CGHeroInstance.cpp 53 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 <vstd/RNG.h>
  15. #include "../texts/CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../IGameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../gameState/UpgradeInfo.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../entities/hero/CHeroHandler.h"
  32. #include "../entities/hero/CHeroClass.h"
  33. #include "../battle/CBattleInfoEssentials.h"
  34. #include "../campaign/CampaignState.h"
  35. #include "../json/JsonBonus.h"
  36. #include "../pathfinder/TurnInfo.h"
  37. #include "../serializer/JsonSerializeFormat.h"
  38. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  39. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  40. #include "../mapObjects/MiscObjects.h"
  41. #include "../modding/ModScope.h"
  42. #include "../networkPacks/PacksForClient.h"
  43. #include "../networkPacks/PacksForClientBattle.h"
  44. #include "../constants/StringConstants.h"
  45. #include "../battle/Unit.h"
  46. #include "CConfigHandler.h"
  47. VCMI_LIB_NAMESPACE_BEGIN
  48. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  49. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  50. {
  51. serializeJsonOwner(handler);
  52. bool isHeroType = heroType.has_value();
  53. handler.serializeBool("placeholderType", isHeroType, false);
  54. if(!handler.saving)
  55. {
  56. if(isHeroType)
  57. heroType = HeroTypeID::NONE;
  58. else
  59. powerRank = 0;
  60. }
  61. if(isHeroType)
  62. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  63. else
  64. handler.serializeInt("powerRank", powerRank.value());
  65. }
  66. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  67. {
  68. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  69. //if there is road both on dest and src tiles - use src road movement cost
  70. if(dest.hasRoad() && from.hasRoad())
  71. {
  72. ret = from.getRoad()->movementCost;
  73. }
  74. else if(!ti->hasNoTerrainPenalty(from.getTerrainID())) //no special movement bonus
  75. {
  76. ret = VLC->terrainTypeHandler->getById(from.getTerrainID())->moveCost;
  77. ret -= ti->getRoughTerrainDiscountValue();
  78. if(ret < GameConstants::BASE_MOVEMENT_COST)
  79. ret = GameConstants::BASE_MOVEMENT_COST;
  80. }
  81. return static_cast<ui32>(ret);
  82. }
  83. FactionID CGHeroInstance::getFactionID() const
  84. {
  85. return getHeroClass()->faction;
  86. }
  87. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  88. {
  89. return this;
  90. }
  91. TerrainId CGHeroInstance::getNativeTerrain() const
  92. {
  93. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  94. // This is clearly bug in H3 however intended behaviour is not clear.
  95. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  96. // will always have best penalty without any influence from player-defined stacks order
  97. // and army that consist solely from neutral will always be considered to be on native terrain
  98. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  99. for(const auto & stack : stacks)
  100. {
  101. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  102. if(stackNativeTerrain == ETerrainId::NONE)
  103. continue;
  104. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  105. nativeTerrain = stackNativeTerrain;
  106. else if(nativeTerrain != stackNativeTerrain)
  107. return ETerrainId::NONE;
  108. }
  109. return nativeTerrain;
  110. }
  111. bool CGHeroInstance::isCoastVisitable() const
  112. {
  113. return true;
  114. }
  115. bool CGHeroInstance::isBlockedVisitable() const
  116. {
  117. return true;
  118. }
  119. BattleField CGHeroInstance::getBattlefield() const
  120. {
  121. return BattleField::NONE;
  122. }
  123. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  124. {
  125. for(const auto & elem : secSkills)
  126. if(elem.first == skill)
  127. return elem.second;
  128. return 0;
  129. }
  130. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  131. {
  132. if(getSecSkillLevel(which) == 0)
  133. {
  134. secSkills.emplace_back(which, val);
  135. updateSkillBonus(which, val);
  136. }
  137. else
  138. {
  139. for (auto & elem : secSkills)
  140. {
  141. if(elem.first == which)
  142. {
  143. if(abs)
  144. elem.second = val;
  145. else
  146. elem.second += val;
  147. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  148. {
  149. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  150. elem.second = 3;
  151. }
  152. updateSkillBonus(which, elem.second); //when we know final value
  153. }
  154. }
  155. }
  156. }
  157. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  158. {
  159. return position - getVisitableOffset();
  160. }
  161. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  162. {
  163. return position + getVisitableOffset();
  164. }
  165. bool CGHeroInstance::canLearnSkill() const
  166. {
  167. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  168. }
  169. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  170. {
  171. if ( !canLearnSkill())
  172. return false;
  173. if (!cb->isAllowed(which))
  174. return false;
  175. if (getSecSkillLevel(which) > 0)
  176. return false;
  177. if (getHeroClass()->secSkillProbability.count(which) == 0)
  178. return false;
  179. if (getHeroClass()->secSkillProbability.at(which) == 0)
  180. return false;
  181. return true;
  182. }
  183. int CGHeroInstance::movementPointsRemaining() const
  184. {
  185. return movement;
  186. }
  187. void CGHeroInstance::setMovementPoints(int points)
  188. {
  189. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  190. movement = 1000000;
  191. else
  192. movement = std::max(0, points);
  193. }
  194. int CGHeroInstance::movementPointsLimit(bool onLand) const
  195. {
  196. auto ti = getTurnInfo(0);
  197. return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
  198. }
  199. int CGHeroInstance::getLowestCreatureSpeed() const
  200. {
  201. if(stacksCount() != 0)
  202. {
  203. int minimalSpeed = std::numeric_limits<int>::max();
  204. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  205. for(const auto & slot : Slots())
  206. minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
  207. return minimalSpeed;
  208. }
  209. else
  210. {
  211. if(commander && commander->alive)
  212. return commander->getInitiative();
  213. }
  214. return 10;
  215. }
  216. std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
  217. {
  218. return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
  219. }
  220. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  221. {
  222. if (onLand)
  223. return ti->getMovePointsLimitLand();
  224. else
  225. return ti->getMovePointsLimitWater();
  226. }
