secondarySkill) > 0)
  1078. {
  1079. learnedSecondarySkills.push_back(secondarySkill);
  1080. }
  1081. }
  1082. if(learnedSecondarySkills.empty())
  1083. {
  1084. // there are only new skills to learn, so choose anyone of them
  1085. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1086. }
  1087. else
  1088. {
  1089. // preferably upgrade a already learned secondary skill
  1090. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1091. }
  1092. }
  1093. return chosenSecondarySkill;
  1094. }
  1095. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1096. {
  1097. if(primarySkill < PrimarySkill::EXPERIENCE)
  1098. {
  1099. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1100. .And(Selector::subtype()(primarySkill))
  1101. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1102. assert(skill);
  1103. if(abs)
  1104. {
  1105. skill->val = static_cast<si32>(value);
  1106. }
  1107. else
  1108. {
  1109. skill->val += static_cast<si32>(value);
  1110. }
  1111. CBonusSystemNode::treeHasChanged();
  1112. }
  1113. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1114. {
  1115. if(abs)
  1116. {
  1117. exp = value;
  1118. }
  1119. else
  1120. {
  1121. exp += value;
  1122. }
  1123. }
  1124. }
  1125. bool CGHeroInstance::gainsLevel() const
  1126. {
  1127. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1128. }
  1129. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1130. {
  1131. ++level;
  1132. //deterministic secondary skills
  1133. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1134. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1135. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1136. {
  1137. skillsInfo.resetWisdomCounter();
  1138. }
  1139. SecondarySkill spellSchools[] = {
  1140. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1141. for(auto skill : spellSchools)
  1142. {
  1143. if(vstd::contains(skills, skill))
  1144. {
  1145. skillsInfo.resetMagicSchoolCounter();
  1146. break;
  1147. }
  1148. }
  1149. //update specialty and other bonuses that scale with level
  1150. treeHasChanged();
  1151. }
  1152. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1153. {
  1154. while(gainsLevel())
  1155. {
  1156. const auto primarySkill = nextPrimarySkill(rand);
  1157. setPrimarySkill(primarySkill, 1, false);
  1158. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1159. const auto secondarySkill = nextSecondarySkill(rand);
  1160. if(secondarySkill)
  1161. {
  1162. setSecSkillLevel(*secondarySkill, 1, false);
  1163. }
  1164. //TODO why has the secondary skills to be passed to the method?
  1165. levelUp(proposedSecondarySkills);
  1166. }
  1167. }
  1168. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1169. {
  1170. //VISIONS spell support
  1171. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1172. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1173. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1174. if (visionsMultiplier > 0)
  1175. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1176. const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
  1177. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1178. return (distance < visionsRange) && (target->pos.z == pos.z);
  1179. }
  1180. std::string CGHeroInstance::getHeroTypeName() const
  1181. {
  1182. if(ID == Obj::HERO || ID == Obj::PRISON)
  1183. {
  1184. if(type)
  1185. {
  1186. return type->identifier;
  1187. }
  1188. else
  1189. {
  1190. return VLC->heroh->objects[subID]->identifier;
  1191. }
  1192. }
  1193. return "";
  1194. }
  1195. void CGHeroInstance::afterAddToMap(CMap * map)
  1196. {
  1197. if(ID == Obj::HERO)
  1198. map->heroesOnMap.push_back(this);
  1199. }
  1200. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1201. {
  1202. if (ID == Obj::HERO)
  1203. vstd::erase_if_present(map->heroesOnMap, this);
  1204. }
  1205. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1206. {
  1207. if(ID == Obj::HERO || ID == Obj::PRISON)
  1208. {
  1209. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeBuiltin(), "hero", identifier);
  1210. if(rawId)
  1211. subID = rawId.get();
  1212. else
  1213. {
  1214. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1215. }
  1216. }
  1217. }
  1218. void CGHeroInstance::updateFrom(const JsonNode & data)
  1219. {
  1220. CGObjectInstance::updateFrom(data);
  1221. }
  1222. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1223. {
  1224. handler.serializeString("biography", biography);
  1225. handler.serializeInt("experience", exp, 0);
  1226. if(!handler.saving && exp != 0xffffffff) //do not gain levels if experience is not initialized
  1227. {
  1228. while (gainsLevel())
  1229. {
  1230. ++level;
  1231. }
  1232. }
  1233. handler.serializeString("name", name);
  1234. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1235. {
  1236. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1237. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1238. if(handler.saving)
  1239. {
  1240. if(portrait >= 0)
  1241. {
  1242. if(portrait < legacyHeroes || portrait >= moddedStart)
  1243. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1244. else
  1245. handler.serializeInt("portrait", portrait, -1);
  1246. }
  1247. }
  1248. else
  1249. {
  1250. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1251. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1252. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1253. else
  1254. handler.serializeInt("portrait", portrait, -1);
  1255. }
  1256. }
  1257. //primary skills
  1258. if(handler.saving)
  1259. {
  1260. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1261. if(haveSkills)
  1262. {
  1263. auto primarySkills = handler.enterStruct("primarySkills");
  1264. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1265. {
  1266. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1267. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1268. }
  1269. }
  1270. }
  1271. else
  1272. {
  1273. auto primarySkills = handler.enterStruct("primarySkills");
  1274. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1275. {
  1276. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1277. {
  1278. int value = 0;
  1279. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1280. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1281. }
  1282. }
  1283. }
  1284. //secondary skills
  1285. if(handler.saving)
  1286. {
  1287. //does hero have default skills?
