CGHeroInstance.cpp 45 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637
  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 "../CModHandler.h"
  19. #include "../CSoundBase.h"
  20. #include "../spells/CSpellHandler.h"
  21. #include "../CSkillHandler.h"
  22. #include "CObjectClassesHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../CGameState.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../CTownHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "CGTownInstance.h"
  29. #include "../serializer/JsonSerializeFormat.h"
  30. #include "../StringConstants.h"
  31. #include "../battle/Unit.h"
  32. VCMI_LIB_NAMESPACE_BEGIN
  33. ///helpers
  34. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  35. {
  36. InfoWindow iw;
  37. iw.soundID = soundID;
  38. iw.player = playerID;
  39. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  40. IObjectInterface::cb->sendAndApply(&iw);
  41. }
  42. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  43. {
  44. const PlayerColor playerID = h->getOwner();
  45. showInfoDialog(playerID,txtID,soundID);
  46. }
  47. static int lowestSpeed(const CGHeroInstance * chi)
  48. {
  49. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  50. static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
  51. if(!chi->stacksCount())
  52. {
  53. if(chi->commander && chi->commander->alive)
  54. {
  55. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  56. }
  57. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  58. return 20;
  59. }
  60. auto i = chi->Slots().begin();
  61. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  62. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  63. for(; i != chi->Slots().end(); i++)
  64. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  65. return ret;
  66. }
  67. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  68. {
  69. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  70. //if there is road both on dest and src tiles - use road movement cost
  71. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  72. {
  73. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  74. }
  75. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  76. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  77. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getId().getNum())) //no special movement bonus
  78. {
  79. ret = VLC->heroh->terrCosts[from.terType->getId()];
  80. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  81. if(ret < GameConstants::BASE_MOVEMENT_COST)
  82. ret = GameConstants::BASE_MOVEMENT_COST;
  83. }
  84. return (ui32)ret;
  85. }
  86. TerrainId CGHeroInstance::getNativeTerrain() const
  87. {
  88. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  89. // This is clearly bug in H3 however intended behaviour is not clear.
  90. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  91. // will always have best penalty without any influence from player-defined stacks order
  92. // TODO: What should we do if all hero stacks are neutral creatures?
  93. TerrainId nativeTerrain = ETerrainId::BORDER;
  94. for(auto stack : stacks)
  95. {
  96. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  97. if(stackNativeTerrain == ETerrainId::BORDER) //where does this value come from?
  98. continue;
  99. if(nativeTerrain == ETerrainId::BORDER)
  100. nativeTerrain = stackNativeTerrain;
  101. else if(nativeTerrain != stackNativeTerrain)
  102. return ETerrainId::BORDER;
  103. }
  104. return nativeTerrain;
  105. }
  106. BattleField CGHeroInstance::getBattlefield() const
  107. {
  108. return BattleField::NONE;
  109. }
  110. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  111. {
  112. for(auto & elem : secSkills)
  113. if(elem.first == skill)
  114. return elem.second;
  115. return 0;
  116. }
  117. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  118. {
  119. if(getSecSkillLevel(which) == 0)
  120. {
  121. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  122. updateSkillBonus(which, val);
  123. }
  124. else
  125. {
  126. for (auto & elem : secSkills)
  127. {
  128. if(elem.first == which)
  129. {
  130. if(abs)
  131. elem.second = val;
  132. else
  133. elem.second += val;
  134. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  135. {
  136. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  137. elem.second = 3;
  138. }
  139. updateSkillBonus(which, elem.second); //when we know final value
  140. }
  141. }
  142. }
  143. }
  144. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  145. {
  146. return position - getVisitableOffset();
  147. }
  148. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  149. {
  150. return position + getVisitableOffset();
  151. }
  152. bool CGHeroInstance::canLearnSkill() const
  153. {
  154. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  155. }
  156. bool CGHeroInstance::canLearnSkill(SecondarySkill which) const
  157. {
  158. if ( !canLearnSkill())
  159. return false;
  160. if (!cb->isAllowed(2, which))
  161. return false;
  162. if (getSecSkillLevel(which) > 0)
  163. return false;
  164. if (type->heroClass->secSkillProbability[which] == 0)
