CGHeroInstance.cpp 48 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 "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.h"
  21. #include "../CModHandler.h"
  22. #include "../CSoundBase.h"
  23. #include "../spells/CSpellHandler.h"
  24. #include "../CSkillHandler.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 "../mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "../StringConstants.h"
  35. #include "../battle/Unit.h"
  36. VCMI_LIB_NAMESPACE_BEGIN
  37. static int lowestSpeed(const CGHeroInstance * chi)
  38. {
  39. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  40. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  41. if(!chi->stacksCount())
  42. {
  43. if(chi->commander && chi->commander->alive)
  44. {
  45. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  46. }
  47. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  48. return 20;
  49. }
  50. auto i = chi->Slots().begin();
  51. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  52. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  53. for(; i != chi->Slots().end(); i++)
  54. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  55. return ret;
  56. }
  57. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  58. {
  59. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  60. //if there is road both on dest and src tiles - use src road movement cost
  61. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  62. {
  63. ret = from.roadType->movementCost;
  64. }
  65. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  66. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  67. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  68. {
  69. ret = VLC->terrainTypeHandler->getById(dest.terType->getId())->moveCost;
  70. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  71. if(ret < GameConstants::BASE_MOVEMENT_COST)
  72. ret = GameConstants::BASE_MOVEMENT_COST;
  73. }
  74. return static_cast<ui32>(ret);
  75. }
  76. FactionID CGHeroInstance::getFaction() const
  77. {
  78. return FactionID(type->heroClass->faction);
  79. }
  80. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  81. {
  82. return this;
  83. }
  84. TerrainId CGHeroInstance::getNativeTerrain() const
  85. {
  86. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  87. // This is clearly bug in H3 however intended behaviour is not clear.
  88. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  89. // will always have best penalty without any influence from player-defined stacks order
  90. // and army that consist solely from neutral will always be considered to be on native terrain
  91. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  92. for(const auto & stack : stacks)
  93. {
  94. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  95. if(stackNativeTerrain == ETerrainId::NONE)
  96. continue;
  97. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  98. nativeTerrain = stackNativeTerrain;
  99. else if(nativeTerrain != stackNativeTerrain)
  100. return ETerrainId::NONE;
  101. }
  102. return nativeTerrain;
  103. }
  104. BattleField CGHeroInstance::getBattlefield() const
  105. {
  106. return BattleField::NONE;
  107. }
  108. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  109. {
  110. for(const auto & elem : secSkills)
  111. if(elem.first == skill)
  112. return elem.second;
  113. return 0;
  114. }
  115. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  116. {
  117. if(getSecSkillLevel(which) == 0)
  118. {
  119. secSkills.emplace_back(which, val);
  120. updateSkillBonus(which, val);
  121. }
  122. else
  123. {
  124. for (auto & elem : secSkills)
  125. {
  126. if(elem.first == which)
  127. {
  128. if(abs)
  129. elem.second = val;
  130. else
  131. elem.second += val;
  132. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  133. {
  134. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  135. elem.second = 3;
  136. }
  137. updateSkillBonus(which, elem.second); //when we know final value
  138. }
  139. }
  140. }
  141. }
  142. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  143. {
  144. return position - getVisitableOffset();
  145. }
  146. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  147. {
  148. return position + getVisitableOffset();
  149. }
  150. bool CGHeroInstance::canLearnSkill() const
  151. {
  152. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  153. }
  154. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  155. {
  156. if ( !canLearnSkill())
  157. return false;
  158. if (!cb->isAllowed(2, which))
  159. return false;
  160. if (getSecSkillLevel(which) > 0)
  161. return false;
  162. if (type->heroClass->secSkillProbability[which] == 0)
  163. return false;
  164. return true;
  165. }
  166. int CGHeroInstance::maxMovePoints(bool onLand) const
  167. {
  168. TurnInfo ti(this);
  169. return maxMovePointsCached(onLand, &ti);
  170. }
  171. int CGHeroInstance::getLowestCreatureSpeed() const
  172. {
  173. return lowestCreatureSpeed;
  174. }
  175. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  176. {
  177. auto realLowestSpeed = lowestSpeed(this);
  178. if(lowestCreatureSpeed != realLowestSpeed)
