CGHeroInstance.cpp 47 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../GameSettings.h"
  20. #include "../CModHandler.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "CObjectClassesHandler.h"
  25. #include "../IGameCallback.h"
  26. #include "../CGameState.h"
  27. #include "../CCreatureHandler.h"
  28. #include "../CTownHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "CGTownInstance.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../StringConstants.h"
  33. #include "../battle/Unit.h"
  34. VCMI_LIB_NAMESPACE_BEGIN
  35. static int lowestSpeed(const CGHeroInstance * chi)
  36. {
  37. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  38. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  39. if(!chi->stacksCount())
  40. {
  41. if(chi->commander && chi->commander->alive)
  42. {
  43. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  44. }
  45. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  46. return 20;
  47. }
  48. auto i = chi->Slots().begin();
  49. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  50. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  51. for(; i != chi->Slots().end(); i++)
  52. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  53. return ret;
  54. }
  55. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  56. {
  57. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  58. //if there is road both on dest and src tiles - use road movement cost
  59. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  60. {
  61. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  62. }
  63. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  64. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  65. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  66. {
  67. ret = VLC->heroh->terrCosts[from.terType->getId()];
  68. ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
  69. if(ret < GameConstants::BASE_MOVEMENT_COST)
  70. ret = GameConstants::BASE_MOVEMENT_COST;
  71. }
  72. return static_cast<ui32>(ret);
  73. }
  74. TerrainId CGHeroInstance::getNativeTerrain() const
  75. {
  76. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  77. // This is clearly bug in H3 however intended behaviour is not clear.
  78. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  79. // will always have best penalty without any influence from player-defined stacks order
  80. // and army that consist solely from neutral will always be considered to be on native terrain
  81. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  82. for(const auto & stack : stacks)
  83. {
  84. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  85. if(stackNativeTerrain == ETerrainId::NONE)
  86. continue;
  87. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  88. nativeTerrain = stackNativeTerrain;
  89. else if(nativeTerrain != stackNativeTerrain)
  90. return ETerrainId::NONE;
  91. }
  92. return nativeTerrain;
  93. }
  94. BattleField CGHeroInstance::getBattlefield() const
  95. {
  96. return BattleField::NONE;
  97. }
  98. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  99. {
  100. for(const auto & elem : secSkills)
  101. if(elem.first == skill)
  102. return elem.second;
  103. return 0;
  104. }
  105. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  106. {
  107. if(getSecSkillLevel(which) == 0)
  108. {
  109. secSkills.emplace_back(which, val);
  110. updateSkillBonus(which, val);
  111. }
  112. else
  113. {
  114. for (auto & elem : secSkills)
  115. {
  116. if(elem.first == which)
  117. {
  118. if(abs)
  119. elem.second = val;
  120. else
  121. elem.second += val;
  122. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  123. {
  124. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  125. elem.second = 3;
  126. }
  127. updateSkillBonus(which, elem.second); //when we know final value
  128. }
  129. }
  130. }
  131. }
  132. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  133. {
  134. return position - getVisitableOffset();
  135. }
  136. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  137. {
  138. return position + getVisitableOffset();
  139. }
  140. bool CGHeroInstance::canLearnSkill() const
  141. {
  142. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  143. }
  144. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  145. {
  146. if ( !canLearnSkill())
  147. return false;
  148. if (!cb->isAllowed(2, which))
  149. return false;
  150. if (getSecSkillLevel(which) > 0)
  151. return false;
  152. if (type->heroClass->secSkillProbability[which] == 0)
  153. return false;
  154. return true;
  155. }
  156. int CGHeroInstance::maxMovePoints(bool onLand) const
  157. {
  158. TurnInfo ti(this);
  159. return maxMovePointsCached(onLand, &ti);
  160. }
  161. int CGHeroInstance::getLowestCreatureSpeed() const
  162. {
  163. return lowestCreatureSpeed;
  164. }
  165. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  166. {
  167. auto realLowestSpeed = lowestSpeed(this);
  168. if(lowestCreatureSpeed != realLowestSpeed)
  169. {
  170. lowestCreatureSpeed = realLowestSpeed;
  171. //Let updaters run again
  172. treeHasChanged();