  165. return false;
  166. return true;
  167. }
  168. int CGHeroInstance::maxMovePoints(bool onLand) const
  169. {
  170. TurnInfo ti(this);
  171. return maxMovePointsCached(onLand, &ti);
  172. }
  173. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  174. {
  175. int base;
  176. if(onLand)
  177. {
  178. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  179. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  180. int armySpeed = lowestSpeed(this) * 20 / 3;
  181. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  182. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  183. }
  184. else
  185. {
  186. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  187. }
  188. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  189. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  190. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  191. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  192. return int(base * (1 + modifier)) + bonus;
  193. }
  194. CGHeroInstance::CGHeroInstance()
  195. : IBoatGenerator(this)
  196. {
  197. setNodeType(HERO);
  198. ID = Obj::HERO;
  199. tacticFormationEnabled = inTownGarrison = false;
  200. mana = UNINITIALIZED_MANA;
  201. movement = UNINITIALIZED_MOVEMENT;
  202. portrait = UNINITIALIZED_PORTRAIT;
  203. isStanding = true;
  204. moveDir = 4;
  205. level = 1;
  206. exp = 0xffffffff;
  207. visitedTown = nullptr;
  208. type = nullptr;
  209. boat = nullptr;
  210. commander = nullptr;
  211. sex = 0xff;
  212. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  213. }
  214. PlayerColor CGHeroInstance::getOwner() const
  215. {
  216. return tempOwner;
  217. }
  218. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  219. {
  220. subID = SUBID.getNum();
  221. initHero(rand);
  222. }
  223. void CGHeroInstance::setType(si32 ID, si32 subID)
  224. {
  225. assert(ID == Obj::HERO); // just in case
  226. type = VLC->heroh->objects[subID];
  227. portrait = type->imageIndex;
  228. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  229. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  230. randomizeArmy(type->heroClass->faction);
  231. }
  232. void CGHeroInstance::initHero(CRandomGenerator & rand)
  233. {
  234. assert(validTypes(true));
  235. if(!type)
  236. type = VLC->heroh->objects[subID];
  237. if (ID == Obj::HERO)
  238. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  239. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  240. {
  241. for(auto spellID : type->spells)
  242. spells.insert(spellID);
  243. }
  244. else //remove placeholder
  245. spells -= SpellID::PRESET;
  246. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  247. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  248. if(!getArt(ArtifactPosition::MACH4))
  249. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  250. if(portrait < 0 || portrait == 255)
  251. portrait = type->imageIndex;
  252. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  253. {
  254. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  255. {
  256. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  257. }
  258. }
  259. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  260. secSkills = type->secSkillsInit;
  261. if (!name.length())
  262. name = type->name;
  263. if (sex == 0xFF)//sex is default
  264. sex = type->sex;
  265. setFormation(false);
  266. if (!stacksCount()) //standard army//initial army
  267. {
  268. initArmy(rand);
  269. }
  270. assert(validTypes());
  271. if (patrol.patrolling)
  272. patrol.initialPos = visitablePos();
  273. if(exp == 0xffffffff)
  274. {
  275. initExp(rand);
  276. }
  277. else
  278. {
  279. levelUpAutomatically(rand);
  280. }
  281. if (VLC->modh->modules.COMMANDERS && !commander)
  282. {
  283. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  284. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  285. commander->giveStackExp (exp); //after our exp is set
  286. }
  287. if (mana < 0)
  288. mana = manaLimit();
  289. }
  290. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  291. {
  292. if(!dst)
  293. dst = this;
  294. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  295. int pom = rand.nextInt(99);
  296. int warMachinesGiven = 0;
  297. if(pom < 9)
  298. howManyStacks = 1;
  299. else if(pom < 79)
  300. howManyStacks = 2;
  301. else
  302. howManyStacks = 3;
  303. vstd::amin(howManyStacks, type->initialArmy.size());
  304. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  305. {
  306. auto & stack = type->initialArmy[stackNo];
  307. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  308. const CCreature * creature = stack.creature.toCreature();
  309. if(creature == nullptr)
  310. {
  311. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  312. continue;
  313. }
  314. if(creature->warMachine != ArtifactID::NONE) //war machine
  315. {
  316. warMachinesGiven++;
  317. if(dst != this)
  318. continue;
  319. ArtifactID aid = creature->warMachine;
  320. const CArtifact * art = aid.toArtifact();
  321. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  322. {
  323. //TODO: should we try another possible slots?