  227. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  228. : CArmedInstance(cb),
  229. tacticFormationEnabled(false),
  230. inTownGarrison(false),
  231. moveDir(4),
  232. mana(UNINITIALIZED_MANA),
  233. movement(UNINITIALIZED_MOVEMENT),
  234. level(1),
  235. exp(UNINITIALIZED_EXPERIENCE),
  236. gender(EHeroGender::DEFAULT),
  237. primarySkills(this),
  238. magicSchoolMastery(this),
  239. turnInfoCache(std::make_unique<TurnInfoCache>(this)),
  240. manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
  241. {
  242. setNodeType(HERO);
  243. ID = Obj::HERO;
  244. secSkills.emplace_back(SecondarySkill::NONE, -1);
  245. }
  246. PlayerColor CGHeroInstance::getOwner() const
  247. {
  248. return tempOwner;
  249. }
  250. const CHeroClass * CGHeroInstance::getHeroClass() const
  251. {
  252. return getHeroType()->heroClass;
  253. }
  254. HeroClassID CGHeroInstance::getHeroClassID() const
  255. {
  256. auto heroType = getHeroTypeID();
  257. if (heroType.hasValue())
  258. return getHeroType()->heroClass->getId();
  259. else
  260. return HeroClassID();
  261. }
  262. const CHero * CGHeroInstance::getHeroType() const
  263. {
  264. return getHeroTypeID().toHeroType();
  265. }
  266. HeroTypeID CGHeroInstance::getHeroTypeID() const
  267. {
  268. if (ID == Obj::RANDOM_HERO)
  269. return HeroTypeID::NONE;
  270. return HeroTypeID(getObjTypeIndex().getNum());
  271. }
  272. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  273. {
  274. subID = heroType;
  275. }
  276. void CGHeroInstance::initObj(vstd::RNG & rand)
  277. {
  278. if (ID == Obj::HERO)
  279. updateAppearance();
  280. }
  281. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  282. {
  283. subID = SUBID.getNum();
  284. initHero(rand);
  285. }
  286. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  287. {
  288. if (ID == Obj::HERO)
  289. return VLC->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  290. else // prison or random hero
  291. return VLC->objtypeh->getHandlerFor(ID, 0);
  292. }
  293. void CGHeroInstance::updateAppearance()
  294. {
  295. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  296. auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
  297. auto app = handler->getOverride(terrain, this);
  298. if (app)
  299. appearance = app;
  300. }
  301. void CGHeroInstance::initHero(vstd::RNG & rand)
  302. {
  303. assert(validTypes(true));
  304. if (gender == EHeroGender::DEFAULT)
  305. gender = getHeroType()->gender;
  306. if (ID == Obj::HERO)
  307. {
  308. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  309. appearance = handler->getTemplates().front();
  310. }
  311. if(!vstd::contains(spells, SpellID::PRESET))
  312. {
  313. // hero starts with default spells
  314. for(const auto & spellID : getHeroType()->spells)
  315. spells.insert(spellID);
  316. }
  317. else //remove placeholder
  318. spells -= SpellID::PRESET;
  319. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  320. {
  321. // hero starts with default spellbook presence status
  322. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  323. {
  324. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  325. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  326. }
  327. }
  328. else
  329. spells -= SpellID::SPELLBOOK_PRESET;
  330. if(!getArt(ArtifactPosition::MACH4))
  331. {
  332. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  333. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  334. }
  335. if(!hasBonusFrom(BonusSource::HERO_BASE_SKILL))
  336. {
  337. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  338. {
  339. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  340. }
  341. }
  342. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  343. secSkills = getHeroType()->secSkillsInit;
  344. setFormation(EArmyFormation::LOOSE);
  345. if (!stacksCount()) //standard army//initial army
  346. {
  347. initArmy(rand);
  348. }
  349. assert(validTypes());
  350. if (patrol.patrolling)
  351. patrol.initialPos = visitablePos();
  352. if(exp == UNINITIALIZED_EXPERIENCE)
  353. {
  354. initExp(rand);
  355. }
  356. else
  357. {
  358. levelUpAutomatically(rand);
  359. }
  360. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  361. // must be done separately from global bonuses since recruitable heroes in taverns
  362. // are not attached to global bonus node but need access to some global bonuses
  363. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  364. // or MOVEMENT to compute initial movement before recruiting is finished
  365. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  366. for(const auto & b : baseBonuses.Struct())
  367. {
  368. auto bonus = JsonUtils::parseBonus(b.second);
  369. bonus->source = BonusSource::HERO_BASE_SKILL;
  370. bonus->sid = BonusSourceID(id);
  371. bonus->duration = BonusDuration::PERMANENT;
  372. addNewBonus(bonus);
  373. }
  374. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  375. {
  376. commander = new CCommanderInstance(getHeroClass()->commander);
  377. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  378. commander->giveStackExp (exp); //after our exp is set
  379. }
  380. skillsInfo = SecondarySkillsInfo();
  381. //copy active (probably growing) bonuses from hero prototype to hero object
  382. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  383. addNewBonus(b);
  384. //initialize bonuses
  385. recreateSecondarySkillsBonuses();
  386. movement = movementPointsLimit(true);
  387. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  388. }
  389. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  390. {
  391. if(!dst)
  392. dst = this;
  393. int warMachinesGiven = 0;
  394. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  395. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  396. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  397. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  398. {
  399. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  400. continue;
  401. auto & stack = getHeroType()->initialArmy[stackNo];
  402. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  403. if(stack.creature == CreatureID::NONE)
  404. {
  405. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  406. continue;
  407. }
  408. const CCreature * creature = stack.creature.toCreature();
  409. if(creature->warMachine != ArtifactID::NONE) //war machine
  410. {
  411. warMachinesGiven++;
  412. if(dst != this)
  413. continue;
  414. ArtifactID aid = creature->warMachine;
  415. const CArtifact * art = aid.toArtifact();
  416. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  417. {
  418. //TODO: should we try another possible slots?