  173. ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand));
  174. }
  175. }
  176. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  177. {
  178. updateArmyMovementBonus(onLand, ti);
  179. return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max()),
  192. lowestCreatureSpeed(0)
  193. {
  194. setNodeType(HERO);
  195. ID = Obj::HERO;
  196. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  197. }
  198. PlayerColor CGHeroInstance::getOwner() const
  199. {
  200. return tempOwner;
  201. }
  202. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  203. {
  204. subID = SUBID.getNum();
  205. initHero(rand);
  206. }
  207. void CGHeroInstance::setType(si32 ID, si32 subID)
  208. {
  209. assert(ID == Obj::HERO); // just in case
  210. type = VLC->heroh->objects[subID];
  211. portrait = type->imageIndex;
  212. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  213. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  214. randomizeArmy(type->heroClass->faction);
  215. }
  216. void CGHeroInstance::initHero(CRandomGenerator & rand)
  217. {
  218. assert(validTypes(true));
  219. if(!type)
  220. type = VLC->heroh->objects[subID];
  221. if (ID == Obj::HERO)
  222. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  223. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  224. {
  225. for(const auto & spellID : type->spells)
  226. spells.insert(spellID);
  227. }
  228. else //remove placeholder
  229. spells -= SpellID::PRESET;
  230. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  231. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  232. if(!getArt(ArtifactPosition::MACH4))
  233. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  234. if(portrait < 0 || portrait == 255)
  235. portrait = type->imageIndex;
  236. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  237. {
  238. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  239. {
  240. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  241. }
  242. }
  243. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  244. secSkills = type->secSkillsInit;
  245. if (sex == 0xFF)//sex is default
  246. sex = type->sex;
  247. setFormation(false);
  248. if (!stacksCount()) //standard army//initial army
  249. {
  250. initArmy(rand);
  251. }
  252. assert(validTypes());
  253. if (patrol.patrolling)
  254. patrol.initialPos = visitablePos();
  255. if(exp == UNINITIALIZED_EXPERIENCE)
  256. {
  257. initExp(rand);
  258. }
  259. else
  260. {
  261. levelUpAutomatically(rand);
  262. }
  263. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  264. // must be done separately from global bonuses since recruitable heroes in taverns
  265. // are not attached to global bonus node but need access to some global bonuses
  266. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  267. // or MOVEMENT to compute initial movement before recruiting is finished
  268. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_LIST_HERO);
  269. for(const auto & b : baseBonuses.Struct())
  270. {
  271. auto bonus = JsonUtils::parseBonus(b.second);
  272. bonus->source = Bonus::HERO_BASE_SKILL;
  273. bonus->sid = id.getNum();
  274. bonus->duration = Bonus::PERMANENT;
  275. addNewBonus(bonus);
  276. }
  277. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  278. {
  279. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  280. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  281. commander->giveStackExp (exp); //after our exp is set
  282. }
  283. if (mana < 0)
  284. mana = manaLimit();
  285. }
  286. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  287. {
  288. if(!dst)
  289. dst = this;
  290. int warMachinesGiven = 0;
  291. auto stacksCountChances = VLC->settings()->getValue(EGameSettings::VECTOR_HERO_STARTING_ARMY_STACKS_COUNT_CHANCES).convertTo<std::vector<int32_t>>();
  292. const int zeroStacksAllowingValue = -1;
  293. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  294. if(allowZeroStacksArmy)
  295. stacksCountChances.pop_back();
  296. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  297. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  298. if(stacksCountElementIndex == -1)
  299. stacksCountElementIndex = stacksCountChances.size();
  300. int howManyStacks = stacksCountElementIndex;
  301. if(!allowZeroStacksArmy)
  302. howManyStacks++;
  303. vstd::amin(howManyStacks, type->initialArmy.size());
  304. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  305. {
  306. auto & stack = type->initialArmy[stackNo];
  307. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  308. const CCreature * creature = stack.creature.toCreature();
  309. if(creature == nullptr)
  310. {
  311. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  312. continue;
  313. }
  314. if(creature->warMachine != ArtifactID::NONE) //war machine
  315. {
  316. warMachinesGiven++;
  317. if(dst != this)
  318. continue;
  319. ArtifactID aid = creature->warMachine;
  320. const CArtifact * art = aid.toArtifact();
  321. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  322. {
  323. //TODO: should we try another possible slots?
