CGHeroInstance.cpp 47 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../CModHandler.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "CObjectClassesHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../StringConstants.h"
  32. #include "../battle/Unit.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. static int lowestSpeed(const CGHeroInstance * chi)
  35. {
  36. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  37. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  38. if(!chi->stacksCount())
  39. {
  40. if(chi->commander && chi->commander->alive)
  41. {
  42. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  43. }
  44. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  45. return 20;
  46. }
  47. auto i = chi->Slots().begin();
  48. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  49. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  50. for(; i != chi->Slots().end(); i++)
  51. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  52. return ret;
  53. }
  54. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  55. {
  56. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  57. //if there is road both on dest and src tiles - use road movement cost
  58. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  59. {
  60. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  61. }
  62. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  63. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  64. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  65. {
  66. ret = VLC->heroh->terrCosts[from.terType->getId()];
  67. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  68. if(ret < GameConstants::BASE_MOVEMENT_COST)
  69. ret = GameConstants::BASE_MOVEMENT_COST;
  70. }
  71. return static_cast<ui32>(ret);
  72. }
  73. TerrainId CGHeroInstance::getNativeTerrain() const
  74. {
  75. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  76. // This is clearly bug in H3 however intended behaviour is not clear.
  77. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  78. // will always have best penalty without any influence from player-defined stacks order
  79. // and army that consist solely from neutral will always be considered to be on native terrain
  80. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  81. for(const auto & stack : stacks)
  82. {
  83. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  84. if(stackNativeTerrain == ETerrainId::NONE)
  85. continue;
  86. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  87. nativeTerrain = stackNativeTerrain;
  88. else if(nativeTerrain != stackNativeTerrain)
  89. return ETerrainId::NONE;
  90. }
  91. return nativeTerrain;
  92. }
  93. BattleField CGHeroInstance::getBattlefield() const
  94. {
  95. return BattleField::NONE;
  96. }
  97. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  98. {
  99. for(const auto & elem : secSkills)
  100. if(elem.first == skill)
  101. return elem.second;
  102. return 0;
  103. }
  104. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  105. {
  106. if(getSecSkillLevel(which) == 0)
  107. {
  108. secSkills.emplace_back(which, val);
  109. updateSkillBonus(which, val);
  110. }
  111. else
  112. {
  113. for (auto & elem : secSkills)
  114. {
  115. if(elem.first == which)
  116. {
  117. if(abs)
  118. elem.second = val;
  119. else
  120. elem.second += val;
  121. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  122. {
  123. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  124. elem.second = 3;
  125. }
  126. updateSkillBonus(which, elem.second); //when we know final value
  127. }
  128. }
  129. }
  130. }
  131. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  132. {
  133. return position - getVisitableOffset();
  134. }
  135. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  136. {
  137. return position + getVisitableOffset();
  138. }
  139. bool CGHeroInstance::canLearnSkill() const
  140. {
  141. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  142. }
  143. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  144. {
  145. if ( !canLearnSkill())
  146. return false;
  147. if (!cb->isAllowed(2, which))
  148. return false;
  149. if (getSecSkillLevel(which) > 0)
  150. return false;
  151. if (type->heroClass->secSkillProbability[which] == 0)
  152. return false;
  153. return true;
  154. }
  155. int CGHeroInstance::maxMovePoints(bool onLand) const
  156. {
  157. TurnInfo ti(this);
  158. return maxMovePointsCached(onLand, &ti);
  159. }
  160. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  161. {
  162. int base = 0;
  163. if(onLand)
  164. {
  165. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  166. static constexpr int baseSpeed = 1300; // base speed from creature with 0 speed
  167. int armySpeed = lowestSpeed(this) * 20 / 3;
  168. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  169. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  170. }
  171. else
  172. {
  173. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  174. }
