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							- /*
 
-  * CGHeroInstance.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGHeroInstance.h"
 
- #include "../NetPacks.h"
 
- #include "../CGeneralTextHandler.h"
 
- #include "../CHeroHandler.h"
 
- #include "../CModHandler.h"
 
- #include "../CSoundBase.h"
 
- #include "../CSpellHandler.h"
 
- #include "CObjectClassesHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../CGameState.h"
 
- #include "../CCreatureHandler.h"
 
- ///helpers
 
- static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
 
- {
 
- 	InfoWindow iw;
 
- 	iw.soundID = soundID;
 
- 	iw.player = playerID;
 
- 	iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
 
- 	IObjectInterface::cb->sendAndApply(&iw);
 
- }
 
- static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
 
- {
 
- 	const PlayerColor playerID = h->getOwner();
 
- 	showInfoDialog(playerID,txtID,soundID);
 
- }
 
- static int lowestSpeed(const CGHeroInstance * chi)
 
- {
 
- 	if(!chi->Slots().size())
 
- 	{
 
-         logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
 
- 		return 20;
 
- 	}
 
- 	auto i = chi->Slots().begin();
 
- 	//TODO? should speed modifiers (eg from artifacts) affect hero movement?
 
- 	int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
 
- 	for (;i!=chi->Slots().end();i++)
 
- 	{
 
- 		ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
 
- 	}
 
- 	return ret;
 
- }
 
- ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
 
- {
 
- 	//base move cost
 
- 	unsigned ret = 100;
 
- 	//if there is road both on dest and src tiles - use road movement cost
 
-     if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
 
- 	{
 
-         int road = std::min(dest.roadType,from.roadType); //used road ID
 
- 		switch(road)
 
- 		{
 
-         case ERoadType::DIRT_ROAD:
 
- 			ret = 75;
 
- 			break;
 
-         case ERoadType::GRAVEL_ROAD:
 
- 			ret = 65;
 
- 			break;
 
-         case ERoadType::COBBLESTONE_ROAD:
 
- 			ret = 50;
 
- 			break;
 
- 		default:
 
-             logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
 
- 			break;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
 
- 		// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
 
- 		// This is clearly bug in H3 however intended behaviour is not clear.
 
- 		// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
 
- 		// will always have best penalty without any influence from player-defined stacks order
 
- 		bool nativeArmy = true;
 
- 		for(auto stack : stacks)
 
- 		{
 
- 			int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
 
-             if (nativeTerrain != -1 && nativeTerrain != from.terType)
 
- 			{
 
- 				nativeArmy = false;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (!nativeArmy)
 
-         {
 
-             ret = VLC->heroh->terrCosts[from.terType];
 
-             ret-=getSecSkillLevel(SecondarySkill::PATHFINDING)*25;
 
-             ret = ret < 100 ? 100 : ret;
 
-         }
 
-  	}
 
- 	return ret;
 
- }
 
- int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 
- {
 
- 	if (toh3m)
 
- 	{
 
- 		src.x+=1;
 
- 		return src;
 
- 	}
 
- 	else
 
- 	{
 
- 		src.x-=1;
 
- 		return src;
 
- 	}
 
- }
 
- int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
 
- {
 
- 	if (h3m)
 
- 	{
 
- 		return pos;
 
- 	}
 
- 	else
 
- 	{
 
- 		return convertPosition(pos,false);
 
- 	}
 
- }
 
- bool CGHeroInstance::canWalkOnSea() const
 
- {
 
- 	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
 
- }
 
- ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
 
- {
 
- 	for(auto & elem : secSkills)
 
- 		if(elem.first == skill)
 
- 			return elem.second;
 
- 	return 0;
 
- }
 
- void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
 
- {
 
- 	if(getSecSkillLevel(which) == 0)
 
- 	{
 
- 		secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
 
- 		updateSkill(which, val);
 
- 	}
 
- 	else
 
- 	{
 
- 		for (auto & elem : secSkills)
 
- 		{
 
- 			if(elem.first == which)
 
- 			{
 
- 				if(abs)
 
- 					elem.second = val;
 
- 				else
 
- 					elem.second += val;
 
- 				if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
 
- 				{
 
-                     logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
 
- 					elem.second = 3;
 
- 				}
 
- 				updateSkill(which, elem.second); //when we know final value
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGHeroInstance::canLearnSkill() const
 
- {
 
- 	return secSkills.size() < GameConstants::SKILL_PER_HERO;
 
- }
 
- int CGHeroInstance::maxMovePoints(bool onLand) const
 
- {
 
- 	int base;
 
- 	if(onLand)
 
- 	{
 
- 		// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
 
- 		static const int baseSpeed = 1300; // base speed from creature with 0 speed
 
- 		int armySpeed = lowestSpeed(this) * 20 / 3;
 
- 		base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
 
- 		vstd::abetween(base, 1500, 2000); // base speed is limited by these values
 
- 	}
 
- 	else
 
- 	{
 
- 		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
 
- 	}
 
- 	const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
 
- 	const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
 
- 	const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
 
- 	const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
 
- 	return int(base* (1+modifier)) + bonus;
 