  179. {
  180. lowestCreatureSpeed = realLowestSpeed;
  181. //Let updaters run again
  182. treeHasChanged();
  183. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(!!onLand));
  184. }
  185. }
  186. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  187. {
  188. updateArmyMovementBonus(onLand, ti);
  189. return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand);
  190. }
  191. CGHeroInstance::CGHeroInstance():
  192. tacticFormationEnabled(false),
  193. inTownGarrison(false),
  194. moveDir(4),
  195. mana(UNINITIALIZED_MANA),
  196. movement(UNINITIALIZED_MOVEMENT),
  197. portrait(UNINITIALIZED_PORTRAIT),
  198. level(1),
  199. exp(UNINITIALIZED_EXPERIENCE),
  200. gender(EHeroGender::DEFAULT),
  201. lowestCreatureSpeed(0)
  202. {
  203. setNodeType(HERO);
  204. ID = Obj::HERO;
  205. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  206. }
  207. PlayerColor CGHeroInstance::getOwner() const
  208. {
  209. return tempOwner;
  210. }
  211. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  212. {
  213. subID = SUBID.getNum();
  214. initHero(rand);
  215. }
  216. void CGHeroInstance::setType(si32 ID, si32 subID)
  217. {
  218. assert(ID == Obj::HERO); // just in case
  219. type = VLC->heroh->objects[subID];
  220. portrait = type->imageIndex;
  221. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  222. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  223. randomizeArmy(type->heroClass->faction);
  224. }
  225. void CGHeroInstance::initHero(CRandomGenerator & rand)
  226. {
  227. assert(validTypes(true));
  228. if(!type)
  229. type = VLC->heroh->objects[subID];
  230. if (ID == Obj::HERO)
  231. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  232. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  233. {
  234. for(const auto & spellID : type->spells)
  235. spells.insert(spellID);
  236. }
  237. else //remove placeholder
  238. spells -= SpellID::PRESET;
  239. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  240. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  241. if(!getArt(ArtifactPosition::MACH4))
  242. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  243. if(portrait < 0 || portrait == 255)
  244. portrait = type->imageIndex;
  245. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  246. {
  247. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  248. {
  249. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  250. }
  251. }
  252. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  253. secSkills = type->secSkillsInit;
  254. if (gender == EHeroGender::DEFAULT)
  255. gender = type->gender;
  256. setFormation(false);
  257. if (!stacksCount()) //standard army//initial army
  258. {
  259. initArmy(rand);
  260. }
  261. assert(validTypes());
  262. if (patrol.patrolling)
  263. patrol.initialPos = visitablePos();
  264. if(exp == UNINITIALIZED_EXPERIENCE)
  265. {
  266. initExp(rand);
  267. }
  268. else
  269. {
  270. levelUpAutomatically(rand);
  271. }
  272. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  273. // must be done separately from global bonuses since recruitable heroes in taverns
  274. // are not attached to global bonus node but need access to some global bonuses
  275. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  276. // or MOVEMENT to compute initial movement before recruiting is finished
  277. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  278. for(const auto & b : baseBonuses.Struct())
  279. {
  280. auto bonus = JsonUtils::parseBonus(b.second);
  281. bonus->source = BonusSource::HERO_BASE_SKILL;
  282. bonus->sid = id.getNum();
  283. bonus->duration = BonusDuration::PERMANENT;
  284. addNewBonus(bonus);
  285. }
  286. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  287. {
  288. commander = new CCommanderInstance(type->heroClass->commander->getId());
  289. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  290. commander->giveStackExp (exp); //after our exp is set
  291. }
  292. if (mana < 0)
  293. mana = manaLimit();
  294. }
  295. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  296. {
  297. if(!dst)
  298. dst = this;
  299. int warMachinesGiven = 0;
  300. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  301. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  302. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  303. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  304. {
  305. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  306. continue;
  307. auto & stack = type->initialArmy[stackNo];
  308. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  309. const CCreature * creature = stack.creature.toCreature();
  310. if(creature == nullptr)
  311. {
  312. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  313. continue;
  314. }
  315. if(creature->warMachine != ArtifactID::NONE) //war machine
  316. {
  317. warMachinesGiven++;
  318. if(dst != this)
  319. continue;
  320. ArtifactID aid = creature->warMachine;
  321. const CArtifact * art = aid.toArtifact();
  322. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  323. {
  324. //TODO: should we try another possible slots?