  175. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  176. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  177. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  178. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  179. return static_cast<int>(base * (1 + modifier)) + bonus;
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max())
  192. {
  193. setNodeType(HERO);
  194. ID = Obj::HERO;
  195. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  196. }
  197. PlayerColor CGHeroInstance::getOwner() const
  198. {
  199. return tempOwner;
  200. }
  201. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  202. {
  203. subID = SUBID.getNum();
  204. initHero(rand);
  205. }
  206. void CGHeroInstance::setType(si32 ID, si32 subID)
  207. {
  208. assert(ID == Obj::HERO); // just in case
  209. type = VLC->heroh->objects[subID];
  210. portrait = type->imageIndex;
  211. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  212. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  213. randomizeArmy(type->heroClass->faction);
  214. }
  215. void CGHeroInstance::initHero(CRandomGenerator & rand)
  216. {
  217. assert(validTypes(true));
  218. if(!type)
  219. type = VLC->heroh->objects[subID];
  220. if (ID == Obj::HERO)
  221. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  222. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  223. {
  224. for(const auto & spellID : type->spells)
  225. spells.insert(spellID);
  226. }
  227. else //remove placeholder
  228. spells -= SpellID::PRESET;
  229. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  230. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  231. if(!getArt(ArtifactPosition::MACH4))
  232. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  233. if(portrait < 0 || portrait == 255)
  234. portrait = type->imageIndex;
  235. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  236. {
  237. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  238. {
  239. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  240. }
  241. }
  242. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  243. secSkills = type->secSkillsInit;
  244. if (sex == 0xFF)//sex is default
  245. sex = type->sex;
  246. setFormation(false);
  247. if (!stacksCount()) //standard army//initial army
  248. {
  249. initArmy(rand);
  250. }
  251. assert(validTypes());
  252. if (patrol.patrolling)
  253. patrol.initialPos = visitablePos();
  254. if(exp == UNINITIALIZED_EXPERIENCE)
  255. {
  256. initExp(rand);
  257. }
  258. else
  259. {
  260. levelUpAutomatically(rand);
  261. }
  262. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  263. // must be done separately from global bonuses since recruitable heroes in taverns
  264. // are not attached to global bonus node but need access to some global bonuses
  265. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  266. // or MOVEMENT to compute initial movement before recruiting is finished
  267. for(const auto & ob : VLC->modh->heroBaseBonuses)
  268. {
  269. auto bonus = ob;
  270. bonus->source = Bonus::HERO_BASE_SKILL;
  271. bonus->sid = id.getNum();
  272. bonus->duration = Bonus::PERMANENT;
  273. addNewBonus(bonus);
  274. }
  275. if (VLC->modh->modules.COMMANDERS && !commander)
  276. {
  277. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  278. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  279. commander->giveStackExp (exp); //after our exp is set
  280. }
  281. if (mana < 0)
  282. mana = manaLimit();
  283. }
  284. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  285. {
  286. if(!dst)
  287. dst = this;
  288. int warMachinesGiven = 0;
  289. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  290. const int zeroStacksAllowingValue = -1;
  291. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  292. if(allowZeroStacksArmy)
  293. stacksCountChances.pop_back();
  294. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  295. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  296. if(stacksCountElementIndex == -1)
  297. stacksCountElementIndex = stacksCountChances.size();
  298. int howManyStacks = stacksCountElementIndex;
  299. if(!allowZeroStacksArmy)
  300. howManyStacks++;
  301. vstd::amin(howManyStacks, type->initialArmy.size());
  302. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  303. {
  304. auto & stack = type->initialArmy[stackNo];
  305. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  306. const CCreature * creature = stack.creature.toCreature();
  307. if(creature == nullptr)
  308. {
  309. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  310. continue;
  311. }
  312. if(creature->warMachine != ArtifactID::NONE) //war machine
  313. {
  314. warMachinesGiven++;
  315. if(dst != this)
  316. continue;
  317. ArtifactID aid = creature->warMachine;
  318. const CArtifact * art = aid.toArtifact();
  319. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  320. {
  321. //TODO: should we try another possible slots?