  419. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  420. if(!getArt(slot))
  421. {
  422. auto artifact = ArtifactUtils::createArtifact(aid);
  423. putArtifact(slot, artifact);
  424. }
  425. else
  426. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  427. }
  428. else
  429. {
  430. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  431. }
  432. }
  433. else
  434. {
  435. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  436. }
  437. }
  438. }
  439. CGHeroInstance::~CGHeroInstance()
  440. {
  441. commander.dellNull();
  442. }
  443. bool CGHeroInstance::needsLastStack() const
  444. {
  445. return true;
  446. }
  447. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  448. {
  449. if(h == this) return; //exclude potential self-visiting
  450. if (ID == Obj::HERO)
  451. {
  452. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  453. {
  454. //exchange
  455. cb->heroExchange(h->id, id);
  456. }
  457. else //battle
  458. {
  459. if(visitedTown) //we're in town
  460. visitedTown->onHeroVisit(h); //town will handle attacking
  461. else
  462. cb->startBattle(h, this);
  463. }
  464. }
  465. else if(ID == Obj::PRISON)
  466. {
  467. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  468. {
  469. //update hero parameters
  470. SetMovePoints smp;
  471. smp.hid = id;
  472. cb->setManaPoints (id, manaLimit());
  473. ObjectInstanceID boatId;
  474. const auto boatPos = visitablePos();
  475. if (cb->gameState()->map->getTile(boatPos).isWater())
  476. {
  477. smp.val = movementPointsLimit(false);
  478. if (!boat)
  479. {
  480. //Create a new boat for hero
  481. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  482. boatId = cb->getTopObj(boatPos)->id;
  483. }
  484. }
  485. else
  486. {
  487. smp.val = movementPointsLimit(true);
  488. }
  489. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  490. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  491. cb->setMovePoints (&smp);
  492. h->showInfoDialog(102);
  493. }
  494. else //already 8 wandering heroes
  495. {
  496. h->showInfoDialog(103);
  497. }
  498. }
  499. }
  500. std::string CGHeroInstance::getObjectName() const
  501. {
  502. if(ID != Obj::PRISON)
  503. {
  504. std::string hoverName = VLC->generaltexth->allTexts[15];
  505. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  506. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  507. return hoverName;
  508. }
  509. else
  510. return VLC->objtypeh->getObjectName(ID, 0);
  511. }
  512. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  513. {
  514. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  515. return hoverText;
  516. }
  517. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  518. {
  519. std::string output = "";
  520. if(player == getOwner())
  521. {
  522. output += " " + VLC->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  523. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  524. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  525. }
  526. return output;
  527. }
  528. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  529. {
  530. return getHeroClass()->isMagicHero() ? 3 : 4;
  531. }
  532. ui8 CGHeroInstance::maxlevelsToWisdom() const
  533. {
  534. return getHeroClass()->isMagicHero() ? 3 : 6;
  535. }
  536. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  537. magicSchoolCounter(1),
  538. wisdomCounter(1)
  539. {}
  540. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  541. {
  542. magicSchoolCounter = 0;
  543. }
  544. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  545. {
  546. wisdomCounter = 0;
  547. }
  548. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  549. {
  550. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  551. if (ID == Obj::RANDOM_HERO)
  552. {
  553. auto selectedHero = cb->gameState()->pickNextHeroType(getOwner());
  554. ID = Obj::HERO;
  555. subID = selectedHero;
  556. randomizeArmy(getHeroClass()->faction);
  557. }
  558. auto oldSubID = subID;
  559. // to find object handler we must use heroClass->id
  560. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  561. // exclude prisons which should use appearance as set in map, via map editor or RMG
  562. if (ID != Obj::PRISON)
  563. setType(ID, getHeroClass()->getIndex());
  564. this->subID = oldSubID;
  565. }
  566. void CGHeroInstance::recreateSecondarySkillsBonuses()
  567. {
  568. auto secondarySkillsBonuses = getBonusesFrom(BonusSource::SECONDARY_SKILL);
  569. for(const auto & bonus : *secondarySkillsBonuses)
  570. removeBonus(bonus);
  571. for(const auto & skill_info : secSkills)
  572. if(skill_info.second > 0)
  573. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  574. }
  575. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  576. {
  577. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  578. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  579. for(const auto & b : skillBonus)
  580. addNewBonus(std::make_shared<Bonus>(*b));
  581. }
  582. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  583. {
  584. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  585. setStackCount(SlotID(0), identifier.getNum());
  586. }
  587. int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
  588. {
  589. return primarySkills.getSkills()[id];
  590. }
  591. double CGHeroInstance::getFightingStrength() const
  592. {
  593. const auto & skillValues = primarySkills.getSkills();
  594. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE]));
  595. }
  596. double CGHeroInstance::getMagicStrength() const
  597. {
  598. const auto & skillValues = primarySkills.getSkills();
  599. if (!hasSpellbook())
  600. return 1;
  601. bool atLeastOneCombatSpell = false;
  602. for (auto spell : spells)
  603. {
  604. if (spell.toSpell()->isCombat())
  605. {
  606. atLeastOneCombatSpell = true;
  607. break;
  608. }
  609. }
  610. if (!atLeastOneCombatSpell)
  611. return 1;
  612. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER] * mana / manaLimit()));
  613. }
  614. double CGHeroInstance::getHeroStrength() const
  615. {
  616. return getFightingStrength() * getMagicStrength();
  617. }
  618. uint64_t CGHeroInstance::getValueForDiplomacy() const
  619. {
  620. // H3 formula for hero strength when considering diplomacy skill
  621. uint64_t armyStrength = getArmyStrength();
  622. double heroStrength = sqrt(
  623. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::ATTACK)) *
  624. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::DEFENSE))