- }
 
- CGHeroInstance::CGHeroInstance()
 
-  : IBoatGenerator(this)
 
- {
 
- 	setNodeType(HERO);
 
- 	ID = Obj::HERO;
 
- 	tacticFormationEnabled = inTownGarrison = false;
 
- 	mana = movement = portrait = level = -1;
 
- 	isStanding = true;
 
- 	moveDir = 4;
 
- 	exp = 0xffffffff;
 
- 	visitedTown = nullptr;
 
- 	type = nullptr;
 
- 	boat = nullptr;
 
- 	commander = nullptr;
 
- 	sex = 0xff;
 
- 	secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
 
- }
 
- void CGHeroInstance::initHero(HeroTypeID SUBID)
 
- {
 
- 	subID = SUBID.getNum();
 
- 	initHero();
 
- }
 
- void CGHeroInstance::setType(si32 ID, si32 subID)
 
- {
 
- 	assert(ID == Obj::HERO); // just in case
 
- 	type = VLC->heroh->heroes[subID];
 
- 	portrait = type->imageIndex;
 
- 	CGObjectInstance::setType(ID, type->heroClass->id);
 
- 	randomizeArmy(type->heroClass->faction);
 
- }
 
- void CGHeroInstance::initHero()
 
- {
 
- 	assert(validTypes(true));
 
- 	if(!type)
 
- 		type = VLC->heroh->heroes[subID];
 
- 	if (ID == Obj::HERO)
 
- 		appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
 
- 	if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
 
- 	{
 
- 		for(auto spellID : type->spells)
 
- 			spells.insert(spellID);
 
- 	}
 
- 	else //remove placeholder
 
- 		spells -= SpellID::PRESET;
 
- 	if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
 
- 		putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
 
- 	if(!getArt(ArtifactPosition::MACH4))
 
- 		putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
 
- 	if(portrait < 0 || portrait == 255)
 
- 		portrait = type->imageIndex;
 
- 	if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
 
- 	{
 
- 		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 		{
 
- 			pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
 
- 		}
 
- 	}
 
- 	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
 
- 		secSkills = type->secSkillsInit;
 
- 	if (!name.length())
 
- 		name = type->name;
 
- 	if (sex == 0xFF)//sex is default
 
- 		sex = type->sex;
 
- 	setFormation(false);
 
- 	if (!stacksCount()) //standard army//initial army
 
- 	{
 
- 		initArmy();
 
- 	}
 
- 	assert(validTypes());
 
- 	level = 1;
 
- 	if(exp == 0xffffffff)
 
- 	{
 
- 		initExp();
 
- 	}
 
- 	else
 
- 	{
 
- 		levelUpAutomatically();
 
- 	}
 
- 	if (VLC->modh->modules.COMMANDERS && !commander)
 
- 	{
 
- 		commander = new CCommanderInstance(type->heroClass->commander->idNumber);
 
- 		commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
 
- 		commander->giveStackExp (exp); //after our exp is set
 
- 	}
 
- 	if (mana < 0)
 
- 		mana = manaLimit();
 
- }
 
- void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
 
- {
 
- 	if(!dst)
 
- 		dst = this;
 
- 	int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
 
- 	int pom = cb->gameState()->getRandomGenerator().nextInt(99);
 
- 	int warMachinesGiven = 0;
 
- 	if(pom < 9)
 
- 		howManyStacks = 1;
 
- 	else if(pom < 79)
 
- 		howManyStacks = 2;
 
- 	else
 
- 		howManyStacks = 3;
 
- 	vstd::amin(howManyStacks, type->initialArmy.size());
 
- 	for(int stackNo=0; stackNo < howManyStacks; stackNo++)
 
- 	{
 
- 		auto & stack = type->initialArmy[stackNo];
 
- 		int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
 
- 		if(stack.creature >= CreatureID::CATAPULT &&
 
- 		   stack.creature <= CreatureID::ARROW_TOWERS) //war machine
 
- 		{
 
- 			warMachinesGiven++;
 
- 			if(dst != this)
 
- 				continue;
 
- 			int slot = -1;
 
- 			ArtifactID aid = ArtifactID::NONE;
 
- 			switch (stack.creature)
 
- 			{
 
- 			case CreatureID::CATAPULT:
 
- 				slot = ArtifactPosition::MACH4;
 
- 				aid = ArtifactID::CATAPULT;
 
- 				break;
 
- 			default:
 
- 				aid = CArtHandler::creatureToMachineID(stack.creature);
 
- 				slot = 9 + aid;
 
- 				break;
 
- 			}
 
- 			auto convSlot = ArtifactPosition(slot);
 
- 			if(!getArt(convSlot))
 
- 				putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
 
- 			else
 
-                 logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
 
- 		}
 
- 		else
 
- 			dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
 
- 	}
 
- }
 
- CGHeroInstance::~CGHeroInstance()
 