  324. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  325. if(!getArt(slot))
  326. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  327. else
  328. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  329. }
  330. else
  331. {
  332. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  333. }
  334. }
  335. else
  336. {
  337. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  338. }
  339. }
  340. }
  341. CGHeroInstance::~CGHeroInstance()
  342. {
  343. commander.dellNull();
  344. }
  345. bool CGHeroInstance::needsLastStack() const
  346. {
  347. return true;
  348. }
  349. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  350. {
  351. if(h == this) return; //exclude potential self-visiting
  352. if (ID == Obj::HERO)
  353. {
  354. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  355. {
  356. //exchange
  357. cb->heroExchange(h->id, id);
  358. }
  359. else //battle
  360. {
  361. if(visitedTown) //we're in town
  362. visitedTown->onHeroVisit(h); //town will handle attacking
  363. else
  364. cb->startBattleI(h, this);
  365. }
  366. }
  367. else if(ID == Obj::PRISON)
  368. {
  369. int txt_id;
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  371. {
  372. //update hero parameters
  373. SetMovePoints smp;
  374. smp.hid = id;
  375. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  376. cb->setMovePoints (&smp);
  377. cb->setManaPoints (id, manaLimit());
  378. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  379. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  380. txt_id = 102;
  381. }
  382. else //already 8 wandering heroes
  383. {
  384. txt_id = 103;
  385. }
  386. showInfoDialog(h,txt_id);
  387. }
  388. }
  389. std::string CGHeroInstance::getObjectName() const
  390. {
  391. if(ID != Obj::PRISON)
  392. {
  393. std::string hoverName = VLC->generaltexth->allTexts[15];
  394. boost::algorithm::replace_first(hoverName,"%s",name);
  395. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  396. return hoverName;
  397. }
  398. else
  399. return CGObjectInstance::getObjectName();
  400. }
  401. const std::string & CGHeroInstance::getBiography() const
  402. {
  403. if (biography.length())
  404. return biography;
  405. return type->biography;
  406. }
  407. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  408. {
  409. return type->heroClass->isMagicHero() ? 3 : 4;
  410. }
  411. ui8 CGHeroInstance::maxlevelsToWisdom() const
  412. {
  413. return type->heroClass->isMagicHero() ? 3 : 6;
  414. }
  415. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  416. {
  417. rand.setSeed(0);
  418. magicSchoolCounter = 1;
  419. wisdomCounter = 1;
  420. }
  421. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  422. {
  423. magicSchoolCounter = 1;
  424. }
  425. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  426. {
  427. wisdomCounter = 1;
  428. }
  429. void CGHeroInstance::initObj(CRandomGenerator & rand)
  430. {
  431. blockVisit = true;
  432. if(!type)
  433. initHero(rand); //TODO: set up everything for prison before specialties are configured
  434. skillsInfo.rand.setSeed(rand.nextInt());
  435. skillsInfo.resetMagicSchoolCounter();
  436. skillsInfo.resetWisdomCounter();
  437. if (ID != Obj::PRISON)
  438. {
  439. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  440. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  441. if (customApp)
  442. appearance = customApp;
  443. }
  444. //copy active (probably growing) bonuses from hero prototype to hero object
  445. for(std::shared_ptr<Bonus> b : type->specialty)
  446. addNewBonus(b);
  447. //dito for old-style bonuses -> compatibility for old savegames
  448. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  449. for(std::shared_ptr<Bonus> b : sb.bonuses)
  450. addNewBonus(b);
  451. for(SSpecialtyInfo & spec : type->specDeprecated)
  452. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  453. addNewBonus(b);
  454. //initialize bonuses
  455. recreateSecondarySkillsBonuses();
  456. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  457. type->name = name;
  458. }
  459. void CGHeroInstance::recreateSecondarySkillsBonuses()
  460. {
  461. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  462. for(auto bonus : *secondarySkillsBonuses)
  463. removeBonus(bonus);
  464. for(auto skill_info : secSkills)
  465. if(skill_info.second > 0)
  466. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  467. }
  468. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  469. {
  470. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  471. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  472. for (auto b : skillBonus)
  473. addNewBonus(std::make_shared<Bonus>(*b));
  474. }
  475. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  476. {
  477. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  478. setStackCount(SlotID(0), val);
  479. }
  480. double CGHeroInstance::getFightingStrength() const
  481. {
  482. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  483. }
  484. double CGHeroInstance::getMagicStrength() const