  625. );
  626. return heroStrength * armyStrength;
  627. }
  628. uint32_t CGHeroInstance::getValueForCampaign() const
  629. {
  630. /// Determined by testing H3: hero is preferred for transfer in campaigns if total sum of his primary skills and his secondary skill levels is greatest
  631. uint32_t score = 0;
  632. score += getPrimSkillLevel(PrimarySkill::ATTACK);
  633. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  634. score += getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  635. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  636. for (const auto& secondary : secSkills)
  637. score += secondary.second;
  638. return score;
  639. }
  640. ui64 CGHeroInstance::getTotalStrength() const
  641. {
  642. double ret = getHeroStrength() * getArmyStrength();
  643. return static_cast<ui64>(ret);
  644. }
  645. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  646. {
  647. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  648. }
  649. int32_t CGHeroInstance::getCasterUnitId() const
  650. {
  651. return id.getNum();
  652. }
  653. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  654. {
  655. int32_t skill = -1; //skill level
  656. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  657. {
  658. int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  659. if(thisSchool > skill)
  660. {
  661. skill = thisSchool;
  662. if(outSelectedSchool)
  663. *outSelectedSchool = cnf;
  664. }
  665. });
  666. vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
  667. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  668. vstd::amax(skill, 0); //in case we don't know any school
  669. vstd::amin(skill, 3);
  670. return skill;
  671. }
  672. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  673. {
  674. //applying sorcery secondary skill
  675. if(spell->isMagical())
  676. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  677. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  678. int maxSchoolBonus = 0;
  679. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  680. {
  681. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  682. });
  683. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  684. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  685. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  686. return base;
  687. }
  688. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  689. {
  690. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  691. return base;
  692. }
  693. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  694. {
  695. return getSpellSchoolLevel(spell);
  696. }
  697. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  698. {
  699. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  700. }
  701. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  702. {
  703. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  704. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  705. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  706. return spellpower + durationCommon + durationSpecific;
  707. }
  708. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  709. {
  710. return 0;
  711. }
  712. PlayerColor CGHeroInstance::getCasterOwner() const
  713. {
  714. return tempOwner;
  715. }
  716. void CGHeroInstance::getCasterName(MetaString & text) const
  717. {
  718. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  719. text.replaceRawString(getNameTranslated());
  720. }
  721. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const
  722. {
  723. const bool singleTarget = attacked.size() == 1;
  724. const int textIndex = singleTarget ? 195 : 196;
  725. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  726. getCasterName(text);
  727. text.replaceName(spell->getId());
  728. if(singleTarget)
  729. attacked.at(0)->addNameReplacement(text, true);
  730. }
  731. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  732. {
  733. return this;
  734. }
  735. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  736. {
  737. if(spellCost != 0)
  738. {
  739. SetMana sm;
  740. sm.absolute = false;
  741. sm.hid = id;
  742. sm.val = -spellCost;
  743. server->apply(sm);
  744. }
  745. }
  746. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  747. {
  748. const bool isAllowed = cb->isAllowed(spell->getId());
  749. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  750. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  751. bool schoolBonus = false;
  752. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  753. {
  754. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  755. {
  756. schoolBonus = stop = true;
  757. }
  758. });
  759. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  760. if(spell->isSpecial())
  761. {
  762. if(inSpellBook)
  763. {//hero has this spell in spellbook
  764. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  765. }
  766. return specificBonus;
  767. }
  768. else if(!isAllowed)
  769. {
  770. if(inSpellBook)
  771. {
  772. //hero has this spell in spellbook
  773. //it is normal if set in map editor, but trace it to possible debug of magic guild
  774. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  775. }
  776. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  777. }
  778. else
  779. {
  780. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  781. }
  782. }
  783. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  784. {
  785. if(!hasSpellbook())
  786. return false;
  787. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  788. return false;
  789. if(vstd::contains(spells, spell->getId()))//already known
  790. return false;
  791. if(spell->isSpecial())
  792. {
  793. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  794. return false;//special spells can not be learned
  795. }
  796. if(spell->isCreatureAbility())
  797. {
  798. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  799. return false;//creature abilities can not be learned
  800. }
  801. if(!allowBanned && !cb->isAllowed(spell->getId()))
  802. {
  803. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  804. return false;//banned spells should not be learned
  805. }
  806. return true;
  807. }
  808. /**
  809. * Calculates what creatures and how many to be raised from a battle.
  810. * @param battleResult The results of the battle.
  811. * @return Returns a pair with the first value indicating the ID of the creature
  812. * type and second value the amount. Both values are returned as -1 if necromancy
  813. * could not be applied.