  324. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  325. if(!getArt(slot))
  326. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  327. else
  328. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  329. }
  330. else
  331. {
  332. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  333. }
  334. }
  335. else
  336. {
  337. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  338. }
  339. }
  340. }
  341. CGHeroInstance::~CGHeroInstance()
  342. {
  343. commander.dellNull();
  344. }
  345. bool CGHeroInstance::needsLastStack() const
  346. {
  347. return true;
  348. }
  349. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  350. {
  351. if(h == this) return; //exclude potential self-visiting
  352. if (ID == Obj::HERO)
  353. {
  354. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  355. {
  356. //exchange
  357. cb->heroExchange(h->id, id);
  358. }
  359. else //battle
  360. {
  361. if(visitedTown) //we're in town
  362. visitedTown->onHeroVisit(h); //town will handle attacking
  363. else
  364. cb->startBattleI(h, this);
  365. }
  366. }
  367. else if(ID == Obj::PRISON)
  368. {
  369. int txt_id;
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::INT_MAX_HEROES_ON_MAP_PER_PLAYER))//free hero slot
  371. {
  372. //update hero parameters
  373. SetMovePoints smp;
  374. smp.hid = id;
  375. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  376. cb->setMovePoints (&smp);
  377. cb->setManaPoints (id, manaLimit());
  378. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  379. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  380. txt_id = 102;
  381. }
  382. else //already 8 wandering heroes
  383. {
  384. txt_id = 103;
  385. }
  386. h->showInfoDialog(txt_id);
  387. }
  388. }
  389. std::string CGHeroInstance::getObjectName() const
  390. {
  391. if(ID != Obj::PRISON)
  392. {
  393. std::string hoverName = VLC->generaltexth->allTexts[15];
  394. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  395. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  396. return hoverName;
  397. }
  398. else
  399. return VLC->objtypeh->getObjectName(ID, 0);
  400. }
  401. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  402. {
  403. return type->heroClass->isMagicHero() ? 3 : 4;
  404. }
  405. ui8 CGHeroInstance::maxlevelsToWisdom() const
  406. {
  407. return type->heroClass->isMagicHero() ? 3 : 6;
  408. }
  409. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  410. magicSchoolCounter(1),
  411. wisdomCounter(1)
  412. {
  413. rand.setSeed(0);
  414. }
  415. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  416. {
  417. magicSchoolCounter = 1;
  418. }
  419. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  420. {
  421. wisdomCounter = 1;
  422. }
  423. void CGHeroInstance::initObj(CRandomGenerator & rand)
  424. {
  425. blockVisit = true;
  426. if(!type)
  427. initHero(rand); //TODO: set up everything for prison before specialties are configured
  428. skillsInfo.rand.setSeed(rand.nextInt());
  429. skillsInfo.resetMagicSchoolCounter();
  430. skillsInfo.resetWisdomCounter();
  431. if (ID != Obj::PRISON)
  432. {
  433. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  434. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  435. if (customApp)
  436. appearance = customApp;
  437. }
  438. //copy active (probably growing) bonuses from hero prototype to hero object
  439. for(const std::shared_ptr<Bonus> & b : type->specialty)
  440. addNewBonus(b);
  441. for(SSpecialtyInfo & spec : type->specDeprecated)
  442. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  443. addNewBonus(b);
  444. //initialize bonuses
  445. recreateSecondarySkillsBonuses();
  446. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  447. }
  448. void CGHeroInstance::recreateSecondarySkillsBonuses()
  449. {
  450. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  451. for(const auto & bonus : *secondarySkillsBonuses)
  452. removeBonus(bonus);
  453. for(const auto & skill_info : secSkills)
  454. if(skill_info.second > 0)
  455. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  456. }
  457. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  458. {
  459. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  460. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  461. for(const auto & b : skillBonus)
  462. addNewBonus(std::make_shared<Bonus>(*b));
  463. }
  464. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  465. {
  466. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  467. setStackCount(SlotID(0), val);
  468. }
  469. double CGHeroInstance::getFightingStrength() const
  470. {
  471. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  472. }
  473. double CGHeroInstance::getMagicStrength() const
  474. {
  475. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  476. }
  477. double CGHeroInstance::getHeroStrength() const
  478. {
  479. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  480. }
  481. ui64 CGHeroInstance::getTotalStrength() const
  482. {
  483. double ret = getFightingStrength() * getArmyStrength();
  484. return static_cast<ui64>(ret);
  485. }
  486. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  487. {
  488. return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  489. }
  490. int32_t CGHeroInstance::getCasterUnitId() const
  491. {
  492. return -1; //TODO: special value for attacker/defender hero
  493. }
  494. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  495. {
  496. int32_t skill = -1; //skill level
  497. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  498. {
  499. int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  500. if(thisSchool > skill)
  501. {
  502. skill = thisSchool;
  503. if(outSelectedSchool)
  504. *outSelectedSchool = static_cast<ui8>(cnf.id);
  505. }
  506. });
  507. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  508. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  509. vstd::amax(skill, 0); //in case we don't know any school
  510. vstd::amin(skill, 3);
  511. return skill;
  512. }
  513. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  514. {
  515. //applying sorcery secondary skill
  516. base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
  517. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  518. int maxSchoolBonus = 0;
  519. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  520. {
  521. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  522. });
  523. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  524. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  525. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  526. return base;
  527. }
  528. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  529. {
  530. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  531. return base;
  532. }
  533. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  534. {