- {
 
- 	commander.dellNull();
 
- }
 
- bool CGHeroInstance::needsLastStack() const
 
- {
 
- 	return true;
 
- }
 
- void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
 
- {
 
- 	if(h == this) return; //exclude potential self-visiting
 
- 	if (ID == Obj::HERO)
 
- 	{
 
- 		if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
 
- 		{
 
- 			//exchange
 
- 			cb->heroExchange(h->id, id);
 
- 		}
 
- 		else //battle
 
- 		{
 
- 			if(visitedTown) //we're in town
 
- 				visitedTown->onHeroVisit(h); //town will handle attacking
 
- 			else
 
- 				cb->startBattleI(h,	this);
 
- 		}
 
- 	}
 
- 	else if(ID == Obj::PRISON)
 
- 	{
 
- 		int txt_id;
 
- 		if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
 
- 		{
 
- 			cb->changeObjPos(id,pos+int3(1,0,0),0);
 
- 			//update hero parameters
 
- 			SetMovePoints smp;
 
- 			smp.hid = id;
 
- 			smp.val = maxMovePoints (true); //TODO: hota prison on water?
 
- 			cb->setMovePoints (&smp);
 
- 			cb->setManaPoints (id, manaLimit());
 
- 			cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
 
- 			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
 
- 			txt_id = 102;
 
- 		}
 
- 		else //already 8 wandering heroes
 
- 		{
 
- 			txt_id = 103;
 
- 		}
 
- 		showInfoDialog(h,txt_id,soundBase::ROGUE);
 
- 	}
 
- }
 
- std::string CGHeroInstance::getObjectName() const
 
- {
 
- 	if(ID != Obj::PRISON)
 
- 	{
 
- 		std::string hoverName = VLC->generaltexth->allTexts[15];
 
- 		boost::algorithm::replace_first(hoverName,"%s",name);
 
- 		boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
 
- 		return hoverName;
 
- 	}
 
- 	else
 
- 		return CGObjectInstance::getObjectName();
 
- }
 
- const std::string & CGHeroInstance::getBiography() const
 
- {
 
- 	if (biography.length())
 
- 		return biography;
 
- 	return type->biography;
 
- }
 
- ui8 CGHeroInstance::maxlevelsToMagicSchool() const
 
- {
 
- 	return type->heroClass->isMagicHero() ? 3 : 4;
 
- }
 
- ui8 CGHeroInstance::maxlevelsToWisdom() const
 
- {
 
- 	return type->heroClass->isMagicHero() ? 3 : 6;
 
- }
 
- void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
 
- {
 
- 	magicSchoolCounter = 1;
 
- }
 
- void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
 
- {
 
- 	wisdomCounter = 1;
 
- }
 
- void CGHeroInstance::initObj()
 
- {
 
- 	blockVisit = true;
 
- 	auto  hs = new HeroSpecial();
 
- 	hs->setNodeType(CBonusSystemNode::SPECIALTY);
 
- 	attachTo(hs); //do we ever need to detach it?
 
- 	if(!type)
 
- 		initHero(); //TODO: set up everything for prison before specialties are configured
 
- 	skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
 
- 	skillsInfo.resetMagicSchoolCounter();
 
- 	skillsInfo.resetWisdomCounter();
 
- 	if (ID != Obj::PRISON)
 
- 	{
 
- 		auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
 
- 		if (customApp)
 
- 			appearance = customApp.get();
 
- 	}
 
- 	for(const auto &spec : type->spec) //TODO: unfity with bonus system
 
- 	{
 
- 		auto bonus = new Bonus();
 
- 		bonus->val = spec.val;
 
- 		bonus->sid = id.getNum(); //from the hero, specialty has no unique id
 
- 		bonus->duration = Bonus::PERMANENT;
 
- 		bonus->source = Bonus::HERO_SPECIAL;
 
- 		switch (spec.type)
 
- 		{
 
- 			case 1:// creature specialty
 
- 				{
 
- 					hs->growsWithLevel = true;
 
- 					const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
 
- 					//int creLevel = specCreature.level;
 
- 					//if(!creLevel)
 
- 					//{
 
- 					//	if(spec.additionalinfo == 146)
 
- 					//		creLevel = 5; //treat ballista as 5-level
 
- 					//	else
 
- 					//	{
 
- 					//        logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
 
- 					//		continue;
 
- 					//	}
 
- 					//}
 
- 					//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
 
- 					bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
 
- 					bonus->type = Bonus::PRIMARY_SKILL;
 
- 					bonus->valType = Bonus::ADDITIVE_VALUE;
 
- 					bonus->subtype = PrimarySkill::ATTACK;
 
- 					hs->addNewBonus(bonus);
 
- 					bonus = new Bonus(*bonus);
 
- 					bonus->subtype = PrimarySkill::DEFENSE;
 
- 					hs->addNewBonus(bonus);
 
- 					//values will be calculated later
 
- 					bonus = new Bonus(*bonus);
 