  322. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  323. if(!getArt(slot))
  324. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  325. else
  326. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  327. }
  328. else
  329. {
  330. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  331. }
  332. }
  333. else
  334. {
  335. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  336. }
  337. }
  338. }
  339. CGHeroInstance::~CGHeroInstance()
  340. {
  341. commander.dellNull();
  342. }
  343. bool CGHeroInstance::needsLastStack() const
  344. {
  345. return true;
  346. }
  347. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  348. {
  349. if(h == this) return; //exclude potential self-visiting
  350. if (ID == Obj::HERO)
  351. {
  352. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  353. {
  354. //exchange
  355. cb->heroExchange(h->id, id);
  356. }
  357. else //battle
  358. {
  359. if(visitedTown) //we're in town
  360. visitedTown->onHeroVisit(h); //town will handle attacking
  361. else
  362. cb->startBattleI(h, this);
  363. }
  364. }
  365. else if(ID == Obj::PRISON)
  366. {
  367. int txt_id;
  368. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  369. {
  370. //update hero parameters
  371. SetMovePoints smp;
  372. smp.hid = id;
  373. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  374. cb->setMovePoints (&smp);
  375. cb->setManaPoints (id, manaLimit());
  376. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  377. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  378. txt_id = 102;
  379. }
  380. else //already 8 wandering heroes
  381. {
  382. txt_id = 103;
  383. }
  384. h->showInfoDialog(txt_id);
  385. }
  386. }
  387. std::string CGHeroInstance::getObjectName() const
  388. {
  389. if(ID != Obj::PRISON)
  390. {
  391. std::string hoverName = VLC->generaltexth->allTexts[15];
  392. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  393. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  394. return hoverName;
  395. }
  396. else
  397. return VLC->objtypeh->getObjectName(ID, 0);
  398. }
  399. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  400. {
  401. return type->heroClass->isMagicHero() ? 3 : 4;
  402. }
  403. ui8 CGHeroInstance::maxlevelsToWisdom() const
  404. {
  405. return type->heroClass->isMagicHero() ? 3 : 6;
  406. }
  407. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  408. magicSchoolCounter(1),
  409. wisdomCounter(1)
  410. {
  411. rand.setSeed(0);
  412. }
  413. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  414. {
  415. magicSchoolCounter = 1;
  416. }
  417. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  418. {
  419. wisdomCounter = 1;
  420. }
  421. void CGHeroInstance::initObj(CRandomGenerator & rand)
  422. {
  423. blockVisit = true;
  424. if(!type)
  425. initHero(rand); //TODO: set up everything for prison before specialties are configured
  426. skillsInfo.rand.setSeed(rand.nextInt());
  427. skillsInfo.resetMagicSchoolCounter();
  428. skillsInfo.resetWisdomCounter();
  429. if (ID != Obj::PRISON)
  430. {
  431. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  432. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  433. if (customApp)
  434. appearance = customApp;
  435. }
  436. //copy active (probably growing) bonuses from hero prototype to hero object
  437. for(const std::shared_ptr<Bonus> & b : type->specialty)
  438. addNewBonus(b);
  439. for(SSpecialtyInfo & spec : type->specDeprecated)
  440. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  441. addNewBonus(b);
  442. //initialize bonuses
  443. recreateSecondarySkillsBonuses();
  444. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  445. }
  446. void CGHeroInstance::recreateSecondarySkillsBonuses()
  447. {
  448. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  449. for(const auto & bonus : *secondarySkillsBonuses)
  450. removeBonus(bonus);
  451. for(const auto & skill_info : secSkills)
  452. if(skill_info.second > 0)
  453. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  454. }
  455. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  456. {
  457. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  458. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  459. for(const auto & b : skillBonus)
  460. addNewBonus(std::make_shared<Bonus>(*b));
  461. }
  462. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  463. {
  464. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  465. setStackCount(SlotID(0), val);
  466. }
  467. double CGHeroInstance::getFightingStrength() const
  468. {
  469. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  470. }
  471. double CGHeroInstance::getMagicStrength() const
  472. {
  473. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  474. }
  475. double CGHeroInstance::getHeroStrength() const
  476. {
  477. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  478. }
  479. ui64 CGHeroInstance::getTotalStrength() const
  480. {
  481. double ret = getFightingStrength() * getArmyStrength();
  482. return static_cast<ui64>(ret);
  483. }
  484. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  485. {
  486. return static_cast<TExpType>(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING)) / 100.0);
  487. }
  488. int32_t CGHeroInstance::getCasterUnitId() const
  489. {
  490. return -1; //TODO: special value for attacker/defender hero
  491. }
  492. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  493. {
  494. int32_t skill = -1; //skill level
  495. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  496. {
  497. int32_t thisSchool = std::max<int32_t>(
  498. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  499. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id)))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  500. if(thisSchool > skill)
  501. {
  502. skill = thisSchool;
  503. if(outSelectedSchool)
  504. *outSelectedSchool = static_cast<ui8>(cnf.id);
  505. }
  506. });
  507. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  508. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  509. vstd::amax(skill, 0); //in case we don't know any school
  510. vstd::amin(skill, 3);
  511. return skill;
  512. }
  513. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  514. {
  515. //applying sorcery secondary skill
  516. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  517. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  518. int maxSchoolBonus = 0;
  519. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  520. {
  521. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  522. });
  523. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  524. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  525. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  526. return base;
  527. }
  528. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  529. {