  1288. bool defaultSkills = false;
  1289. bool normalSkills = false;
  1290. for(const auto & p : secSkills)
  1291. {
  1292. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1293. defaultSkills = true;
  1294. else
  1295. normalSkills = true;
  1296. }
  1297. if(defaultSkills && normalSkills)
  1298. logGlobal->error("Mixed default and normal secondary skills");
  1299. //in json default skills means no field/null
  1300. if(!defaultSkills)
  1301. {
  1302. //enter structure here as handler initialize it
  1303. auto secondarySkills = handler.enterStruct("secondarySkills");
  1304. for(auto & p : secSkills)
  1305. {
  1306. const si32 rawId = p.first.num;
  1307. if(rawId < 0 || rawId >= VLC->skillh->size())
  1308. logGlobal->error("Invalid secondary skill %d", rawId);
  1309. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1310. }
  1311. }
  1312. }
  1313. else
  1314. {
  1315. auto secondarySkills = handler.enterStruct("secondarySkills");
  1316. const JsonNode & skillMap = handler.getCurrent();
  1317. secSkills.clear();
  1318. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1319. {
  1320. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1321. }
  1322. else
  1323. {
  1324. for(const auto & p : skillMap.Struct())
  1325. {
  1326. const std::string skillId = p.first;
  1327. const std::string levelId = p.second.String();
  1328. const int rawId = CSkillHandler::decodeSkill(skillId);
  1329. if(rawId < 0)
  1330. {
  1331. logGlobal->error("Invalid secondary skill %s", skillId);
  1332. continue;
  1333. }
  1334. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1335. if(level < 0)
  1336. {
  1337. logGlobal->error("Invalid secondary skill level%s", levelId);
  1338. continue;
  1339. }
  1340. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1341. }
  1342. }
  1343. }
  1344. handler.serializeIdArray("spellBook", spells);
  1345. if(handler.saving)
  1346. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1347. }
  1348. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1349. {
  1350. serializeCommonOptions(handler);
  1351. serializeJsonOwner(handler);
  1352. if(ID == Obj::HERO || ID == Obj::PRISON)
  1353. {
  1354. std::string typeName;
  1355. if(handler.saving)
  1356. typeName = getHeroTypeName();
  1357. handler.serializeString("type", typeName);
  1358. if(!handler.saving)
  1359. setHeroTypeName(typeName);
  1360. }
  1361. CCreatureSet::serializeJson(handler, "army", 7);
  1362. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1363. {
  1364. static const int NO_PATROLING = -1;
  1365. int rawPatrolRadius = NO_PATROLING;
  1366. if(handler.saving)
  1367. {
  1368. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1369. }
  1370. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1371. if(!handler.saving)
  1372. {
  1373. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1374. patrol.initialPos = convertPosition(pos, false);
  1375. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1376. }
  1377. }
  1378. }
  1379. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1380. {
  1381. serializeCommonOptions(handler);
  1382. }
  1383. bool CGHeroInstance::isMissionCritical() const
  1384. {
  1385. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1386. {
  1387. if(event.trigger.test([&](const EventCondition & condition)
  1388. {
  1389. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1390. {
  1391. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1392. return (hero != this);
  1393. }
  1394. else if(condition.condition == EventCondition::IS_HUMAN)
  1395. {
  1396. return true;
  1397. }
  1398. return false;
  1399. }))
  1400. {
  1401. return true;
  1402. }
  1403. }
  1404. return false;
  1405. }
  1406. VCMI_LIB_NAMESPACE_END