- 					bonus->type = Bonus::STACKS_SPEED;
 
- 					bonus->val = 1; //+1 speed
 
- 					hs->addNewBonus(bonus);
 
- 				}
 
- 				break;
 
- 			case 2://secondary skill
 
- 				hs->growsWithLevel = true;
 
- 				bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
 
- 				bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
 
- 				bonus->subtype = spec.subtype; //skill id
 
- 				bonus->val = spec.val; //value per level, in percent
 
- 				hs->addNewBonus(bonus);
 
- 				bonus = new Bonus(*bonus);
 
- 				switch (spec.additionalinfo)
 
- 				{
 
- 					case 0: //normal
 
- 						bonus->valType = Bonus::PERCENT_TO_BASE;
 
- 						break;
 
- 					case 1: //when it's navigation or there's no 'base' at all
 
- 						bonus->valType = Bonus::PERCENT_TO_ALL;
 
- 						break;
 
- 				}
 
- 				bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 3://spell damage bonus, level dependent but calculated elsewhere
 
- 				bonus->type = Bonus::SPECIAL_SPELL_LEV;
 
- 				bonus->subtype = spec.subtype;
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 4://creature stat boost
 
- 				switch (spec.subtype)
 
- 				{
 
- 					case 1://attack
 
- 						bonus->type = Bonus::PRIMARY_SKILL;
 
- 						bonus->subtype = PrimarySkill::ATTACK;
 
- 						break;
 
- 					case 2://defense
 
- 						bonus->type = Bonus::PRIMARY_SKILL;
 
- 						bonus->subtype = PrimarySkill::DEFENSE;
 
- 						break;
 
- 					case 3:
 
- 						bonus->type = Bonus::CREATURE_DAMAGE;
 
- 						bonus->subtype = 0; //both min and max
 
- 						break;
 
- 					case 4://hp
 
- 						bonus->type = Bonus::STACK_HEALTH;
 
- 						break;
 
- 					case 5:
 
- 						bonus->type = Bonus::STACKS_SPEED;
 
- 						break;
 
- 					default:
 
- 						continue;
 
- 				}
 
- 				bonus->additionalInfo = spec.additionalinfo; //creature id
 
- 				bonus->valType = Bonus::ADDITIVE_VALUE;
 
- 				bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 5://spell damage bonus in percent
 
- 				bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
 
- 				bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
 
- 				bonus->subtype = spec.subtype; //spell id
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 6://damage bonus for bless (Adela)
 
- 				bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
 
- 				bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
 
- 				bonus->additionalInfo = spec.additionalinfo; //damage factor
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 7://maxed mastery for spell
 
- 				bonus->type = Bonus::MAXED_SPELL;
 
- 				bonus->subtype = spec.subtype; //spell i
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 8://peculiar spells - enchantments
 
- 				bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
 
- 				bonus->subtype = spec.subtype; //spell id
 
- 				bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 9://upgrade creatures
 
- 			{
 
- 				const auto &creatures = VLC->creh->creatures;
 
- 				bonus->type = Bonus::SPECIAL_UPGRADE;
 
- 				bonus->subtype = spec.subtype; //base id
 
- 				bonus->additionalInfo = spec.additionalinfo; //target id
 
- 				hs->addNewBonus(bonus);
 
- 				bonus = new Bonus(*bonus);
 
- 				for(auto cre_id : creatures[spec.subtype]->upgrades)
 
- 				{
 
- 					bonus->subtype = cre_id; //propagate for regular upgrades of base creature
 
- 					hs->addNewBonus(bonus);
 
- 					bonus = new Bonus(*bonus);
 
- 				}
 
- 				vstd::clear_pointer(bonus);
 
- 				break;
 
- 			}
 
- 			case 10://resource generation
 
- 				bonus->type = Bonus::GENERATE_RESOURCE;
 
- 				bonus->subtype = spec.subtype;
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 11://starting skill with mastery (Adrienne)
 
- 				setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
 
- 				break;
 
- 			case 12://army speed
 
- 				bonus->type = Bonus::STACKS_SPEED;
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			case 13://Dragon bonuses (Mutare)
 
- 				bonus->type = Bonus::PRIMARY_SKILL;
 
- 				bonus->valType = Bonus::ADDITIVE_VALUE;
 
- 				switch (spec.subtype)
 
- 				{
 
- 					case 1:
 
- 						bonus->subtype = PrimarySkill::ATTACK;
 
- 						break;
 
- 					case 2:
 
- 						bonus->subtype = PrimarySkill::DEFENSE;
 
- 						break;
 
- 				}
 
- 				bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
 
- 				hs->addNewBonus(bonus);
 
- 				break;
 
- 			default:
 
-                 logGlobal->warnStream() << "Unexpected hero specialty " << type;
 
- 		}
 
- 	}
 
- 	specialty.push_back(hs); //will it work?
 