  535. return getSpellSchoolLevel(spell);
  536. }
  537. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  538. {
  539. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  540. }
  541. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  542. {
  543. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  544. }
  545. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  546. {
  547. return 0;
  548. }
  549. PlayerColor CGHeroInstance::getCasterOwner() const
  550. {
  551. return tempOwner;
  552. }
  553. void CGHeroInstance::getCasterName(MetaString & text) const
  554. {
  555. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  556. text.addReplacement(getNameTranslated());
  557. }
  558. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  559. {
  560. const bool singleTarget = attacked.size() == 1;
  561. const int textIndex = singleTarget ? 195 : 196;
  562. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  563. getCasterName(text);
  564. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  565. if(singleTarget)
  566. attacked.at(0)->addNameReplacement(text, true);
  567. }
  568. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  569. {
  570. if(spellCost != 0)
  571. {
  572. SetMana sm;
  573. sm.absolute = false;
  574. sm.hid = id;
  575. sm.val = -spellCost;
  576. server->apply(&sm);
  577. }
  578. }
  579. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  580. {
  581. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  582. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  583. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  584. bool schoolBonus = false;
  585. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  586. {
  587. if(hasBonusOfType(cnf.knoledgeBonus))
  588. {
  589. schoolBonus = stop = true;
  590. }
  591. });
  592. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  593. if(spell->isSpecial())
  594. {
  595. if(inSpellBook)
  596. {//hero has this spell in spellbook
  597. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  598. }
  599. return specificBonus;
  600. }
  601. else if(!isAllowed)
  602. {
  603. if(inSpellBook)
  604. {
  605. //hero has this spell in spellbook
  606. //it is normal if set in map editor, but trace it to possible debug of magic guild
  607. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  608. }
  609. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  610. }
  611. else
  612. {
  613. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  614. }
  615. }
  616. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  617. {
  618. if(!hasSpellbook())
  619. return false;
  620. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  621. return false;
  622. if(vstd::contains(spells, spell->getId()))//already known
  623. return false;
  624. if(spell->isSpecial())
  625. {
  626. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  627. return false;//special spells can not be learned
  628. }
  629. if(spell->isCreatureAbility())
  630. {
  631. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  632. return false;//creature abilities can not be learned
  633. }
  634. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  635. {
  636. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  637. return false;//banned spells should not be learned
  638. }
  639. return true;
  640. }
  641. /**
  642. * Calculates what creatures and how many to be raised from a battle.
  643. * @param battleResult The results of the battle.
  644. * @return Returns a pair with the first value indicating the ID of the creature
  645. * type and second value the amount. Both values are returned as -1 if necromancy
  646. * could not be applied.
  647. */
  648. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  649. {
  650. bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  651. // need skill or cloak of undead king - lesser artifacts don't work without skill
  652. if (hasImprovedNecromancy)
  653. {
  654. double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  655. const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
  656. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  657. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  658. // figure out what to raise - pick strongest creature meeting requirements
  659. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  660. int requiredCasualtyLevel = 1;
  661. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  662. if(!improvedNecromancy->empty())
  663. {
  664. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  665. {
  666. assert(bonus->subtype >=0);
  667. if(bonus->subtype >= 0)
  668. return CreatureID(bonus->subtype);
  669. return CreatureID::NONE;
  670. };
  671. int maxCasualtyLevel = 1;
  672. for(const auto & casualty : casualties)
  673. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  674. // pick best bonus available
  675. std::shared_ptr<Bonus> topPick;
  676. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  677. {
  678. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  679. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  680. continue;
  681. if(!topPick)
  682. {
  683. topPick = newPick;
  684. }
  685. else
  686. {
  687. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  688. {
  689. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  690. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  691. };
  692. if(quality(topPick) < quality(newPick))
  693. topPick = newPick;
  694. }
  695. }
  696. if(topPick)
  697. {
  698. creatureTypeRaised = getCreatureID(topPick);
  699. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  700. }
  701. }
  702. assert(creatureTypeRaised != CreatureID::NONE);
  703. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  704. if(getSlotFor(creatureTypeRaised) == SlotID())
  705. {
  706. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  707. {
  708. if(getSlotFor(upgraded) != SlotID())
  709. {
  710. creatureTypeRaised = upgraded;
  711. necromancySkill *= 2/3.0;
  712. break;
  713. }
  714. }
  715. }
  716. // calculate number of creatures raised - low level units contribute at 50% rate
  717. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  718. double raisedUnits = 0;
  719. for(const auto & casualty : casualties)
  720. {
  721. const CCreature * c = VLC->creh->objects[casualty.first];
  722. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  723. if(c->level < requiredCasualtyLevel)
  724. raisedFromCasualty *= 0.5;
  725. raisedUnits += raisedFromCasualty;
  726. }
  727. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  728. }
  729. return CStackBasicDescriptor();
  730. }
  731. /**
  732. * Show the necromancy dialog with information about units raised.
  733. * @param raisedStack Pair where the first element represents ID of the raised creature
  734. * and the second element the amount.