  325. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  326. if(!getArt(slot))
  327. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  328. else
  329. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  330. }
  331. else
  332. {
  333. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  334. }
  335. }
  336. else
  337. {
  338. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  339. }
  340. }
  341. }
  342. CGHeroInstance::~CGHeroInstance()
  343. {
  344. commander.dellNull();
  345. }
  346. bool CGHeroInstance::needsLastStack() const
  347. {
  348. return true;
  349. }
  350. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  351. {
  352. if(h == this) return; //exclude potential self-visiting
  353. if (ID == Obj::HERO)
  354. {
  355. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  356. {
  357. //exchange
  358. cb->heroExchange(h->id, id);
  359. }
  360. else //battle
  361. {
  362. if(visitedTown) //we're in town
  363. visitedTown->onHeroVisit(h); //town will handle attacking
  364. else
  365. cb->startBattleI(h, this);
  366. }
  367. }
  368. else if(ID == Obj::PRISON)
  369. {
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  371. {
  372. //update hero parameters
  373. SetMovePoints smp;
  374. smp.hid = id;
  375. cb->setManaPoints (id, manaLimit());
  376. ObjectInstanceID boatId;
  377. const auto boatPos = visitablePos();
  378. if (cb->gameState()->map->getTile(boatPos).isWater())
  379. {
  380. smp.val = maxMovePoints(false);
  381. //Create a new boat for hero
  382. NewObject no;
  383. no.ID = Obj::BOAT;
  384. no.subID = getBoatType().getNum();
  385. cb->sendAndApply(&no);
  386. boatId = cb->getTopObj(boatPos)->id;
  387. }
  388. else
  389. {
  390. smp.val = maxMovePoints(true);
  391. }
  392. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  393. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  394. cb->setMovePoints (&smp);
  395. h->showInfoDialog(102);
  396. }
  397. else //already 8 wandering heroes
  398. {
  399. h->showInfoDialog(103);
  400. }
  401. }
  402. }
  403. std::string CGHeroInstance::getObjectName() const
  404. {
  405. if(ID != Obj::PRISON)
  406. {
  407. std::string hoverName = VLC->generaltexth->allTexts[15];
  408. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  409. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  410. return hoverName;
  411. }
  412. else
  413. return VLC->objtypeh->getObjectName(ID, 0);
  414. }
  415. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  416. {
  417. return type->heroClass->isMagicHero() ? 3 : 4;
  418. }
  419. ui8 CGHeroInstance::maxlevelsToWisdom() const
  420. {
  421. return type->heroClass->isMagicHero() ? 3 : 6;
  422. }
  423. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  424. magicSchoolCounter(1),
  425. wisdomCounter(1)
  426. {
  427. rand.setSeed(0);
  428. }
  429. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  430. {
  431. magicSchoolCounter = 1;
  432. }
  433. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  434. {
  435. wisdomCounter = 1;
  436. }
  437. void CGHeroInstance::initObj(CRandomGenerator & rand)
  438. {
  439. blockVisit = true;
  440. if(!type)
  441. initHero(rand); //TODO: set up everything for prison before specialties are configured
  442. skillsInfo.rand.setSeed(rand.nextInt());
  443. skillsInfo.resetMagicSchoolCounter();
  444. skillsInfo.resetWisdomCounter();
  445. if (ID != Obj::PRISON)
  446. {
  447. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  448. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  449. if (customApp)
  450. appearance = customApp;
  451. }
  452. //copy active (probably growing) bonuses from hero prototype to hero object
  453. for(const std::shared_ptr<Bonus> & b : type->specialty)
  454. addNewBonus(b);
  455. //initialize bonuses
  456. recreateSecondarySkillsBonuses();
  457. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  458. }
  459. void CGHeroInstance::recreateSecondarySkillsBonuses()
  460. {
  461. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  462. for(const auto & bonus : *secondarySkillsBonuses)
  463. removeBonus(bonus);
  464. for(const auto & skill_info : secSkills)
  465. if(skill_info.second > 0)
  466. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  467. }
  468. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  469. {
  470. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
  471. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  472. for(const auto & b : skillBonus)
  473. addNewBonus(std::make_shared<Bonus>(*b));
  474. }
  475. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  476. {
  477. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  478. setStackCount(SlotID(0), val);
  479. }
  480. double CGHeroInstance::getFightingStrength() const
  481. {
  482. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  483. }
  484. double CGHeroInstance::getMagicStrength() const
  485. {
  486. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  487. }
  488. double CGHeroInstance::getHeroStrength() const
  489. {
  490. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  491. }
  492. ui64 CGHeroInstance::getTotalStrength() const
  493. {
  494. double ret = getFightingStrength() * getArmyStrength();
  495. return static_cast<ui64>(ret);
  496. }
  497. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  498. {
  499. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  500. }
  501. int32_t CGHeroInstance::getCasterUnitId() const
  502. {
  503. return id.getNum();
  504. }
  505. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  506. {
  507. int32_t skill = -1; //skill level
  508. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  509. {
  510. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf.id); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  511. if(thisSchool > skill)
  512. {
  513. skill = thisSchool;
  514. if(outSelectedSchool)
  515. *outSelectedSchool = static_cast<ui8>(cnf.id);
  516. }
  517. });
  518. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(ESpellSchool::ANY))); //any school bonus
  519. vstd::amax(skill, valOfBonuses(BonusType::SPELL, spell->getIndex())); //given by artifact or other effect
  520. vstd::amax(skill, 0); //in case we don't know any school
  521. vstd::amin(skill, 3);
  522. return skill;
  523. }
  524. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  525. {
  526. //applying sorcery secondary skill
  527. if(spell->isMagical())
  528. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(ESpellSchool::ANY))) / 100.0);
  529. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  530. int maxSchoolBonus = 0;
  531. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  532. {
  533. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, cnf.id));
  534. });
  535. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  536. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  537. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  538. return base;
  539. }
  540. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  541. {
  542. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  543. return base;