  530. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  531. return base;
  532. }
  533. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  534. {
  535. return getSpellSchoolLevel(spell);
  536. }
  537. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  538. {
  539. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  540. }
  541. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  542. {
  543. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  544. }
  545. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  546. {
  547. return 0;
  548. }
  549. PlayerColor CGHeroInstance::getCasterOwner() const
  550. {
  551. return tempOwner;
  552. }
  553. void CGHeroInstance::getCasterName(MetaString & text) const
  554. {
  555. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  556. text.addReplacement(getNameTranslated());
  557. }
  558. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  559. {
  560. const bool singleTarget = attacked.size() == 1;
  561. const int textIndex = singleTarget ? 195 : 196;
  562. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  563. getCasterName(text);
  564. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  565. if(singleTarget)
  566. attacked.at(0)->addNameReplacement(text, true);
  567. }
  568. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  569. {
  570. if(spellCost != 0)
  571. {
  572. SetMana sm;
  573. sm.absolute = false;
  574. sm.hid = id;
  575. sm.val = -spellCost;
  576. server->apply(&sm);
  577. }
  578. }
  579. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  580. {
  581. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  582. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  583. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  584. bool schoolBonus = false;
  585. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  586. {
  587. if(hasBonusOfType(cnf.knoledgeBonus))
  588. {
  589. schoolBonus = stop = true;
  590. }
  591. });
  592. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  593. if(spell->isSpecial())
  594. {
  595. if(inSpellBook)
  596. {//hero has this spell in spellbook
  597. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  598. }
  599. return specificBonus;
  600. }
  601. else if(!isAllowed)
  602. {
  603. if(inSpellBook)
  604. {
  605. //hero has this spell in spellbook
  606. //it is normal if set in map editor, but trace it to possible debug of magic guild
  607. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  608. }
  609. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  610. }
  611. else
  612. {
  613. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  614. }
  615. }
  616. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  617. {
  618. if(!hasSpellbook())
  619. return false;
  620. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  621. return false;
  622. if(vstd::contains(spells, spell->getId()))//already known
  623. return false;
  624. if(spell->isSpecial())
  625. {
  626. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  627. return false;//special spells can not be learned
  628. }
  629. if(spell->isCreatureAbility())
  630. {
  631. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  632. return false;//creature abilities can not be learned
  633. }
  634. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  635. {
  636. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  637. return false;//banned spells should not be learned
  638. }
  639. return true;
  640. }
  641. /**
  642. * Calculates what creatures and how many to be raised from a battle.
  643. * @param battleResult The results of the battle.
  644. * @return Returns a pair with the first value indicating the ID of the creature
  645. * type and second value the amount. Both values are returned as -1 if necromancy
  646. * could not be applied.
  647. */
  648. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  649. {
  650. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  651. // need skill or cloak of undead king - lesser artifacts don't work without skill
  652. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  653. {
  654. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  655. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  656. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  657. // figure out what to raise - pick strongest creature meeting requirements
  658. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  659. int requiredCasualtyLevel = 1;
  660. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  661. if(!improvedNecromancy->empty())
  662. {
  663. auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  664. {
  665. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  666. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  667. };
  668. int maxCasualtyLevel = 1;
  669. for(const auto & casualty : casualties)
  670. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  671. // pick best bonus available
  672. std::shared_ptr<Bonus> topPick;
  673. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  674. {
  675. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  676. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  677. continue;
  678. if(!topPick)
  679. {
  680. topPick = newPick;
  681. }
  682. else
  683. {
  684. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  685. {
  686. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  687. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  688. };
  689. if(quality(topPick) < quality(newPick))
  690. topPick = newPick;
  691. }
  692. }
  693. if(topPick)
  694. {
  695. creatureTypeRaised = getCreatureID(topPick);
  696. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  697. }
  698. }
  699. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  700. if(getSlotFor(creatureTypeRaised) == SlotID())
  701. {
  702. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  703. {
  704. if(getSlotFor(upgraded) != SlotID())
  705. {
  706. creatureTypeRaised = upgraded;
  707. necromancySkill *= 2/3.0;
  708. break;
  709. }
  710. }
  711. }
  712. // calculate number of creatures raised - low level units contribute at 50% rate
  713. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  714. double raisedUnits = 0;
  715. for(const auto & casualty : casualties)
  716. {
  717. const CCreature * c = VLC->creh->objects[casualty.first];
  718. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  719. if(c->level < requiredCasualtyLevel)
  720. raisedFromCasualty *= 0.5;
  721. raisedUnits += raisedFromCasualty;
  722. }
  723. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  724. }
  725. return CStackBasicDescriptor();
  726. }
  727. /**
  728. * Show the necromancy dialog with information about units raised.
  729. * @param raisedStack Pair where the first element represents ID of the raised creature
  730. * and the second element the amount.