  735. */
  736. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  737. {
  738. InfoWindow iw;
  739. iw.type = EInfoWindowMode::AUTO;
  740. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  741. iw.player = tempOwner;
  742. iw.components.emplace_back(raisedStack);
  743. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  744. {
  745. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  746. iw.text.addReplacement(raisedStack.count);
  747. }
  748. else // Practicing the dark arts of necromancy, ... (singular)
  749. {
  750. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  751. }
  752. iw.text.addReplacement(raisedStack);
  753. cb->showInfoDialog(&iw);
  754. }
  755. /*
  756. int3 CGHeroInstance::getSightCenter() const
  757. {
  758. return getPosition(false);
  759. }*/
  760. int CGHeroInstance::getSightRadius() const
  761. {
  762. return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  763. }
  764. si32 CGHeroInstance::manaRegain() const
  765. {
  766. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  767. return manaLimit();
  768. return valOfBonuses(Bonus::MANA_REGENERATION);
  769. }
  770. si32 CGHeroInstance::getManaNewTurn() const
  771. {
  772. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  773. {
  774. //if hero starts turn in town with mage guild - restore all mana
  775. return std::max(mana, manaLimit());
  776. }
  777. si32 res = mana + manaRegain();
  778. res = std::min(res, manaLimit());
  779. res = std::max(res, mana);
  780. res = std::max(res, 0);
  781. return res;
  782. }
  783. // /**
  784. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  785. // * or discards it if it cannot be equipped.
  786. // */
  787. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  788. // {
  789. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  790. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  791. // ai->putAt(this, ai->firstAvailableSlot(this));
  792. // }
  793. int CGHeroInstance::getBoatType() const
  794. {
  795. switch(type->heroClass->getAlignment())
  796. {
  797. case EAlignment::GOOD:
  798. return 1;
  799. case EAlignment::EVIL:
  800. return 0;
  801. case EAlignment::NEUTRAL:
  802. return 2;
  803. default:
  804. throw std::runtime_error("Wrong alignment!");
  805. }
  806. }
  807. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  808. {
  809. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  810. // Check issue 515 for details
  811. offsets =
  812. {
  813. 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)
  814. };
  815. }
  816. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  817. {
  818. return sp->getCost(getSpellSchoolLevel(sp));
  819. }
  820. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  821. {
  822. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  823. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  824. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  825. }
  826. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  827. {
  828. return type->heroClass->getAlignment();
  829. }
  830. void CGHeroInstance::initExp(CRandomGenerator & rand)
  831. {
  832. exp = rand.nextInt(40, 89);
  833. }
  834. std::string CGHeroInstance::nodeName() const
  835. {
  836. return "Hero " + getNameTextID();
  837. }
  838. si32 CGHeroInstance::manaLimit() const
  839. {
  840. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  841. * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
  842. }
  843. std::string CGHeroInstance::getNameTranslated() const
  844. {
  845. if (!nameCustom.empty())
  846. return nameCustom;
  847. return VLC->generaltexth->translate(getNameTextID());
  848. }
  849. std::string CGHeroInstance::getNameTextID() const
  850. {
  851. if (!nameCustom.empty())
  852. return nameCustom;
  853. if (type)
  854. return type->getNameTextID();
  855. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  856. // assert(0);
  857. return "";
  858. }
  859. std::string CGHeroInstance::getBiographyTranslated() const
  860. {
  861. if (!biographyCustom.empty())
  862. return biographyCustom;
  863. return VLC->generaltexth->translate(getBiographyTextID());
  864. }
  865. std::string CGHeroInstance::getBiographyTextID() const
  866. {
  867. if (!biographyCustom.empty())
  868. return biographyCustom;
  869. if (type)
  870. return type->getBiographyTextID();
  871. assert(0);
  872. return "";
  873. }
  874. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  875. {
  876. assert(!getArt(pos));
  877. art->putAt(ArtifactLocation(this, pos));
  878. }
  879. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  880. {
  881. putArtifact(art->firstBackpackSlot(this), art);
  882. }
  883. bool CGHeroInstance::hasSpellbook() const
  884. {
  885. return getArt(ArtifactPosition::SPELLBOOK);
  886. }
  887. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  888. {
  889. spells.insert(spell);
  890. }
  891. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  892. {
  893. spells.erase(spell);
  894. }
  895. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  896. {
  897. return vstd::contains(spells, spell);
  898. }
  899. void CGHeroInstance::removeSpellbook()
  900. {
  901. spells.clear();
  902. if(hasSpellbook())
  903. {
  904. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  905. }
  906. }
  907. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  908. {
  909. return spells;
  910. }
  911. int CGHeroInstance::maxSpellLevel() const
  912. {
  913. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
  914. }
  915. void CGHeroInstance::deserializationFix()
  916. {
  917. artDeserializationFix(this);
  918. }
  919. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  920. {
  921. if(!visitedTown)
  922. return nullptr;
  923. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  924. : (CBonusSystemNode *)(visitedTown.get());
  925. }
  926. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  927. {
  928. if(visitedTown)