  814. */
  815. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  816. {
  817. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  818. // need skill or cloak of undead king - lesser artifacts don't work without skill
  819. if (hasImprovedNecromancy)
  820. {
  821. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  822. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  823. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  824. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  825. // figure out what to raise - pick strongest creature meeting requirements
  826. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  827. int requiredCasualtyLevel = 1;
  828. TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
  829. if(!improvedNecromancy->empty())
  830. {
  831. int maxCasualtyLevel = 1;
  832. for(const auto & casualty : casualties)
  833. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  834. // pick best bonus available
  835. std::shared_ptr<Bonus> topPick;
  836. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  837. {
  838. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  839. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  840. continue;
  841. if(!topPick)
  842. {
  843. topPick = newPick;
  844. }
  845. else
  846. {
  847. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  848. {
  849. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  850. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  851. };
  852. if(quality(topPick) < quality(newPick))
  853. topPick = newPick;
  854. }
  855. }
  856. if(topPick)
  857. {
  858. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  859. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  860. }
  861. }
  862. assert(creatureTypeRaised != CreatureID::NONE);
  863. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  864. if(getSlotFor(creatureTypeRaised) == SlotID())
  865. {
  866. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  867. {
  868. if(getSlotFor(upgraded) != SlotID())
  869. {
  870. creatureTypeRaised = upgraded;
  871. necromancySkill *= 2/3.0;
  872. break;
  873. }
  874. }
  875. }
  876. // calculate number of creatures raised - low level units contribute at 50% rate
  877. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  878. double raisedUnits = 0;
  879. for(const auto & casualty : casualties)
  880. {
  881. const CCreature * c = casualty.first.toCreature();
  882. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  883. if(c->getLevel() < requiredCasualtyLevel)
  884. raisedFromCasualty *= 0.5;
  885. raisedUnits += raisedFromCasualty;
  886. }
  887. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  888. }
  889. return CStackBasicDescriptor();
  890. }
  891. /**
  892. * Show the necromancy dialog with information about units raised.
  893. * @param raisedStack Pair where the first element represents ID of the raised creature
  894. * and the second element the amount.
  895. */
  896. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  897. {
  898. InfoWindow iw;
  899. iw.type = EInfoWindowMode::AUTO;
  900. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  901. iw.player = tempOwner;
  902. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  903. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  904. {
  905. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  906. iw.text.replaceNumber(raisedStack.count);
  907. }
  908. else // Practicing the dark arts of necromancy, ... (singular)
  909. {
  910. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  911. }
  912. iw.text.replaceName(raisedStack);
  913. cb->showInfoDialog(&iw);
  914. }
  915. /*
  916. int3 CGHeroInstance::getSightCenter() const
  917. {
  918. return getPosition(false);
  919. }*/
  920. int CGHeroInstance::getSightRadius() const
  921. {
  922. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  923. }
  924. si32 CGHeroInstance::manaRegain() const
  925. {
  926. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  927. return manaLimit();
  928. return valOfBonuses(BonusType::MANA_REGENERATION);
  929. }
  930. si32 CGHeroInstance::getManaNewTurn() const
  931. {
  932. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  933. {
  934. //if hero starts turn in town with mage guild - restore all mana
  935. return std::max(mana, manaLimit());
  936. }
  937. si32 res = mana + manaRegain();
  938. res = std::min(res, manaLimit());
  939. res = std::max(res, mana);
  940. res = std::max(res, 0);
  941. return res;
  942. }
  943. // /**
  944. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  945. // * or discards it if it cannot be equipped.
  946. // */
  947. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  948. // {
  949. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  950. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  951. // ai->putAt(this, ai->firstAvailableSlot(this));
  952. // }
  953. BoatId CGHeroInstance::getBoatType() const
  954. {
  955. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  956. }
  957. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  958. {
  959. offsets = {
  960. {0, -1, 0},
  961. {+1, -1, 0},
  962. {+1, 0, 0},
  963. {+1, +1, 0},
  964. {0, +1, 0},
  965. {-1, +1, 0},
  966. {-1, 0, 0},
  967. {-1, -1, 0},
  968. };
  969. }
  970. const IObjectInterface * CGHeroInstance::getObject() const
  971. {
  972. return this;
  973. }
  974. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  975. {
  976. return sp->getCost(getSpellSchoolLevel(sp));
  977. }
  978. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  979. {
  980. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  981. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  982. removeBonuses(sel);
  983. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  984. }
  985. EAlignment CGHeroInstance::getAlignment() const
  986. {
  987. return getHeroClass()->getAlignment();
  988. }
  989. void CGHeroInstance::initExp(vstd::RNG & rand)
  990. {
  991. exp = rand.nextInt(40, 89);
  992. }
  993. std::string CGHeroInstance::nodeName() const
  994. {
  995. return "Hero " + getNameTextID();
  996. }
  997. si32 CGHeroInstance::manaLimit() const
  998. {
  999. return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
  1000. }
  1001. HeroTypeID CGHeroInstance::getPortraitSource() const
  1002. {
  1003. if (customPortraitSource.isValid())
  1004. return customPortraitSource;
  1005. else
  1006. return getHeroTypeID();
  1007. }
  1008. int32_t CGHeroInstance::getIconIndex() const
  1009. {
  1010. return getPortraitSource().toEntity(VLC)->getIconIndex();
  1011. }
  1012. std::string CGHeroInstance::getNameTranslated() const
  1013. {