  731. */
  732. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  733. {
  734. InfoWindow iw;
  735. iw.type = EInfoWindowMode::AUTO;
  736. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  737. iw.player = tempOwner;
  738. iw.components.emplace_back(raisedStack);
  739. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  740. {
  741. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  742. iw.text.addReplacement(raisedStack.count);
  743. }
  744. else // Practicing the dark arts of necromancy, ... (singular)
  745. {
  746. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  747. }
  748. iw.text.addReplacement(raisedStack);
  749. cb->showInfoDialog(&iw);
  750. }
  751. /*
  752. int3 CGHeroInstance::getSightCenter() const
  753. {
  754. return getPosition(false);
  755. }*/
  756. int CGHeroInstance::getSightRadius() const
  757. {
  758. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  759. }
  760. si32 CGHeroInstance::manaRegain() const
  761. {
  762. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  763. return manaLimit();
  764. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  765. }
  766. si32 CGHeroInstance::getManaNewTurn() const
  767. {
  768. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  769. {
  770. //if hero starts turn in town with mage guild - restore all mana
  771. return std::max(mana, manaLimit());
  772. }
  773. si32 res = mana + manaRegain();
  774. res = std::min(res, manaLimit());
  775. res = std::max(res, mana);
  776. res = std::max(res, 0);
  777. return res;
  778. }
  779. // /**
  780. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  781. // * or discards it if it cannot be equipped.
  782. // */
  783. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  784. // {
  785. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  786. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  787. // ai->putAt(this, ai->firstAvailableSlot(this));
  788. // }
  789. int CGHeroInstance::getBoatType() const
  790. {
  791. switch(type->heroClass->getAlignment())
  792. {
  793. case EAlignment::GOOD:
  794. return 1;
  795. case EAlignment::EVIL:
  796. return 0;
  797. case EAlignment::NEUTRAL:
  798. return 2;
  799. default:
  800. throw std::runtime_error("Wrong alignment!");
  801. }
  802. }
  803. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  804. {
  805. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  806. // Check issue 515 for details
  807. offsets =
  808. {
  809. int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
  810. };
  811. }
  812. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  813. {
  814. return sp->getCost(getSpellSchoolLevel(sp));
  815. }
  816. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  817. {
  818. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  819. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  820. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  821. }
  822. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  823. {
  824. return type->heroClass->getAlignment();
  825. }
  826. void CGHeroInstance::initExp(CRandomGenerator & rand)
  827. {
  828. exp = rand.nextInt(40, 89);
  829. }
  830. std::string CGHeroInstance::nodeName() const
  831. {
  832. return "Hero " + getNameTextID();
  833. }
  834. std::string CGHeroInstance::getNameTranslated() const
  835. {
  836. if (!nameCustom.empty())
  837. return nameCustom;
  838. return VLC->generaltexth->translate(getNameTextID());
  839. }
  840. std::string CGHeroInstance::getNameTextID() const
  841. {
  842. if (!nameCustom.empty())
  843. return nameCustom;
  844. if (type)
  845. return type->getNameTextID();
  846. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  847. // assert(0);
  848. return "";
  849. }
  850. std::string CGHeroInstance::getBiographyTranslated() const
  851. {
  852. if (!biographyCustom.empty())
  853. return biographyCustom;
  854. return VLC->generaltexth->translate(getBiographyTextID());
  855. }
  856. std::string CGHeroInstance::getBiographyTextID() const
  857. {
  858. if (!biographyCustom.empty())
  859. return biographyCustom;
  860. if (type)
  861. return type->getBiographyTextID();
  862. assert(0);
  863. return "";
  864. }
  865. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  866. {
  867. assert(!getArt(pos));
  868. art->putAt(ArtifactLocation(this, pos));
  869. }
  870. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  871. {
  872. putArtifact(art->firstBackpackSlot(this), art);
  873. }
  874. bool CGHeroInstance::hasSpellbook() const
  875. {
  876. return getArt(ArtifactPosition::SPELLBOOK);
  877. }
  878. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  879. {
  880. spells.insert(spell);
  881. }
  882. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  883. {
  884. spells.erase(spell);
  885. }
  886. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  887. {
  888. return vstd::contains(spells, spell);
  889. }
  890. void CGHeroInstance::removeSpellbook()
  891. {
  892. spells.clear();
  893. if(hasSpellbook())
  894. {
  895. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  896. }
  897. }
  898. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  899. {
  900. return spells;
  901. }
  902. int CGHeroInstance::maxSpellLevel() const
  903. {
  904. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  905. }
  906. void CGHeroInstance::deserializationFix()
  907. {
  908. artDeserializationFix(this);
  909. }
  910. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  911. {
  912. if(!visitedTown)
  913. return nullptr;
  914. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  915. : (CBonusSystemNode *)(visitedTown.get());
  916. }
  917. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  918. {
  919. if(visitedTown)