- 	for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
 
- 	{
 
- 		auto  hs = new HeroSpecial();
 
- 		attachTo(hs); //do we ever need to detach it?
 
- 		hs->setNodeType(CBonusSystemNode::SPECIALTY);
 
- 		for (auto bonus : hs2.bonuses)
 
- 		{
 
- 			hs->addNewBonus (bonus);
 
- 		}
 
- 		hs->growsWithLevel = hs2.growsWithLevel;
 
- 		specialty.push_back(hs); //will it work?
 
- 	}
 
- 	//initialize bonuses
 
- 	recreateSecondarySkillsBonuses();
 
- 	Updatespecialty();
 
- 	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
 
- 	type->name = name;
 
- }
 
- void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
 
- {
 
- 	for (auto hs : specialty)
 
- 	{
 
- 		if (hs->growsWithLevel)
 
- 		{
 
- 			//const auto &creatures = VLC->creh->creatures;
 
- 			for(Bonus * b : hs->getBonusList())
 
- 			{
 
- 				switch (b->type)
 
- 				{
 
- 					case Bonus::SECONDARY_SKILL_PREMY:
 
- 						b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
 
- 						break; //use only hero skills as bonuses to avoid feedback loop
 
- 					case Bonus::PRIMARY_SKILL: //for creatures, that is
 
- 					{
 
- 						const CCreature * cre = nullptr;
 
- 						int creLevel = 0;
 
- 						if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
 
- 						{
 
- 							cre = creatureLimiter->creature;
 
- 							creLevel = cre->level;
 
- 							if (!creLevel)
 
- 							{
 
- 								creLevel = 5; //treat ballista as tier 5
 
- 							}
 
- 						}
 
- 						else //no creature found, can't calculate value
 
- 						{
 
-                             logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
 
- 							break;
 
- 						}
 
- 						double primSkillModifier = (int)(level / creLevel) / 20.0;
 
- 						int param;
 
- 						switch (b->subtype)
 
- 						{
 
- 							case PrimarySkill::ATTACK:
 
- 								param = cre->Attack();
 
- 								break;
 
- 							case PrimarySkill::DEFENSE:
 
- 								param = cre->Defense();
 
- 								break;
 
- 							default:
 
- 								continue;
 
- 						}
 
- 						b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGHeroInstance::recreateSecondarySkillsBonuses()
 
- {
 
- 	auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
 
- 	for(auto bonus : *secondarySkillsBonuses)
 
- 		removeBonus(bonus);
 
- 	for(auto skill_info : secSkills)
 
- 		updateSkill(SecondarySkill(skill_info.first), skill_info.second);
 
- }
 
- void CGHeroInstance::updateSkill(SecondarySkill which, int val)
 
- {
 
- 	if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
 
- 	{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
 
- 		bool luck = which == SecondarySkill::LUCK;
 
- 		Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
 
- 		Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
 
- 		if(!b)
 
- 		{
 
- 			b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
 
- 			addNewBonus(b);
 
- 		}
 
- 		else
 
- 			b->val = +val;
 
- 	}
 
- 	else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
 
- 	{
 
- 		if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
 
- 			b->val = +val;
 
- 		else
 
- 			addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
 
- 	}
 
- 	int skillVal = 0;
 
- 	switch (which)
 
- 	{
 
- 	case SecondarySkill::ARCHERY:
 
- 		switch (val)
 
- 		{
 
- 		case 1:
 
- 			skillVal = 10; break;
 
- 		case 2:
 
- 			skillVal = 25; break;
 
- 		case 3:
 
- 			skillVal = 50; break;
 
- 		}
 
- 		break;
 
- 	case SecondarySkill::LOGISTICS:
 
- 		skillVal = 10 * val; break;
 
- 	case SecondarySkill::NAVIGATION:
 
- 		skillVal = 50 * val; break;
 
- 	case SecondarySkill::MYSTICISM:
 
- 		skillVal = val; break;
 
- 	case SecondarySkill::EAGLE_EYE:
 
- 		skillVal = 30 + 10 * val; break;
 
- 	case SecondarySkill::NECROMANCY:
 
- 		skillVal = 10 * val; break;
 
- 	case SecondarySkill::LEARNING:
 
- 		skillVal = 5 * val; break;
 
- 	case SecondarySkill::OFFENCE:
 
- 		skillVal = 10 * val; break;
 
- 	case SecondarySkill::ARMORER:
 
- 		skillVal = 5 * val; break;
 
- 	case SecondarySkill::INTELLIGENCE:
 
- 		skillVal = 25 << (val-1); break;
 
- 	case SecondarySkill::SORCERY:
 
- 		skillVal = 5 * val; break;
 
- 	case SecondarySkill::RESISTANCE:
 
- 		skillVal = 5 << (val-1); break;
 
- 	case SecondarySkill::FIRST_AID:
 
- 		skillVal = 25 + 25*val; break;
 
- 	case SecondarySkill::ESTATES:
 
- 		skillVal = 125 << (val-1); break;
 