  1014. return VLC->generaltexth->translate(getNameTextID());
  1015. }
  1016. std::string CGHeroInstance::getClassNameTranslated() const
  1017. {
  1018. return VLC->generaltexth->translate(getClassNameTextID());
  1019. }
  1020. std::string CGHeroInstance::getClassNameTextID() const
  1021. {
  1022. if (isCampaignGem())
  1023. return "core.genrltxt.735";
  1024. return getHeroClass()->getNameTextID();
  1025. }
  1026. std::string CGHeroInstance::getNameTextID() const
  1027. {
  1028. if (!nameCustomTextId.empty())
  1029. return nameCustomTextId;
  1030. if (getHeroTypeID().hasValue())
  1031. return getHeroType()->getNameTextID();
  1032. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1033. // assert(0);
  1034. return "";
  1035. }
  1036. std::string CGHeroInstance::getBiographyTranslated() const
  1037. {
  1038. return VLC->generaltexth->translate(getBiographyTextID());
  1039. }
  1040. std::string CGHeroInstance::getBiographyTextID() const
  1041. {
  1042. if (!biographyCustomTextId.empty())
  1043. return biographyCustomTextId;
  1044. if (getHeroTypeID().hasValue())
  1045. return getHeroType()->getBiographyTextID();
  1046. return ""; //for random hero
  1047. }
  1048. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1049. {
  1050. assert(art->canBePutAt(this, pos));
  1051. if(ArtifactUtils::isSlotEquipment(pos))
  1052. attachTo(*art);
  1053. return CArtifactSet::putArtifact(pos, art);
  1054. }
  1055. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1056. {
  1057. auto art = getArt(pos);
  1058. assert(art);
  1059. CArtifactSet::removeArtifact(pos);
  1060. if(ArtifactUtils::isSlotEquipment(pos))
  1061. detachFrom(*art);
  1062. }
  1063. bool CGHeroInstance::hasSpellbook() const
  1064. {
  1065. return getArt(ArtifactPosition::SPELLBOOK);
  1066. }
  1067. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1068. {
  1069. spells.insert(spell);
  1070. }
  1071. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1072. {
  1073. spells.erase(spell);
  1074. }
  1075. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1076. {
  1077. return vstd::contains(spells, spell);
  1078. }
  1079. void CGHeroInstance::removeSpellbook()
  1080. {
  1081. spells.clear();
  1082. if(hasSpellbook())
  1083. {
  1084. cb->gameState()->map->removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1085. }
  1086. }
  1087. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1088. {
  1089. return spells;
  1090. }
  1091. int CGHeroInstance::maxSpellLevel() const
  1092. {
  1093. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(BonusType::MAX_LEARNABLE_SPELL_LEVEL));
  1094. }
  1095. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1096. {
  1097. assert(newBoat);
  1098. boat = newBoat;
  1099. attachTo(const_cast<CGBoat&>(*boat));
  1100. const_cast<CGBoat*>(boat)->hero = this;
  1101. }
  1102. void CGHeroInstance::deserializationFix()
  1103. {
  1104. artDeserializationFix(this);
  1105. boatDeserializationFix();
  1106. }
  1107. void CGHeroInstance::boatDeserializationFix()
  1108. {
  1109. if (boat)
  1110. attachTo(const_cast<CGBoat&>(*boat));
  1111. }
  1112. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1113. {
  1114. if(!visitedTown)
  1115. return nullptr;
  1116. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1117. : (CBonusSystemNode *)(visitedTown.get());
  1118. }
  1119. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1120. {
  1121. if(visitedTown)
  1122. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1123. return &CArmedInstance::whereShouldBeAttached(gs);
  1124. }
  1125. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1126. {
  1127. if(visitedTown)
  1128. {
  1129. if(inTownGarrison)
  1130. return *visitedTown;
  1131. else
  1132. return visitedTown->townAndVis;
  1133. }
  1134. else
  1135. return CArmedInstance::whereShouldBeAttached(gs);
  1136. }
  1137. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1138. {
  1139. if(!ti->hasFreeShipBoarding())
  1140. return 0; // take all MPs by default
  1141. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1142. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1143. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1144. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1145. return ret;
  1146. }
  1147. EDiggingStatus CGHeroInstance::diggingStatus() const
  1148. {
  1149. if(static_cast<int>(movement) < movementPointsLimit(true))
  1150. return EDiggingStatus::LACK_OF_MOVEMENT;
  1151. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1152. return EDiggingStatus::BACKPACK_IS_FULL;
  1153. return cb->getTileDigStatus(visitablePos());
  1154. }
  1155. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1156. {
  1157. return ArtBearer::HERO;
  1158. }
  1159. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1160. {
  1161. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1162. std::set<SecondarySkill> obligatory;
  1163. for(auto i = 0; i < VLC->skillh->size(); i++)
  1164. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1165. obligatory.insert(i); //Always return all obligatory skills
  1166. return obligatory;
  1167. };
  1168. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1169. {
  1170. std::set<SecondarySkill> intersect;
  1171. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1172. std::inserter(intersect, intersect.begin()));
  1173. return intersect;
  1174. };
  1175. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1176. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1177. std::set<SecondarySkill> basicAndAdv;
  1178. std::set<SecondarySkill> none;
  1179. for(int i = 0; i < VLC->skillh->size(); i++)
  1180. if (canLearnSkill(SecondarySkill(i)))
  1181. none.insert(SecondarySkill(i));
  1182. for(const auto & elem : secSkills)
  1183. {
  1184. if(elem.second < MasteryLevel::EXPERT)
  1185. basicAndAdv.insert(elem.first);
  1186. none.erase(elem.first);
  1187. }
  1188. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1189. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1190. std::vector<SecondarySkill> skills;
  1191. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1192. {
  1193. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1194. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1195. SecondarySkill selection;
  1196. if (selectWisdom)
  1197. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1198. else if (selectSchool)
  1199. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1200. else
  1201. selection = getHeroClass()->chooseSecSkill(options, rand);
  1202. skills.push_back(selection);
  1203. options.erase(selection);
  1204. if (wisdomList.count(selection))
  1205. wisdomList.clear();
  1206. if (schoolList.count(selection))