  929. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  930. return &CArmedInstance::whereShouldBeAttached(gs);
  931. }
  932. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  933. {
  934. if(visitedTown)
  935. {
  936. if(inTownGarrison)
  937. return *visitedTown;
  938. else
  939. return visitedTown->townAndVis;
  940. }
  941. else
  942. return CArmedInstance::whereShouldBeAttached(gs);
  943. }
  944. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  945. {
  946. int ret = 0; //take all MPs by default
  947. bool localTi = false;
  948. if(!ti)
  949. {
  950. localTi = true;
  951. ti = new TurnInfo(this);
  952. }
  953. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  954. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  955. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  956. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  957. if(localTi)
  958. delete ti;
  959. return ret;
  960. }
  961. EDiggingStatus CGHeroInstance::diggingStatus() const
  962. {
  963. if(static_cast<int>(movement) < maxMovePoints(true))
  964. return EDiggingStatus::LACK_OF_MOVEMENT;
  965. return cb->getTileDigStatus(visitablePos());
  966. }
  967. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  968. {
  969. return ArtBearer::HERO;
  970. }
  971. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  972. {
  973. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  974. auto getObligatorySkills = [](CSkill::Obligatory obl){
  975. std::vector<SecondarySkill> obligatory = {};
  976. for(int i = 0; i < VLC->skillh->size(); i++)
  977. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  978. {
  979. obligatory.emplace_back(i);
  980. break;
  981. }
  982. return obligatory;
  983. };
  984. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  985. {
  986. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  987. for(const auto & skill : ss)
  988. {
  989. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  990. {
  991. obligatorySkills.push_back(skill);
  992. break; //only one
  993. }
  994. }
  995. };
  996. if (!skillsInfo.wisdomCounter)
  997. {
  998. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  999. selectObligatorySkill(obligatory);
  1000. }
  1001. if (!skillsInfo.magicSchoolCounter)
  1002. {
  1003. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1004. selectObligatorySkill(obligatory);
  1005. }
  1006. std::vector<SecondarySkill> skills;
  1007. //picking sec. skills for choice
  1008. std::set<SecondarySkill> basicAndAdv;
  1009. std::set<SecondarySkill> expert;
  1010. std::set<SecondarySkill> none;
  1011. for(int i = 0; i < VLC->skillh->size(); i++)
  1012. if (canLearnSkill(SecondarySkill(i)))
  1013. none.insert(SecondarySkill(i));
  1014. for(const auto & elem : secSkills)
  1015. {
  1016. if(elem.second < SecSkillLevel::EXPERT)
  1017. basicAndAdv.insert(elem.first);
  1018. else
  1019. expert.insert(elem.first);
  1020. none.erase(elem.first);
  1021. }
  1022. for(const auto & s : obligatorySkills) //don't duplicate them
  1023. {
  1024. none.erase (s);
  1025. basicAndAdv.erase (s);
  1026. expert.erase (s);
  1027. }
  1028. //first offered skill:
  1029. // 1) give obligatory skill
  1030. // 2) give any other new skill
  1031. // 3) upgrade existing
  1032. if(canLearnSkill() && !obligatorySkills.empty())
  1033. {
  1034. skills.push_back (obligatorySkills[0]);
  1035. }
  1036. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1037. {
  1038. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1039. none.erase(skills.back());
  1040. }
  1041. else if(!basicAndAdv.empty())
  1042. {
  1043. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1044. basicAndAdv.erase(skills.back());
  1045. }
  1046. //second offered skill:
  1047. //1) upgrade existing
  1048. //2) give obligatory skill
  1049. //3) give any other new skill
  1050. if(!basicAndAdv.empty())
  1051. {
  1052. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1053. skills.push_back(s);
  1054. basicAndAdv.erase(s);
  1055. }
  1056. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1057. {
  1058. skills.push_back (obligatorySkills[1]);
  1059. }
  1060. else if(!none.empty() && canLearnSkill())
  1061. {
  1062. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1063. none.erase(skills.back());
  1064. }
  1065. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1066. std::swap(skills[0], skills[1]);
  1067. return skills;
  1068. }
  1069. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1070. {
  1071. assert(gainsLevel());
  1072. int randomValue = rand.nextInt(99);
  1073. int pom = 0;
  1074. int primarySkill = 0;
  1075. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1076. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1077. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1078. {
  1079. pom += skillChances[primarySkill];
  1080. if(randomValue < pom)
  1081. {
  1082. break;
  1083. }
  1084. }
  1085. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1086. {
  1087. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1088. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1089. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1090. }
  1091. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1092. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1093. }
  1094. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1095. {
  1096. assert(gainsLevel());
  1097. boost::optional<SecondarySkill> chosenSecondarySkill;
  1098. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1099. if(!proposedSecondarySkills.empty())
  1100. {
  1101. std::vector<SecondarySkill> learnedSecondarySkills;
  1102. for(const auto & secondarySkill : proposedSecondarySkills)
  1103. {
  1104. if(getSecSkillLevel(secondarySkill) > 0)
  1105. {
  1106. learnedSecondarySkills.push_back(secondarySkill);
  1107. }
  1108. }
  1109. if(learnedSecondarySkills.empty())
  1110. {
  1111. // there are only new skills to learn, so choose anyone of them
