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