  544. }
  545. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  546. {
  547. return getSpellSchoolLevel(spell);
  548. }
  549. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  550. {
  551. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  552. }
  553. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  554. {
  555. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  556. }
  557. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  558. {
  559. return 0;
  560. }
  561. PlayerColor CGHeroInstance::getCasterOwner() const
  562. {
  563. return tempOwner;
  564. }
  565. void CGHeroInstance::getCasterName(MetaString & text) const
  566. {
  567. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  568. text.replaceRawString(getNameTranslated());
  569. }
  570. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  571. {
  572. const bool singleTarget = attacked.size() == 1;
  573. const int textIndex = singleTarget ? 195 : 196;
  574. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  575. getCasterName(text);
  576. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  577. if(singleTarget)
  578. attacked.at(0)->addNameReplacement(text, true);
  579. }
  580. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  581. {
  582. return this;
  583. }
  584. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  585. {
  586. if(spellCost != 0)
  587. {
  588. SetMana sm;
  589. sm.absolute = false;
  590. sm.hid = id;
  591. sm.val = -spellCost;
  592. server->apply(&sm);
  593. }
  594. }
  595. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  596. {
  597. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  598. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  599. const bool specificBonus = hasBonusOfType(BonusType::SPELL, spell->getIndex());
  600. bool schoolBonus = false;
  601. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  602. {
  603. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf.id))
  604. {
  605. schoolBonus = stop = true;
  606. }
  607. });
  608. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, spell->getLevel());
  609. if(spell->isSpecial())
  610. {
  611. if(inSpellBook)
  612. {//hero has this spell in spellbook
  613. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  614. }
  615. return specificBonus;
  616. }
  617. else if(!isAllowed)
  618. {
  619. if(inSpellBook)
  620. {
  621. //hero has this spell in spellbook
  622. //it is normal if set in map editor, but trace it to possible debug of magic guild
  623. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  624. }
  625. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  626. }
  627. else
  628. {
  629. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  630. }
  631. }
  632. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  633. {
  634. if(!hasSpellbook())
  635. return false;
  636. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  637. return false;
  638. if(vstd::contains(spells, spell->getId()))//already known
  639. return false;
  640. if(spell->isSpecial())
  641. {
  642. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  643. return false;//special spells can not be learned
  644. }
  645. if(spell->isCreatureAbility())
  646. {
  647. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  648. return false;//creature abilities can not be learned
  649. }
  650. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  651. {
  652. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  653. return false;//banned spells should not be learned
  654. }
  655. return true;
  656. }
  657. /**
  658. * Calculates what creatures and how many to be raised from a battle.
  659. * @param battleResult The results of the battle.
  660. * @return Returns a pair with the first value indicating the ID of the creature
  661. * type and second value the amount. Both values are returned as -1 if necromancy
  662. * could not be applied.
  663. */
  664. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  665. {
  666. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  667. // need skill or cloak of undead king - lesser artifacts don't work without skill
  668. if (hasImprovedNecromancy)
  669. {
  670. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  671. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  672. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  673. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  674. // figure out what to raise - pick strongest creature meeting requirements
  675. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  676. int requiredCasualtyLevel = 1;
  677. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  678. if(!improvedNecromancy->empty())
  679. {
  680. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  681. {
  682. assert(bonus->subtype >=0);
  683. if(bonus->subtype >= 0)
  684. return CreatureID(bonus->subtype);
  685. return CreatureID::NONE;
  686. };
  687. int maxCasualtyLevel = 1;
  688. for(const auto & casualty : casualties)
  689. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  690. // pick best bonus available
  691. std::shared_ptr<Bonus> topPick;
  692. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  693. {
  694. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  695. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  696. continue;
  697. if(!topPick)
  698. {
  699. topPick = newPick;
  700. }
  701. else
  702. {
  703. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  704. {
  705. const auto * c = getCreatureID(pick).toCreature();
  706. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  707. };
  708. if(quality(topPick) < quality(newPick))
  709. topPick = newPick;
  710. }
  711. }
  712. if(topPick)
  713. {
  714. creatureTypeRaised = getCreatureID(topPick);
  715. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  716. }
  717. }
  718. assert(creatureTypeRaised != CreatureID::NONE);
  719. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  720. if(getSlotFor(creatureTypeRaised) == SlotID())
  721. {
  722. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  723. {
  724. if(getSlotFor(upgraded) != SlotID())
  725. {
  726. creatureTypeRaised = upgraded;
  727. necromancySkill *= 2/3.0;
  728. break;
  729. }
  730. }
  731. }
  732. // calculate number of creatures raised - low level units contribute at 50% rate
  733. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  734. double raisedUnits = 0;
  735. for(const auto & casualty : casualties)
  736. {
  737. const CCreature * c = VLC->creh->objects[casualty.first];
  738. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  739. if(c->getLevel() < requiredCasualtyLevel)
  740. raisedFromCasualty *= 0.5;
  741. raisedUnits += raisedFromCasualty;
  742. }
  743. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  744. }
  745. return CStackBasicDescriptor();
  746. }
  747. /**
  748. * Show the necromancy dialog with information about units raised.
  749. * @param raisedStack Pair where the first element represents ID of the raised creature
  750. * and the second element the amount.