  920. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  921. return &CArmedInstance::whereShouldBeAttached(gs);
  922. }
  923. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  924. {
  925. if(visitedTown)
  926. {
  927. if(inTownGarrison)
  928. return *visitedTown;
  929. else
  930. return visitedTown->townAndVis;
  931. }
  932. else
  933. return CArmedInstance::whereShouldBeAttached(gs);
  934. }
  935. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  936. {
  937. int ret = 0; //take all MPs by default
  938. bool localTi = false;
  939. if(!ti)
  940. {
  941. localTi = true;
  942. ti = new TurnInfo(this);
  943. }
  944. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  945. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  946. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  947. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  948. if(localTi)
  949. delete ti;
  950. return ret;
  951. }
  952. EDiggingStatus CGHeroInstance::diggingStatus() const
  953. {
  954. if(static_cast<int>(movement) < maxMovePoints(true))
  955. return EDiggingStatus::LACK_OF_MOVEMENT;
  956. return cb->getTileDigStatus(visitablePos());
  957. }
  958. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  959. {
  960. return ArtBearer::HERO;
  961. }
  962. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  963. {
  964. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  965. if (!skillsInfo.wisdomCounter)
  966. {
  967. if (canLearnSkill(SecondarySkill::WISDOM))
  968. obligatorySkills.emplace_back(SecondarySkill::WISDOM);
  969. }
  970. if (!skillsInfo.magicSchoolCounter)
  971. {
  972. std::vector<SecondarySkill> ss =
  973. {
  974. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  975. };
  976. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  977. for(const auto & skill : ss)
  978. {
  979. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  980. {
  981. obligatorySkills.push_back(skill);
  982. break; //only one
  983. }
  984. }
  985. }
  986. std::vector<SecondarySkill> skills;
  987. //picking sec. skills for choice
  988. std::set<SecondarySkill> basicAndAdv;
  989. std::set<SecondarySkill> expert;
  990. std::set<SecondarySkill> none;
  991. for(int i = 0; i < VLC->skillh->size(); i++)
  992. if (canLearnSkill(SecondarySkill(i)))
  993. none.insert(SecondarySkill(i));
  994. for(const auto & elem : secSkills)
  995. {
  996. if(elem.second < SecSkillLevel::EXPERT)
  997. basicAndAdv.insert(elem.first);
  998. else
  999. expert.insert(elem.first);
  1000. none.erase(elem.first);
  1001. }
  1002. for(const auto & s : obligatorySkills) //don't duplicate them
  1003. {
  1004. none.erase (s);
  1005. basicAndAdv.erase (s);
  1006. expert.erase (s);
  1007. }
  1008. //first offered skill:
  1009. // 1) give obligatory skill
  1010. // 2) give any other new skill
  1011. // 3) upgrade existing
  1012. if(canLearnSkill() && !obligatorySkills.empty())
  1013. {
  1014. skills.push_back (obligatorySkills[0]);
  1015. }
  1016. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1017. {
  1018. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1019. none.erase(skills.back());
  1020. }
  1021. else if(!basicAndAdv.empty())
  1022. {
  1023. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1024. basicAndAdv.erase(skills.back());
  1025. }
  1026. //second offered skill:
  1027. //1) upgrade existing
  1028. //2) give obligatory skill
  1029. //3) give any other new skill
  1030. if(!basicAndAdv.empty())
  1031. {
  1032. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1033. skills.push_back(s);
  1034. basicAndAdv.erase(s);
  1035. }
  1036. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1037. {
  1038. skills.push_back (obligatorySkills[1]);
  1039. }
  1040. else if(!none.empty() && canLearnSkill())
  1041. {
  1042. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1043. none.erase(skills.back());
  1044. }
  1045. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1046. std::swap(skills[0], skills[1]);
  1047. return skills;
  1048. }
  1049. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1050. {
  1051. assert(gainsLevel());
  1052. int randomValue = rand.nextInt(99);
  1053. int pom = 0;
  1054. int primarySkill = 0;
  1055. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1056. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1057. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1058. {
  1059. pom += skillChances[primarySkill];
  1060. if(randomValue < pom)
  1061. {
  1062. break;
  1063. }
  1064. }
  1065. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1066. {
  1067. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1068. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1069. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1070. }
  1071. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1072. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1073. }
  1074. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1075. {
  1076. assert(gainsLevel());
  1077. boost::optional<SecondarySkill> chosenSecondarySkill;
  1078. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1079. if(!proposedSecondarySkills.empty())
  1080. {
  1081. std::vector<SecondarySkill> learnedSecondarySkills;
  1082. for(const auto & secondarySkill : proposedSecondarySkills)
  1083. {
  1084. if(getSecSkillLevel(secondarySkill) > 0)
  1085. {
  1086. learnedSecondarySkills.push_back(secondarySkill);
  1087. }
  1088. }
  1089. if(learnedSecondarySkills.empty())
  1090. {
  1091. // there are only new skills to learn, so choose anyone of them
  1092. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1093. }
  1094. else
  1095. {
  1096. // preferably upgrade a already learned secondary skill
  1097. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1098. }
  1099. }
  1100. return chosenSecondarySkill;
  1101. }