- 	}
 
- 	Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
 
- 	if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
 
- 										.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
 
- 	{
 
- 		b->val = skillVal;
 
- 		b->valType = skillValType;
 
- 	}
 
- 	else
 
- 	{
 
- 		auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
 
- 		bonus->source = Bonus::SECONDARY_SKILL;
 
- 		addNewBonus(bonus);
 
- 	}
 
- }
 
- void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
 
- {
 
- 	if(what == ObjProperty::PRIMARY_STACK_COUNT)
 
- 		setStackCount(SlotID(0), val);
 
- }
 
- double CGHeroInstance::getFightingStrength() const
 
- {
 
- 	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
 
- }
 
- double CGHeroInstance::getMagicStrength() const
 
- {
 
- 	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
 
- }
 
- double CGHeroInstance::getHeroStrength() const
 
- {
 
- 	return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
 
- }
 
- ui64 CGHeroInstance::getTotalStrength() const
 
- {
 
- 	double ret = getFightingStrength() * getArmyStrength();
 
- 	return (ui64) ret;
 
- }
 
- TExpType CGHeroInstance::calculateXp(TExpType exp) const
 
- {
 
- 	return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
 
- }
 
- ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
 
- {
 
- 	si16 skill = -1; //skill level
 
- 	
 
- 	spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
 
- 	{
 
- 		int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill),	valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); 
 
- 		if(thisSchool > skill)									
 
- 		{														
 
- 			skill = thisSchool;									
 
- 			if(outSelectedSchool)								
 
- 				*outSelectedSchool = (ui8)cnf.id;				
 
- 		}																
 
- 	});
 
- 	
 
- 	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
 
- 	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
 
- 	if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
 
- 		skill = 3;
 
- 	assert(skill >= 0 && skill <= 3);
 
- 	return skill;
 
- }
 
- bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
 
- {
 
- 	return spell->isCastableBy(this, nullptr !=getArt(ArtifactPosition::SPELLBOOK), spells);
 
- }
 
- /**
 
-  * Calculates what creatures and how many to be raised from a battle.
 
-  * @param battleResult The results of the battle.
 
-  * @return Returns a pair with the first value indicating the ID of the creature
 
-  * type and second value the amount. Both values are returned as -1 if necromancy
 
-  * could not be applied.
 
-  */
 
- CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
 
- {
 
- 	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
 
- 	// Hero knows necromancy or has Necromancer Cloak
 
- 	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
 
- 	{
 
- 		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
 
- 		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
 
- 		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
 
- 		ui32 raisedUnits = 0;
 
- 		// Figure out what to raise and how many.
 
- 		const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
 
- 		const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
 
- 		const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
 
- 		const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
 
- 		//calculate creatures raised from each defeated stack
 
- 		for (auto & casualtie : casualties)
 
- 		{
 
- 			// Get lost enemy hit points convertible to units.
 
- 			CCreature * c = VLC->creh->creatures[casualtie.first];
 
- 			const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
 
- 			raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
 
- 		}
 
- 		// Make room for new units.
 
- 		SlotID slot = getSlotFor(raisedUnitType->idNumber);
 
- 		if (slot == SlotID())
 
- 		{
 
- 			// If there's no room for unit, try it's upgraded version 2/3rds the size.
 
- 			raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
 
- 			raisedUnits = (raisedUnits*2)/3;
 
- 			slot = getSlotFor(raisedUnitType->idNumber);
 
- 		}
 
- 		if (raisedUnits <= 0)
 
- 			raisedUnits = 1;
 
- 		return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
 
- 	}
 
- 	return CStackBasicDescriptor();
 
- }
 
- /**
 
-  * Show the necromancy dialog with information about units raised.
 
-  * @param raisedStack Pair where the first element represents ID of the raised creature
 
-  * and the second element the amount.
 
-  */
 
- void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
 
- {
 
- 	InfoWindow iw;
 
- 	iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
 
- 	iw.player = tempOwner;
 
- 	iw.components.push_back(Component(raisedStack));
 
- 	if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 145);
 
- 		iw.text.addReplacement(raisedStack.count);
 
- 	}
 
- 	else // Practicing the dark arts of necromancy, ... (singular)
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 146);
 
- 	}
 
- 	iw.text.addReplacement(raisedStack);
 
- 	cb->showInfoDialog(&iw);
 
- }
 
- /*
 
- int3 CGHeroInstance::getSightCenter() const
 
- {
 
- 	return getPosition(false);
 
- }*/
 
- int CGHeroInstance::getSightRadious() const
 
- {
 
- 	return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
 
- }
 
- si32 CGHeroInstance::manaRegain() const
 
- {
 
- 	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
 
- 		return manaLimit();
 
- 	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
 
- }
 
- // /**
 
- //  * Places an artifact in hero's backpack. If it's a big artifact equips it
 
- //  * or discards it if it cannot be equipped.
 