  751. */
  752. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  753. {
  754. InfoWindow iw;
  755. iw.type = EInfoWindowMode::AUTO;
  756. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  757. iw.player = tempOwner;
  758. iw.components.emplace_back(raisedStack);
  759. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  760. {
  761. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  762. iw.text.replaceNumber(raisedStack.count);
  763. }
  764. else // Practicing the dark arts of necromancy, ... (singular)
  765. {
  766. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  767. }
  768. iw.text.replaceCreatureName(raisedStack);
  769. cb->showInfoDialog(&iw);
  770. }
  771. /*
  772. int3 CGHeroInstance::getSightCenter() const
  773. {
  774. return getPosition(false);
  775. }*/
  776. int CGHeroInstance::getSightRadius() const
  777. {
  778. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  779. }
  780. si32 CGHeroInstance::manaRegain() const
  781. {
  782. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  783. return manaLimit();
  784. return valOfBonuses(BonusType::MANA_REGENERATION);
  785. }
  786. si32 CGHeroInstance::getManaNewTurn() const
  787. {
  788. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  789. {
  790. //if hero starts turn in town with mage guild - restore all mana
  791. return std::max(mana, manaLimit());
  792. }
  793. si32 res = mana + manaRegain();
  794. res = std::min(res, manaLimit());
  795. res = std::max(res, mana);
  796. res = std::max(res, 0);
  797. return res;
  798. }
  799. // /**
  800. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  801. // * or discards it if it cannot be equipped.
  802. // */
  803. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  804. // {
  805. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  806. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  807. // ai->putAt(this, ai->firstAvailableSlot(this));
  808. // }
  809. BoatId CGHeroInstance::getBoatType() const
  810. {
  811. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  812. }
  813. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  814. {
  815. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  816. // Check issue 515 for details
  817. offsets =
  818. {
  819. 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)
  820. };
  821. }
  822. const IObjectInterface * CGHeroInstance::getObject() const
  823. {
  824. return this;
  825. }
  826. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  827. {
  828. return sp->getCost(getSpellSchoolLevel(sp));
  829. }
  830. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  831. {
  832. assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which)
  833. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))));
  834. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which));
  835. }
  836. EAlignment CGHeroInstance::getAlignment() const
  837. {
  838. return type->heroClass->getAlignment();
  839. }
  840. void CGHeroInstance::initExp(CRandomGenerator & rand)
  841. {
  842. exp = rand.nextInt(40, 89);
  843. }
  844. std::string CGHeroInstance::nodeName() const
  845. {
  846. return "Hero " + getNameTextID();
  847. }
  848. si32 CGHeroInstance::manaLimit() const
  849. {
  850. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  851. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  852. }
  853. std::string CGHeroInstance::getNameTranslated() const
  854. {
  855. if (!nameCustom.empty())
  856. return nameCustom;
  857. return VLC->generaltexth->translate(getNameTextID());
  858. }
  859. std::string CGHeroInstance::getNameTextID() const
  860. {
  861. if (!nameCustom.empty())
  862. return nameCustom;
  863. if (type)
  864. return type->getNameTextID();
  865. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  866. // assert(0);
  867. return "";
  868. }
  869. std::string CGHeroInstance::getBiographyTranslated() const
  870. {
  871. if (!biographyCustom.empty())
  872. return biographyCustom;
  873. return VLC->generaltexth->translate(getBiographyTextID());
  874. }
  875. std::string CGHeroInstance::getBiographyTextID() const
  876. {
  877. if (!biographyCustom.empty())
  878. return biographyCustom;
  879. if (type)
  880. return type->getBiographyTextID();
  881. assert(0);
  882. return "";
  883. }
  884. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  885. {
  886. assert(art->artType->canBePutAt(this, pos));
  887. CArtifactSet::putArtifact(pos, art);
  888. if(ArtifactUtils::isSlotEquipment(pos))
  889. attachTo(*art);
  890. }
  891. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  892. {
  893. auto art = getArt(pos);
  894. assert(art);
  895. CArtifactSet::removeArtifact(pos);
  896. if(ArtifactUtils::isSlotEquipment(pos))
  897. detachFrom(*art);
  898. }
  899. bool CGHeroInstance::hasSpellbook() const
  900. {
  901. return getArt(ArtifactPosition::SPELLBOOK);
  902. }
  903. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  904. {
  905. spells.insert(spell);
  906. }
  907. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  908. {
  909. spells.erase(spell);
  910. }
  911. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  912. {
  913. return vstd::contains(spells, spell);
  914. }
  915. void CGHeroInstance::removeSpellbook()
  916. {
  917. spells.clear();
  918. if(hasSpellbook())
  919. {
  920. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  921. }
  922. }
  923. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  924. {
  925. return spells;
  926. }
  927. int CGHeroInstance::maxSpellLevel() const
  928. {
  929. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  930. }
  931. void CGHeroInstance::deserializationFix()
  932. {
  933. artDeserializationFix(this);
  934. boatDeserializationFix();
  935. }
  936. void CGHeroInstance::boatDeserializationFix()
  937. {
  938. if (boat)
  939. attachTo(const_cast<CGBoat&>(*boat));
  940. }
  941. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  942. {
  943. if(!visitedTown)
  944. return nullptr;
  945. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  946. : (CBonusSystemNode *)(visitedTown.get());
  947. }
  948. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  949. {
  950. if(visitedTown)