  1112. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1113. }
  1114. else
  1115. {
  1116. // preferably upgrade a already learned secondary skill
  1117. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1118. }
  1119. }
  1120. return chosenSecondarySkill;
  1121. }
  1122. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1123. {
  1124. if(primarySkill < PrimarySkill::EXPERIENCE)
  1125. {
  1126. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1127. .And(Selector::subtype()(primarySkill))
  1128. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1129. assert(skill);
  1130. if(abs)
  1131. {
  1132. skill->val = static_cast<si32>(value);
  1133. }
  1134. else
  1135. {
  1136. skill->val += static_cast<si32>(value);
  1137. }
  1138. CBonusSystemNode::treeHasChanged();
  1139. }
  1140. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1141. {
  1142. if(abs)
  1143. {
  1144. exp = value;
  1145. }
  1146. else
  1147. {
  1148. exp += value;
  1149. }
  1150. }
  1151. }
  1152. bool CGHeroInstance::gainsLevel() const
  1153. {
  1154. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1155. }
  1156. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1157. {
  1158. ++level;
  1159. //deterministic secondary skills
  1160. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1161. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1162. for(const auto & skill : skills)
  1163. {
  1164. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1165. skillsInfo.resetWisdomCounter();
  1166. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1167. skillsInfo.resetMagicSchoolCounter();
  1168. }
  1169. //update specialty and other bonuses that scale with level
  1170. treeHasChanged();
  1171. }
  1172. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1173. {
  1174. while(gainsLevel())
  1175. {
  1176. const auto primarySkill = nextPrimarySkill(rand);
  1177. setPrimarySkill(primarySkill, 1, false);
  1178. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1179. const auto secondarySkill = nextSecondarySkill(rand);
  1180. if(secondarySkill)
  1181. {
  1182. setSecSkillLevel(*secondarySkill, 1, false);
  1183. }
  1184. //TODO why has the secondary skills to be passed to the method?
  1185. levelUp(proposedSecondarySkills);
  1186. }
  1187. }
  1188. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1189. {
  1190. //VISIONS spell support
  1191. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1192. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1193. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1194. if (visionsMultiplier > 0)
  1195. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1196. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1197. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1198. return (distance < visionsRange) && (target->pos.z == pos.z);
  1199. }
  1200. std::string CGHeroInstance::getHeroTypeName() const
  1201. {
  1202. if(ID == Obj::HERO || ID == Obj::PRISON)
  1203. {
  1204. if(type)
  1205. {
  1206. return type->getJsonKey();
  1207. }
  1208. else
  1209. {
  1210. return VLC->heroh->objects[subID]->getJsonKey();
  1211. }
  1212. }
  1213. return "";
  1214. }
  1215. void CGHeroInstance::afterAddToMap(CMap * map)
  1216. {
  1217. if(ID == Obj::HERO)
  1218. map->heroesOnMap.emplace_back(this);
  1219. }
  1220. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1221. {
  1222. if (ID == Obj::HERO)
  1223. vstd::erase_if_present(map->heroesOnMap, this);
  1224. }
  1225. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1226. {
  1227. if(ID == Obj::HERO || ID == Obj::PRISON)
  1228. {
  1229. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1230. if(rawId)
  1231. subID = rawId.get();
  1232. else
  1233. {
  1234. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1235. }
  1236. }
  1237. }
  1238. void CGHeroInstance::updateFrom(const JsonNode & data)
  1239. {
  1240. CGObjectInstance::updateFrom(data);
  1241. }
  1242. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1243. {
  1244. handler.serializeString("biography", biographyCustom);
  1245. handler.serializeInt("experience", exp, 0);
  1246. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1247. {
  1248. while (gainsLevel())
  1249. {
  1250. ++level;
  1251. }
  1252. }
  1253. handler.serializeString("name", nameCustom);
  1254. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1255. {
  1256. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1257. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1258. if(handler.saving)
  1259. {
  1260. if(portrait >= 0)
  1261. {
  1262. if(portrait < legacyHeroes || portrait >= moddedStart)
  1263. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1264. else
  1265. handler.serializeInt("portrait", portrait, -1);
  1266. }
  1267. }
  1268. else
  1269. {
  1270. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1271. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1272. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1273. else
  1274. handler.serializeInt("portrait", portrait, -1);
  1275. }
  1276. }
  1277. //primary skills
  1278. if(handler.saving)
  1279. {
  1280. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1281. if(haveSkills)
  1282. {
  1283. auto primarySkills = handler.enterStruct("primarySkills");
  1284. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1285. {
  1286. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1287. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1288. }
  1289. }
  1290. }
  1291. else
  1292. {
  1293. auto primarySkills = handler.enterStruct("primarySkills");
  1294. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1295. {
  1296. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1297. {
  1298. int value = 0;
  1299. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1300. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1301. }
  1302. }
  1303. }
  1304. //secondary skills
  1305. if(handler.saving)
  1306. {
  1307. //does hero have default skills?