  1207. schoolList.clear();
  1208. };
  1209. if (!basicAndAdv.empty())
  1210. chooseSkill(basicAndAdv);
  1211. if (canLearnSkill() && !none.empty())
  1212. chooseSkill(none);
  1213. if (!basicAndAdv.empty() && skills.size() < 2)
  1214. chooseSkill(basicAndAdv);
  1215. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1216. chooseSkill(none);
  1217. return skills;
  1218. }
  1219. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1220. {
  1221. assert(gainsLevel());
  1222. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1223. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1224. if (isCampaignYog())
  1225. {
  1226. // Yog can only receive Attack or Defence on level-up
  1227. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1228. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1229. }
  1230. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1231. }
  1232. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1233. {
  1234. assert(gainsLevel());
  1235. std::optional<SecondarySkill> chosenSecondarySkill;
  1236. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1237. if(!proposedSecondarySkills.empty())
  1238. {
  1239. std::vector<SecondarySkill> learnedSecondarySkills;
  1240. for(const auto & secondarySkill : proposedSecondarySkills)
  1241. {
  1242. if(getSecSkillLevel(secondarySkill) > 0)
  1243. {
  1244. learnedSecondarySkills.push_back(secondarySkill);
  1245. }
  1246. }
  1247. if(learnedSecondarySkills.empty())
  1248. {
  1249. // there are only new skills to learn, so choose anyone of them
  1250. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1251. }
  1252. else
  1253. {
  1254. // preferably upgrade a already learned secondary skill
  1255. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1256. }
  1257. }
  1258. return chosenSecondarySkill;
  1259. }
  1260. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1261. {
  1262. if(primarySkill < PrimarySkill::EXPERIENCE)
  1263. {
  1264. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1265. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1266. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1267. assert(skill);
  1268. if(abs)
  1269. {
  1270. skill->val = static_cast<si32>(value);
  1271. }
  1272. else
  1273. {
  1274. skill->val += static_cast<si32>(value);
  1275. }
  1276. CBonusSystemNode::treeHasChanged();
  1277. }
  1278. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1279. {
  1280. if(abs)
  1281. {
  1282. exp = value;
  1283. }
  1284. else
  1285. {
  1286. exp += value;
  1287. }
  1288. }
  1289. }
  1290. bool CGHeroInstance::gainsLevel() const
  1291. {
  1292. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1293. }
  1294. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1295. {
  1296. ++level;
  1297. //deterministic secondary skills
  1298. ++skillsInfo.magicSchoolCounter;
  1299. ++skillsInfo.wisdomCounter;
  1300. for(const auto & skill : skills)
  1301. {
  1302. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1303. skillsInfo.resetWisdomCounter();
  1304. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1305. skillsInfo.resetMagicSchoolCounter();
  1306. }
  1307. //update specialty and other bonuses that scale with level
  1308. treeHasChanged();
  1309. }
  1310. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1311. {
  1312. while(gainsLevel())
  1313. {
  1314. const auto primarySkill = nextPrimarySkill(rand);
  1315. setPrimarySkill(primarySkill, 1, false);
  1316. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1317. const auto secondarySkill = nextSecondarySkill(rand);
  1318. if(secondarySkill)
  1319. {
  1320. setSecSkillLevel(*secondarySkill, 1, false);
  1321. }
  1322. //TODO why has the secondary skills to be passed to the method?
  1323. levelUp(proposedSecondarySkills);
  1324. }
  1325. }
  1326. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1327. {
  1328. //VISIONS spell support
  1329. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1330. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1331. if (visionsMultiplier > 0)
  1332. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1333. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1334. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1335. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1336. }
  1337. std::string CGHeroInstance::getHeroTypeName() const
  1338. {
  1339. if(ID == Obj::HERO || ID == Obj::PRISON)
  1340. return getHeroType()->getJsonKey();
  1341. return "";
  1342. }
  1343. void CGHeroInstance::afterAddToMap(CMap * map)
  1344. {
  1345. if(ID != Obj::PRISON)
  1346. map->heroesOnMap.emplace_back(this);
  1347. }
  1348. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1349. {
  1350. if (ID == Obj::PRISON)
  1351. vstd::erase_if_present(map->heroesOnMap, this);
  1352. }
  1353. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1354. {
  1355. if(ID == Obj::HERO || ID == Obj::PRISON)
  1356. {
  1357. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1358. if(rawId)
  1359. subID = rawId.value();
  1360. else
  1361. {
  1362. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1363. }
  1364. }
  1365. }
  1366. void CGHeroInstance::updateFrom(const JsonNode & data)
  1367. {
  1368. CGObjectInstance::updateFrom(data);
  1369. }
  1370. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1371. {
  1372. handler.serializeString("biography", biographyCustomTextId);
  1373. handler.serializeInt("experience", exp, 0);
  1374. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1375. {
  1376. while (gainsLevel())
  1377. {
  1378. ++level;
  1379. }
  1380. }
  1381. handler.serializeString("name", nameCustomTextId);
  1382. handler.serializeInt("gender", gender, 0);
  1383. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1384. //primary skills
  1385. if(handler.saving)
  1386. {
  1387. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1388. if(haveSkills)
  1389. {
  1390. auto primarySkills = handler.enterStruct("primarySkills");
  1391. for(auto skill : PrimarySkill::ALL_SKILLS())
  1392. {
  1393. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1394. handler.serializeInt(NPrimarySkill::names[skill.getNum()], value, 0);
  1395. }
  1396. }
  1397. }
  1398. else
  1399. {
  1400. auto primarySkills = handler.enterStruct("primarySkills");
  1401. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1402. {
  1403. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1404. {
  1405. int value = 0;
  1406. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1407. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1408. }
  1409. }
  1410. }
  1411. //secondary skills
  1412. if(handler.saving)
  1413. {
  1414. //does hero have default skills?