  951. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  952. return &CArmedInstance::whereShouldBeAttached(gs);
  953. }
  954. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  955. {
  956. if(visitedTown)
  957. {
  958. if(inTownGarrison)
  959. return *visitedTown;
  960. else
  961. return visitedTown->townAndVis;
  962. }
  963. else
  964. return CArmedInstance::whereShouldBeAttached(gs);
  965. }
  966. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  967. {
  968. std::unique_ptr<TurnInfo> turnInfoLocal;
  969. if(!ti)
  970. {
  971. turnInfoLocal = std::make_unique<TurnInfo>(this);
  972. ti = turnInfoLocal.get();
  973. }
  974. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  975. return 0; // take all MPs by default
  976. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  977. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  978. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  979. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  980. return ret;
  981. }
  982. EDiggingStatus CGHeroInstance::diggingStatus() const
  983. {
  984. if(static_cast<int>(movement) < maxMovePoints(true))
  985. return EDiggingStatus::LACK_OF_MOVEMENT;
  986. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  987. return EDiggingStatus::BACKPACK_IS_FULL;
  988. return cb->getTileDigStatus(visitablePos());
  989. }
  990. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  991. {
  992. return ArtBearer::HERO;
  993. }
  994. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  995. {
  996. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  997. auto getObligatorySkills = [](CSkill::Obligatory obl){
  998. std::vector<SecondarySkill> obligatory = {};
  999. for(auto i = 0; i < VLC->skillh->size(); i++)
  1000. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1001. obligatory.emplace_back(i); //Always return all obligatory skills
  1002. return obligatory;
  1003. };
  1004. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1005. {
  1006. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1007. for(const auto & skill : ss)
  1008. {
  1009. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1010. {
  1011. obligatorySkills.push_back(skill);
  1012. break; //only one
  1013. }
  1014. }
  1015. };
  1016. if (!skillsInfo.wisdomCounter)
  1017. {
  1018. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1019. selectObligatorySkill(obligatory);
  1020. }
  1021. if (!skillsInfo.magicSchoolCounter)
  1022. {
  1023. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1024. selectObligatorySkill(obligatory);
  1025. }
  1026. std::vector<SecondarySkill> skills;
  1027. //picking sec. skills for choice
  1028. std::set<SecondarySkill> basicAndAdv;
  1029. std::set<SecondarySkill> expert;
  1030. std::set<SecondarySkill> none;
  1031. for(int i = 0; i < VLC->skillh->size(); i++)
  1032. if (canLearnSkill(SecondarySkill(i)))
  1033. none.insert(SecondarySkill(i));
  1034. for(const auto & elem : secSkills)
  1035. {
  1036. if(elem.second < SecSkillLevel::EXPERT)
  1037. basicAndAdv.insert(elem.first);
  1038. else
  1039. expert.insert(elem.first);
  1040. none.erase(elem.first);
  1041. }
  1042. for(const auto & s : obligatorySkills) //don't duplicate them
  1043. {
  1044. none.erase (s);
  1045. basicAndAdv.erase (s);
  1046. expert.erase (s);
  1047. }
  1048. //first offered skill:
  1049. // 1) give obligatory skill
  1050. // 2) give any other new skill
  1051. // 3) upgrade existing
  1052. if(canLearnSkill() && !obligatorySkills.empty())
  1053. {
  1054. skills.push_back (obligatorySkills[0]);
  1055. }
  1056. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1057. {
  1058. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1059. none.erase(skills.back());
  1060. }
  1061. else if(!basicAndAdv.empty())
  1062. {
  1063. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1064. basicAndAdv.erase(skills.back());
  1065. }
  1066. //second offered skill:
  1067. //1) upgrade existing
  1068. //2) give obligatory skill
  1069. //3) give any other new skill
  1070. if(!basicAndAdv.empty())
  1071. {
  1072. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1073. skills.push_back(s);
  1074. basicAndAdv.erase(s);
  1075. }
  1076. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1077. {
  1078. skills.push_back (obligatorySkills[1]);
  1079. }
  1080. else if(!none.empty() && canLearnSkill())
  1081. {
  1082. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1083. none.erase(skills.back());
  1084. }
  1085. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1086. std::swap(skills[0], skills[1]);
  1087. return skills;
  1088. }
  1089. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1090. {
  1091. assert(gainsLevel());
  1092. int randomValue = rand.nextInt(99);
  1093. int pom = 0;
  1094. int primarySkill = 0;
  1095. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1096. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1097. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1098. {
  1099. pom += skillChances[primarySkill];
  1100. if(randomValue < pom)
  1101. {
  1102. break;
  1103. }
  1104. }
  1105. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1106. {
  1107. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1108. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1109. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1110. }
  1111. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1112. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1113. }
  1114. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1115. {
  1116. assert(gainsLevel());
  1117. std::optional<SecondarySkill> chosenSecondarySkill;
  1118. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1119. if(!proposedSecondarySkills.empty())
  1120. {
  1121. std::vector<SecondarySkill> learnedSecondarySkills;
  1122. for(const auto & secondarySkill : proposedSecondarySkills)
  1123. {
  1124. if(getSecSkillLevel(secondarySkill) > 0)
  1125. {
  1126. learnedSecondarySkills.push_back(secondarySkill);
  1127. }
  1128. }
  1129. if(learnedSecondarySkills.empty())
  1130. {
  1131. // there are only new skills to learn, so choose anyone of them
  1132. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1133. }
  1134. else