  1102. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1103. {
  1104. if(primarySkill < PrimarySkill::EXPERIENCE)
  1105. {
  1106. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1107. .And(Selector::subtype()(primarySkill))
  1108. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1109. assert(skill);
  1110. if(abs)
  1111. {
  1112. skill->val = static_cast<si32>(value);
  1113. }
  1114. else
  1115. {
  1116. skill->val += static_cast<si32>(value);
  1117. }
  1118. CBonusSystemNode::treeHasChanged();
  1119. }
  1120. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1121. {
  1122. if(abs)
  1123. {
  1124. exp = value;
  1125. }
  1126. else
  1127. {
  1128. exp += value;
  1129. }
  1130. }
  1131. }
  1132. bool CGHeroInstance::gainsLevel() const
  1133. {
  1134. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1135. }
  1136. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1137. {
  1138. ++level;
  1139. //deterministic secondary skills
  1140. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1141. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1142. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1143. {
  1144. skillsInfo.resetWisdomCounter();
  1145. }
  1146. SecondarySkill spellSchools[] = {
  1147. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1148. for(const auto & skill : spellSchools)
  1149. {
  1150. if(vstd::contains(skills, skill))
  1151. {
  1152. skillsInfo.resetMagicSchoolCounter();
  1153. break;
  1154. }
  1155. }
  1156. //update specialty and other bonuses that scale with level
  1157. treeHasChanged();
  1158. }
  1159. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1160. {
  1161. while(gainsLevel())
  1162. {
  1163. const auto primarySkill = nextPrimarySkill(rand);
  1164. setPrimarySkill(primarySkill, 1, false);
  1165. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1166. const auto secondarySkill = nextSecondarySkill(rand);
  1167. if(secondarySkill)
  1168. {
  1169. setSecSkillLevel(*secondarySkill, 1, false);
  1170. }
  1171. //TODO why has the secondary skills to be passed to the method?
  1172. levelUp(proposedSecondarySkills);
  1173. }
  1174. }
  1175. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1176. {
  1177. //VISIONS spell support
  1178. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1179. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1180. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1181. if (visionsMultiplier > 0)
  1182. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1183. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1184. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1185. return (distance < visionsRange) && (target->pos.z == pos.z);
  1186. }
  1187. std::string CGHeroInstance::getHeroTypeName() const
  1188. {
  1189. if(ID == Obj::HERO || ID == Obj::PRISON)
  1190. {
  1191. if(type)
  1192. {
  1193. return type->getJsonKey();
  1194. }
  1195. else
  1196. {
  1197. return VLC->heroh->objects[subID]->getJsonKey();
  1198. }
  1199. }
  1200. return "";
  1201. }
  1202. void CGHeroInstance::afterAddToMap(CMap * map)
  1203. {
  1204. if(ID == Obj::HERO)
  1205. map->heroesOnMap.emplace_back(this);
  1206. }
  1207. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1208. {
  1209. if (ID == Obj::HERO)
  1210. vstd::erase_if_present(map->heroesOnMap, this);
  1211. }
  1212. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1213. {
  1214. if(ID == Obj::HERO || ID == Obj::PRISON)
  1215. {
  1216. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1217. if(rawId)
  1218. subID = rawId.get();
  1219. else
  1220. {
  1221. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1222. }
  1223. }
  1224. }
  1225. void CGHeroInstance::updateFrom(const JsonNode & data)
  1226. {
  1227. CGObjectInstance::updateFrom(data);
  1228. }
  1229. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1230. {
  1231. handler.serializeString("biography", biographyCustom);
  1232. handler.serializeInt("experience", exp, 0);
  1233. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1234. {
  1235. while (gainsLevel())
  1236. {
  1237. ++level;
  1238. }
  1239. }
  1240. handler.serializeString("name", nameCustom);
  1241. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1242. {
  1243. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1244. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1245. if(handler.saving)
  1246. {
  1247. if(portrait >= 0)
  1248. {
  1249. if(portrait < legacyHeroes || portrait >= moddedStart)
  1250. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1251. else
  1252. handler.serializeInt("portrait", portrait, -1);
  1253. }
  1254. }
  1255. else
  1256. {
  1257. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1258. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1259. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1260. else
  1261. handler.serializeInt("portrait", portrait, -1);
  1262. }
  1263. }
  1264. //primary skills
  1265. if(handler.saving)
  1266. {
  1267. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1268. if(haveSkills)
  1269. {
  1270. auto primarySkills = handler.enterStruct("primarySkills");
  1271. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1272. {
  1273. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1274. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1275. }
  1276. }
  1277. }
  1278. else
  1279. {
  1280. auto primarySkills = handler.enterStruct("primarySkills");
  1281. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1282. {
  1283. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1284. {
  1285. int value = 0;
  1286. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1287. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1288. }
  1289. }
  1290. }
  1291. //secondary skills
  1292. if(handler.saving)
  1293. {
  1294. //does hero have default skills?