  1415. bool defaultSkills = false;
  1416. bool normalSkills = false;
  1417. for(const auto & p : secSkills)
  1418. {
  1419. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1420. defaultSkills = true;
  1421. else
  1422. normalSkills = true;
  1423. }
  1424. if(defaultSkills && normalSkills)
  1425. logGlobal->error("Mixed default and normal secondary skills");
  1426. //in json default skills means no field/null
  1427. if(!defaultSkills)
  1428. {
  1429. //enter array here as handler initialize it
  1430. auto secondarySkills = handler.enterArray("secondarySkills");
  1431. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1432. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1433. {
  1434. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1435. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1436. handler.serializeId("skill", skillId);
  1437. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1438. handler.serializeString("level", skillLevel);
  1439. }
  1440. }
  1441. }
  1442. else
  1443. {
  1444. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1445. secSkills.clear();
  1446. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1447. {
  1448. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1449. }
  1450. else
  1451. {
  1452. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1453. {
  1454. const int rawId = SecondarySkill::decode(skillId);
  1455. if(rawId < 0)
  1456. {
  1457. logGlobal->error("Invalid secondary skill %s", skillId);
  1458. return;
  1459. }
  1460. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1461. if(level < 0)
  1462. {
  1463. logGlobal->error("Invalid secondary skill level%s", levelId);
  1464. return;
  1465. }
  1466. secSkills.emplace_back(SecondarySkill(rawId), level);
  1467. };
  1468. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1469. {
  1470. for(const auto & p : secondarySkills.Vector())
  1471. {
  1472. auto skillMap = p.Struct();
  1473. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1474. }
  1475. }
  1476. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1477. {
  1478. for(const auto & p : secondarySkills.Struct())
  1479. {
  1480. addSkill(p.first, p.second.String());
  1481. };
  1482. }
  1483. }
  1484. }
  1485. handler.serializeIdArray("spellBook", spells);
  1486. if(handler.saving)
  1487. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1488. }
  1489. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1490. {
  1491. serializeCommonOptions(handler);
  1492. serializeJsonOwner(handler);
  1493. if(ID == Obj::HERO || ID == Obj::PRISON)
  1494. {
  1495. std::string typeName;
  1496. if(handler.saving)
  1497. typeName = getHeroTypeName();
  1498. handler.serializeString("type", typeName);
  1499. if(!handler.saving)
  1500. setHeroTypeName(typeName);
  1501. }
  1502. if(!handler.saving)
  1503. {
  1504. if(!appearance)
  1505. {
  1506. // crossoverDeserialize
  1507. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1508. }
  1509. }
  1510. CArmedInstance::serializeJsonOptions(handler);
  1511. {
  1512. ui32 rawPatrolRadius = NO_PATROLLING;
  1513. if(handler.saving)
  1514. {
  1515. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1516. }
  1517. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1518. if(!handler.saving)
  1519. {
  1520. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1521. patrol.initialPos = visitablePos();
  1522. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1523. }
  1524. }
  1525. }
  1526. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1527. {
  1528. serializeCommonOptions(handler);
  1529. }
  1530. bool CGHeroInstance::isMissionCritical() const
  1531. {
  1532. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1533. {
  1534. if (event.effect.type != EventEffect::DEFEAT)
  1535. continue;
  1536. auto const & testFunctor = [&](const EventCondition & condition)
  1537. {
  1538. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1539. return (id != condition.objectID);
  1540. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1541. {
  1542. if(hasArt(condition.objectType.as<ArtifactID>()))
  1543. return true;
  1544. }
  1545. if(condition.condition == EventCondition::IS_HUMAN)
  1546. return true;
  1547. return false;
  1548. };
  1549. if(event.trigger.test(testFunctor))
  1550. return true;
  1551. }
  1552. return false;
  1553. }
  1554. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
  1555. {
  1556. TConstBonusListPtr lista = getBonusesOfType(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId()));
  1557. for(const auto & it : *lista)
  1558. {
  1559. auto nid = CreatureID(it->additionalInfo[0]);
  1560. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1561. {
  1562. info.addUpgrade(nid, stack.getType());
  1563. }
  1564. }
  1565. }
  1566. bool CGHeroInstance::isCampaignYog() const
  1567. {
  1568. const StartInfo *si = cb->getStartInfo();
  1569. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1570. if(!si || !si->campState)
  1571. return false;
  1572. std::string campaign = si->campState->getFilename();
  1573. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1574. return false;
  1575. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1576. return false;
  1577. return true;
  1578. }
  1579. bool CGHeroInstance::isCampaignGem() const
  1580. {
  1581. const StartInfo *si = cb->getStartInfo();
  1582. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1583. if(!si || !si->campState)
  1584. return false;
  1585. std::string campaign = si->campState->getFilename();
  1586. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1587. return false;
  1588. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1589. return false;
  1590. return true;
  1591. }
  1592. ResourceSet CGHeroInstance::dailyIncome() const
  1593. {
  1594. ResourceSet income;
  1595. for (GameResID k : GameResID::ALL_RESOURCES())
  1596. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1597. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1598. income.applyHandicap(playerSettings->handicap.percentIncome);
  1599. return income;
  1600. }
  1601. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1602. {
  1603. return {};
  1604. }
  1605. const IOwnableObject * CGHeroInstance::asOwnable() const
  1606. {
  1607. return this;
  1608. }
  1609. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1610. {
  1611. std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(static_cast<int>(which));
  1612. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1613. auto minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
  1614. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1615. }
  1616. VCMI_LIB_NAMESPACE_END