- //  */
 
- // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
 
- // {
 
- // 	CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
 
- // 	CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
 
- // 	ai->putAt(this, ai->firstAvailableSlot(this));
 
- // }
 
- int CGHeroInstance::getBoatType() const
 
- {
 
- 	switch(type->heroClass->getAlignment())
 
- 	{
 
- 	case EAlignment::GOOD:
 
- 		return 1;
 
- 	case EAlignment::EVIL:
 
- 		return 0;
 
- 	case EAlignment::NEUTRAL:
 
- 		return 2;
 
- 	default:
 
- 		throw std::runtime_error("Wrong alignment!");
 
- 	}
 
- }
 
- void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
 
- {
 
- 	offsets = 
 
- 	{ 
 
- 		int3(0,1,0), int3(0,-1,0), int3(-1,0,0), int3(+1,0,0), int3(1,1,0), int3(-1,1,0), int3(1,-1,0), int3(-1,-1,0) 
 
- 	};
 
- }
 
- int CGHeroInstance::getSpellCost(const CSpell *sp) const
 
- {
 
- 	return sp->getCost(getSpellSchoolLevel(sp));
 
- }
 
- void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
 
- {
 
- 	assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
 
- 						.And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
 
- 	addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
 
- }
 
- EAlignment::EAlignment CGHeroInstance::getAlignment() const
 
- {
 
- 	return type->heroClass->getAlignment();
 
- }
 
- void CGHeroInstance::initExp()
 
- {
 
- 	exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
 
- }
 
- std::string CGHeroInstance::nodeName() const
 
- {
 
- 	return "Hero " + name;
 
- }
 
- void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
 
- {
 
- 	assert(!getArt(pos));
 
- 	art->putAt(ArtifactLocation(this, pos));
 
- }
 
- void CGHeroInstance::putInBackpack(CArtifactInstance *art)
 
- {
 
- 	putArtifact(art->firstBackpackSlot(this), art);
 
- }
 
- bool CGHeroInstance::hasSpellbook() const
 
- {
 
- 	return getArt(ArtifactPosition::SPELLBOOK);
 
- }
 
- void CGHeroInstance::deserializationFix()
 
- {
 
- 	artDeserializationFix(this);
 
- 	for (auto hs : specialty)
 
- 	{
 
- 		attachTo (hs);
 
- 	}
 
- }
 
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
 
- {
 
- 	if(visitedTown)
 
- 	{
 
- 		if(inTownGarrison)
 
- 			return visitedTown;
 
- 		else
 
- 			return &visitedTown->townAndVis;
 
- 	}
 
- 	else
 
- 		return CArmedInstance::whereShouldBeAttached(gs);
 
- }
 
- int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
 
- {
 
- 	if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
 
- 		return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
 
- 	return 0; //take all MPs otherwise
 
- }
 
- CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
 
- {
 
- 	if(movement < maxMovePoints(true))
 
- 		return LACK_OF_MOVEMENT;
 
-     else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
 
- 		return WRONG_TERRAIN;
 
- 	else
 
- 	{
 
- 		const TerrainTile *t = cb->getTile(getPosition());
 
- 		//TODO look for hole
 
- 		//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
 
- 		if(/*hlp.length() || */t->blockingObjects.size() > 1)
 
- 			return TILE_OCCUPIED;
 
- 		else
 
- 			return CAN_DIG;
 
- 	}
 
- }
 
- ArtBearer::ArtBearer CGHeroInstance::bearerType() const
 
- {
 
- 	return ArtBearer::HERO;
 
- }
 
- std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
 
- {
 
- 	std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
 
- 	if (!skillsInfo.wisdomCounter)
 
- 	{
 
- 		if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
 
- 			obligatorySkills.push_back(SecondarySkill::WISDOM);
 
- 	}
 
- 	if (!skillsInfo.magicSchoolCounter)
 
- 	{
 
- 		std::vector<SecondarySkill> ss =
 
- 		{
 
- 			SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
 
- 		};
 
- 		std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
 
- 		for (auto skill : ss)
 
- 		{
 
- 			if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
 
- 			{
 
- 				obligatorySkills.push_back(skill);
 
- 				break; //only one
 
- 			}
 
- 		}
 
- 	}
 
- 	std::vector<SecondarySkill> skills;
 
- 	//picking sec. skills for choice
 
- 	std::set<SecondarySkill> basicAndAdv, expert, none;
 
- 	for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
 
- 		if (cb->isAllowed(2,i))
 
- 			none.insert(SecondarySkill(i));
 
- 	for(auto & elem : secSkills)
 
- 	{
 
- 		if(elem.second < SecSkillLevel::EXPERT)
 
- 			basicAndAdv.insert(elem.first);
 
- 		else
 
- 			expert.insert(elem.first);
 
- 		none.erase(elem.first);
 
- 	}
 
- 	for (auto s : obligatorySkills) //don't duplicate them
 
- 	{
 
- 		none.erase (s);
 
- 		basicAndAdv.erase (s);
 
- 		expert.erase (s);
 
- 	}
 
- 	//first offered skill:
 