  1135. {
  1136. // preferably upgrade a already learned secondary skill
  1137. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1138. }
  1139. }
  1140. return chosenSecondarySkill;
  1141. }
  1142. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1143. {
  1144. if(primarySkill < PrimarySkill::EXPERIENCE)
  1145. {
  1146. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1147. .And(Selector::subtype()(primarySkill))
  1148. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1149. assert(skill);
  1150. if(abs)
  1151. {
  1152. skill->val = static_cast<si32>(value);
  1153. }
  1154. else
  1155. {
  1156. skill->val += static_cast<si32>(value);
  1157. }
  1158. CBonusSystemNode::treeHasChanged();
  1159. }
  1160. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1161. {
  1162. if(abs)
  1163. {
  1164. exp = value;
  1165. }
  1166. else
  1167. {
  1168. exp += value;
  1169. }
  1170. }
  1171. }
  1172. bool CGHeroInstance::gainsLevel() const
  1173. {
  1174. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1175. }
  1176. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1177. {
  1178. ++level;
  1179. //deterministic secondary skills
  1180. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1181. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1182. for(const auto & skill : skills)
  1183. {
  1184. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1185. skillsInfo.resetWisdomCounter();
  1186. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1187. skillsInfo.resetMagicSchoolCounter();
  1188. }
  1189. //update specialty and other bonuses that scale with level
  1190. treeHasChanged();
  1191. }
  1192. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1193. {
  1194. while(gainsLevel())
  1195. {
  1196. const auto primarySkill = nextPrimarySkill(rand);
  1197. setPrimarySkill(primarySkill, 1, false);
  1198. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1199. const auto secondarySkill = nextSecondarySkill(rand);
  1200. if(secondarySkill)
  1201. {
  1202. setSecSkillLevel(*secondarySkill, 1, false);
  1203. }
  1204. //TODO why has the secondary skills to be passed to the method?
  1205. levelUp(proposedSecondarySkills);
  1206. }
  1207. }
  1208. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1209. {
  1210. //VISIONS spell support
  1211. const auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype);
  1212. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::VISIONS,subtype), cached);
  1213. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1214. if (visionsMultiplier > 0)
  1215. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1216. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1217. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1218. return (distance < visionsRange) && (target->pos.z == pos.z);
  1219. }
  1220. std::string CGHeroInstance::getHeroTypeName() const
  1221. {
  1222. if(ID == Obj::HERO || ID == Obj::PRISON)
  1223. {
  1224. if(type)
  1225. {
  1226. return type->getJsonKey();
  1227. }
  1228. else
  1229. {
  1230. return VLC->heroh->objects[subID]->getJsonKey();
  1231. }
  1232. }
  1233. return "";
  1234. }
  1235. void CGHeroInstance::afterAddToMap(CMap * map)
  1236. {
  1237. if(ID == Obj::HERO)
  1238. map->heroesOnMap.emplace_back(this);
  1239. }
  1240. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1241. {
  1242. if (ID == Obj::HERO)
  1243. vstd::erase_if_present(map->heroesOnMap, this);
  1244. }
  1245. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1246. {
  1247. if(ID == Obj::HERO || ID == Obj::PRISON)
  1248. {
  1249. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1250. if(rawId)
  1251. subID = rawId.value();
  1252. else
  1253. {
  1254. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1255. }
  1256. }
  1257. }
  1258. void CGHeroInstance::updateFrom(const JsonNode & data)
  1259. {
  1260. CGObjectInstance::updateFrom(data);
  1261. }
  1262. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1263. {
  1264. handler.serializeString("biography", biographyCustom);
  1265. handler.serializeInt("experience", exp, 0);
  1266. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1267. {
  1268. while (gainsLevel())
  1269. {
  1270. ++level;
  1271. }
  1272. }
  1273. handler.serializeString("name", nameCustom);
  1274. handler.serializeInt("gender", gender, 0);
  1275. {
  1276. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1277. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1278. if(handler.saving)
  1279. {
  1280. if(portrait >= 0)
  1281. {
  1282. if(portrait < legacyHeroes || portrait >= moddedStart)
  1283. {
  1284. int tempPortrait = portrait >= moddedStart
  1285. ? portrait - GameConstants::HERO_PORTRAIT_SHIFT
  1286. : portrait;
  1287. handler.serializeId<si32, si32, HeroTypeID>("portrait", tempPortrait, -1);
  1288. }
  1289. else
  1290. handler.serializeInt("portrait", portrait, -1);
  1291. }
  1292. }
  1293. else
  1294. {
  1295. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1296. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1297. {
  1298. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1299. if(portrait >= legacyHeroes)
  1300. portrait += GameConstants::HERO_PORTRAIT_SHIFT;
  1301. }
  1302. else
  1303. handler.serializeInt("portrait", portrait, -1);
  1304. }
  1305. }
  1306. //primary skills
  1307. if(handler.saving)
  1308. {
  1309. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1310. if(haveSkills)
  1311. {
  1312. auto primarySkills = handler.enterStruct("primarySkills");
  1313. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1314. {
  1315. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1316. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1317. }
  1318. }
  1319. }
  1320. else
  1321. {
  1322. auto primarySkills = handler.enterStruct("primarySkills");
  1323. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1324. {
  1325. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1326. {
  1327. int value = 0;
  1328. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1329. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1330. }
  1331. }
  1332. }
  1333. //secondary skills
  1334. if(handler.saving)
  1335. {
  1336. //does hero have default skills?