  1308. bool defaultSkills = false;
  1309. bool normalSkills = false;
  1310. for(const auto & p : secSkills)
  1311. {
  1312. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1313. defaultSkills = true;
  1314. else
  1315. normalSkills = true;
  1316. }
  1317. if(defaultSkills && normalSkills)
  1318. logGlobal->error("Mixed default and normal secondary skills");
  1319. //in json default skills means no field/null
  1320. if(!defaultSkills)
  1321. {
  1322. //enter structure here as handler initialize it
  1323. auto secondarySkills = handler.enterStruct("secondarySkills");
  1324. for(auto & p : secSkills)
  1325. {
  1326. const si32 rawId = p.first.num;
  1327. if(rawId < 0 || rawId >= VLC->skillh->size())
  1328. logGlobal->error("Invalid secondary skill %d", rawId);
  1329. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1330. }
  1331. }
  1332. }
  1333. else
  1334. {
  1335. auto secondarySkills = handler.enterStruct("secondarySkills");
  1336. const JsonNode & skillMap = handler.getCurrent();
  1337. secSkills.clear();
  1338. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1339. {
  1340. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1341. }
  1342. else
  1343. {
  1344. for(const auto & p : skillMap.Struct())
  1345. {
  1346. const std::string skillId = p.first;
  1347. const std::string levelId = p.second.String();
  1348. const int rawId = CSkillHandler::decodeSkill(skillId);
  1349. if(rawId < 0)
  1350. {
  1351. logGlobal->error("Invalid secondary skill %s", skillId);
  1352. continue;
  1353. }
  1354. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1355. if(level < 0)
  1356. {
  1357. logGlobal->error("Invalid secondary skill level%s", levelId);
  1358. continue;
  1359. }
  1360. secSkills.emplace_back(SecondarySkill(rawId), level);
  1361. }
  1362. }
  1363. }
  1364. handler.serializeIdArray("spellBook", spells);
  1365. if(handler.saving)
  1366. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1367. }
  1368. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1369. {
  1370. serializeCommonOptions(handler);
  1371. serializeJsonOwner(handler);
  1372. if(ID == Obj::HERO || ID == Obj::PRISON)
  1373. {
  1374. std::string typeName;
  1375. if(handler.saving)
  1376. typeName = getHeroTypeName();
  1377. handler.serializeString("type", typeName);
  1378. if(!handler.saving)
  1379. setHeroTypeName(typeName);
  1380. }
  1381. CCreatureSet::serializeJson(handler, "army", 7);
  1382. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1383. {
  1384. static constexpr int NO_PATROLING = -1;
  1385. int rawPatrolRadius = NO_PATROLING;
  1386. if(handler.saving)
  1387. {
  1388. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1389. }
  1390. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1391. if(!handler.saving)
  1392. {
  1393. if(!appearance)
  1394. {
  1395. // crossoverDeserialize
  1396. type = VLC->heroh->objects[subID];
  1397. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1398. }
  1399. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1400. patrol.initialPos = visitablePos();
  1401. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1402. }
  1403. }
  1404. }
  1405. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1406. {
  1407. serializeCommonOptions(handler);
  1408. }
  1409. bool CGHeroInstance::isMissionCritical() const
  1410. {
  1411. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1412. {
  1413. if(event.trigger.test([&](const EventCondition & condition)
  1414. {
  1415. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1416. {
  1417. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1418. return (hero != this);
  1419. }
  1420. else if(condition.condition == EventCondition::IS_HUMAN)
  1421. {
  1422. return true;
  1423. }
  1424. return false;
  1425. }))
  1426. {
  1427. return true;
  1428. }
  1429. }
  1430. return false;
  1431. }
  1432. VCMI_LIB_NAMESPACE_END