- 	// 1) give obligatory skill
 
- 	// 2) give any other new skill
 
- 	// 3) upgrade existing
 
- 	if (canLearnSkill() && obligatorySkills.size() > 0)
 
- 	{
 
- 		skills.push_back (obligatorySkills[0]);
 
- 	}
 
- 	else if(none.size() && canLearnSkill()) //hero have free skill slot
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
 
- 		none.erase(skills.back());
 
- 	}
 
- 	else if(!basicAndAdv.empty())
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
 
- 		basicAndAdv.erase(skills.back());
 
- 	}
 
- 	//second offered skill:
 
- 	//1) upgrade existing
 
- 	//2) give obligatory skill
 
- 	//3) give any other new skill
 
- 	if(!basicAndAdv.empty())
 
- 	{
 
- 		SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
 
- 		skills.push_back(s);
 
- 		basicAndAdv.erase(s);
 
- 	}
 
- 	else if (canLearnSkill() && obligatorySkills.size() > 1)
 
- 	{
 
- 		skills.push_back (obligatorySkills[1]);
 
- 	}
 
- 	else if(none.size() && canLearnSkill())
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
 
- 		none.erase(skills.back());
 
- 	}
 
- 	if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
 
- 		std::swap(skills[0], skills[1]);
 
- 	return skills;
 
- }
 
- PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
 
- {
 
- 	assert(gainsLevel());
 
- 	int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
 
- 	const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
 
- 	for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
 
- 	{
 
- 		pom += skillChances[primarySkill];
 
- 		if(randomValue < pom)
 
- 		{
 
- 			break;
 
- 		}
 
- 	}
 
- 	logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
 
- 	return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
 
- }
 
- boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
 
- {
 
- 	assert(gainsLevel());
 
- 	boost::optional<SecondarySkill> chosenSecondarySkill;
 
- 	const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
 
- 	if(!proposedSecondarySkills.empty())
 
- 	{
 
- 		std::vector<SecondarySkill> learnedSecondarySkills;
 
- 		for(auto secondarySkill : proposedSecondarySkills)
 
- 		{
 
- 			if(getSecSkillLevel(secondarySkill) > 0)
 
- 			{
 
- 				learnedSecondarySkills.push_back(secondarySkill);
 
- 			}
 
- 		}
 
- 		auto & rand = cb->gameState()->getRandomGenerator();
 
- 		if(learnedSecondarySkills.empty())
 
- 		{
 
- 			// there are only new skills to learn, so choose anyone of them
 
- 			chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
 
- 		}
 
- 		else
 
- 		{
 
- 			// preferably upgrade a already learned secondary skill
 
- 			chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
 
- 		}
 
- 	}
 
- 	return chosenSecondarySkill;
 
- }
 
- void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
 
- {
 
- 	if(primarySkill < PrimarySkill::EXPERIENCE)
 
- 	{
 
- 		Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
 
- 											.And(Selector::subtype(primarySkill))
 
- 											.And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
 
- 		assert(skill);
 
- 		if(abs)
 
- 		{
 
- 			skill->val = value;
 
- 		}
 
- 		else
 
- 		{
 
- 			skill->val += value;
 
- 		}
 
- 	}
 
- 	else if(primarySkill == PrimarySkill::EXPERIENCE)
 
- 	{
 
- 		if(abs)
 
- 		{
 
- 			exp = value;
 
- 		}
 
- 		else
 
- 		{
 
- 			exp += value;
 
- 		}
 
- 	}
 
- }
 
- bool CGHeroInstance::gainsLevel() const
 
- {
 
- 	return exp >= VLC->heroh->reqExp(level+1);
 
- }
 
- void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
 
- {
 
- 	++level;
 
- 	//deterministic secondary skills
 
- 	skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
 
- 	skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
 
- 	if(vstd::contains(skills, SecondarySkill::WISDOM))
 
- 	{
 
- 		skillsInfo.resetWisdomCounter();
 
- 	}
 
- 	SecondarySkill spellSchools[] = {
 
- 		SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
 
- 	for(auto skill : spellSchools)
 
- 	{
 
- 		if(vstd::contains(skills, skill))
 
- 		{
 
- 			skillsInfo.resetMagicSchoolCounter();
 
- 			break;
 
- 		}
 
- 	}
 
- 	//specialty
 
- 	Updatespecialty();
 
- }
 
- void CGHeroInstance::levelUpAutomatically()
 
- {
 
- 	while(gainsLevel())
 
- 	{
 
- 		const auto primarySkill = nextPrimarySkill();
 
- 		setPrimarySkill(primarySkill, 1, false);
 
- 		auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
 
- 		const auto secondarySkill = nextSecondarySkill();
 
- 		if(secondarySkill)
 
- 		{
 
- 			setSecSkillLevel(*secondarySkill, 1, false);
 
- 		}
 
- 		//TODO why has the secondary skills to be passed to the method?
 
- 		levelUp(proposedSecondarySkills);
 
- 	}
 
- }
 
 
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