  1337. bool defaultSkills = false;
  1338. bool normalSkills = false;
  1339. for(const auto & p : secSkills)
  1340. {
  1341. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1342. defaultSkills = true;
  1343. else
  1344. normalSkills = true;
  1345. }
  1346. if(defaultSkills && normalSkills)
  1347. logGlobal->error("Mixed default and normal secondary skills");
  1348. //in json default skills means no field/null
  1349. if(!defaultSkills)
  1350. {
  1351. //enter structure here as handler initialize it
  1352. auto secondarySkills = handler.enterStruct("secondarySkills");
  1353. for(auto & p : secSkills)
  1354. {
  1355. const si32 rawId = p.first.num;
  1356. if(rawId < 0 || rawId >= VLC->skillh->size())
  1357. logGlobal->error("Invalid secondary skill %d", rawId);
  1358. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1359. }
  1360. }
  1361. }
  1362. else
  1363. {
  1364. auto secondarySkills = handler.enterStruct("secondarySkills");
  1365. const JsonNode & skillMap = handler.getCurrent();
  1366. secSkills.clear();
  1367. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1368. {
  1369. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1370. }
  1371. else
  1372. {
  1373. for(const auto & p : skillMap.Struct())
  1374. {
  1375. const std::string skillId = p.first;
  1376. const std::string levelId = p.second.String();
  1377. const int rawId = CSkillHandler::decodeSkill(skillId);
  1378. if(rawId < 0)
  1379. {
  1380. logGlobal->error("Invalid secondary skill %s", skillId);
  1381. continue;
  1382. }
  1383. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1384. if(level < 0)
  1385. {
  1386. logGlobal->error("Invalid secondary skill level%s", levelId);
  1387. continue;
  1388. }
  1389. secSkills.emplace_back(SecondarySkill(rawId), level);
  1390. }
  1391. }
  1392. }
  1393. handler.serializeIdArray("spellBook", spells);
  1394. if(handler.saving)
  1395. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1396. }
  1397. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1398. {
  1399. serializeCommonOptions(handler);
  1400. serializeJsonOwner(handler);
  1401. if(ID == Obj::HERO || ID == Obj::PRISON)
  1402. {
  1403. std::string typeName;
  1404. if(handler.saving)
  1405. typeName = getHeroTypeName();
  1406. handler.serializeString("type", typeName);
  1407. if(!handler.saving)
  1408. setHeroTypeName(typeName);
  1409. }
  1410. static const std::vector<std::string> FORMATIONS = { "wide", "tight" };
  1411. CCreatureSet::serializeJson(handler, "army", 7);
  1412. handler.serializeEnum("formation", formation, FORMATIONS);
  1413. {
  1414. static constexpr int NO_PATROLING = -1;
  1415. int rawPatrolRadius = NO_PATROLING;
  1416. if(handler.saving)
  1417. {
  1418. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1419. }
  1420. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1421. if(!handler.saving)
  1422. {
  1423. if(!appearance)
  1424. {
  1425. // crossoverDeserialize
  1426. type = VLC->heroh->objects[subID];
  1427. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1428. }
  1429. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1430. patrol.initialPos = visitablePos();
  1431. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1432. }
  1433. }
  1434. }
  1435. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1436. {
  1437. serializeCommonOptions(handler);
  1438. }
  1439. bool CGHeroInstance::isMissionCritical() const
  1440. {
  1441. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1442. {
  1443. if(event.trigger.test([&](const EventCondition & condition)
  1444. {
  1445. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1446. {
  1447. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1448. return (hero != this);
  1449. }
  1450. else if(condition.condition == EventCondition::IS_HUMAN)
  1451. {
  1452. return true;
  1453. }
  1454. return false;
  1455. }))
  1456. {
  1457. return true;
  1458. }
  1459. }
  1460. return false;
  1461. }
  1462. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1463. {
  1464. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, stack.type->getId()));
  1465. for(const auto & it : *lista)
  1466. {
  1467. auto nid = CreatureID(it->additionalInfo[0]);
  1468. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1469. {
  1470. info.newID.push_back(nid);
  1471. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1472. }
  1473. }
  1474. }
  1475. VCMI_LIB_NAMESPACE_END