  1295. bool defaultSkills = false;
  1296. bool normalSkills = false;
  1297. for(const auto & p : secSkills)
  1298. {
  1299. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1300. defaultSkills = true;
  1301. else
  1302. normalSkills = true;
  1303. }
  1304. if(defaultSkills && normalSkills)
  1305. logGlobal->error("Mixed default and normal secondary skills");
  1306. //in json default skills means no field/null
  1307. if(!defaultSkills)
  1308. {
  1309. //enter structure here as handler initialize it
  1310. auto secondarySkills = handler.enterStruct("secondarySkills");
  1311. for(auto & p : secSkills)
  1312. {
  1313. const si32 rawId = p.first.num;
  1314. if(rawId < 0 || rawId >= VLC->skillh->size())
  1315. logGlobal->error("Invalid secondary skill %d", rawId);
  1316. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1317. }
  1318. }
  1319. }
  1320. else
  1321. {
  1322. auto secondarySkills = handler.enterStruct("secondarySkills");
  1323. const JsonNode & skillMap = handler.getCurrent();
  1324. secSkills.clear();
  1325. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1326. {
  1327. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1328. }
  1329. else
  1330. {
  1331. for(const auto & p : skillMap.Struct())
  1332. {
  1333. const std::string skillId = p.first;
  1334. const std::string levelId = p.second.String();
  1335. const int rawId = CSkillHandler::decodeSkill(skillId);
  1336. if(rawId < 0)
  1337. {
  1338. logGlobal->error("Invalid secondary skill %s", skillId);
  1339. continue;
  1340. }
  1341. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1342. if(level < 0)
  1343. {
  1344. logGlobal->error("Invalid secondary skill level%s", levelId);
  1345. continue;
  1346. }
  1347. secSkills.emplace_back(SecondarySkill(rawId), level);
  1348. }
  1349. }
  1350. }
  1351. handler.serializeIdArray("spellBook", spells);
  1352. if(handler.saving)
  1353. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1354. }
  1355. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1356. {
  1357. serializeCommonOptions(handler);
  1358. serializeJsonOwner(handler);
  1359. if(ID == Obj::HERO || ID == Obj::PRISON)
  1360. {
  1361. std::string typeName;
  1362. if(handler.saving)
  1363. typeName = getHeroTypeName();
  1364. handler.serializeString("type", typeName);
  1365. if(!handler.saving)
  1366. setHeroTypeName(typeName);
  1367. }
  1368. CCreatureSet::serializeJson(handler, "army", 7);
  1369. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1370. {
  1371. static constexpr int NO_PATROLING = -1;
  1372. int rawPatrolRadius = NO_PATROLING;
  1373. if(handler.saving)
  1374. {
  1375. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1376. }
  1377. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1378. if(!handler.saving)
  1379. {
  1380. if(!appearance)
  1381. {
  1382. // crossoverDeserialize
  1383. type = VLC->heroh->objects[subID];
  1384. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1385. }
  1386. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1387. patrol.initialPos = visitablePos();
  1388. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1389. }
  1390. }
  1391. }
  1392. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1393. {
  1394. serializeCommonOptions(handler);
  1395. }
  1396. bool CGHeroInstance::isMissionCritical() const
  1397. {
  1398. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1399. {
  1400. if(event.trigger.test([&](const EventCondition & condition)
  1401. {
  1402. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1403. {
  1404. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1405. return (hero != this);
  1406. }
  1407. else if(condition.condition == EventCondition::IS_HUMAN)
  1408. {
  1409. return true;
  1410. }
  1411. return false;
  1412. }))
  1413. {
  1414. return true;
  1415. }
  1416. }
  1417. return false;
  1418. }
  1419. VCMI_LIB_NAMESPACE_END