  485. {
  486. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  487. }
  488. double CGHeroInstance::getHeroStrength() const
  489. {
  490. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  491. }
  492. ui64 CGHeroInstance::getTotalStrength() const
  493. {
  494. double ret = getFightingStrength() * getArmyStrength();
  495. return (ui64) ret;
  496. }
  497. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  498. {
  499. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  500. }
  501. int32_t CGHeroInstance::getCasterUnitId() const
  502. {
  503. return -1; //TODO: special value for attacker/defender hero
  504. }
  505. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  506. {
  507. int32_t skill = -1; //skill level
  508. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  509. {
  510. int32_t thisSchool = std::max<int32_t>(
  511. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  512. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  513. if(thisSchool > skill)
  514. {
  515. skill = thisSchool;
  516. if(outSelectedSchool)
  517. *outSelectedSchool = (ui8)cnf.id;
  518. }
  519. });
  520. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  521. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  522. vstd::amax(skill, 0); //in case we don't know any school
  523. vstd::amin(skill, 3);
  524. return skill;
  525. }
  526. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  527. {
  528. //applying sorcery secondary skill
  529. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  530. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  531. int maxSchoolBonus = 0;
  532. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  533. {
  534. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  535. });
  536. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  537. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  538. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  539. return base;
  540. }
  541. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  542. {
  543. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  544. return base;
  545. }
  546. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  547. {
  548. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  549. return 3;//todo: recheck specialty from where this bonus is. possible bug
  550. else
  551. return getSpellSchoolLevel(spell);
  552. }
  553. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  554. {
  555. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  556. }
  557. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  558. {
  559. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  560. }
  561. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  562. {
  563. return 0;
  564. }
  565. PlayerColor CGHeroInstance::getCasterOwner() const
  566. {
  567. return tempOwner;
  568. }
  569. void CGHeroInstance::getCasterName(MetaString & text) const
  570. {
  571. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  572. text.addReplacement(name);
  573. }
  574. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  575. {
  576. const bool singleTarget = attacked.size() == 1;
  577. const int textIndex = singleTarget ? 195 : 196;
  578. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  579. getCasterName(text);
  580. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  581. if(singleTarget)
  582. attacked.at(0)->addNameReplacement(text, true);
  583. }
  584. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  585. {
  586. if(spellCost != 0)
  587. {
  588. SetMana sm;
  589. sm.absolute = false;
  590. sm.hid = id;
  591. sm.val = -spellCost;
  592. server->apply(&sm);
  593. }
  594. }
  595. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  596. {
  597. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  598. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  599. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  600. bool schoolBonus = false;
  601. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  602. {
  603. if(hasBonusOfType(cnf.knoledgeBonus))
  604. {
  605. schoolBonus = stop = true;
  606. }
  607. });
  608. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  609. if(spell->isSpecial())
  610. {
  611. if(inSpellBook)
  612. {//hero has this spell in spellbook
  613. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  614. }
  615. return specificBonus;
  616. }
  617. else if(!isAllowed)
  618. {
  619. if(inSpellBook)
  620. {
  621. //hero has this spell in spellbook
  622. //it is normal if set in map editor, but trace it to possible debug of magic guild
  623. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  624. }
  625. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  626. }
  627. else
  628. {
  629. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  630. }
  631. }
  632. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  633. {
  634. if(!hasSpellbook())
  635. return false;
  636. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  637. return false;
  638. if(vstd::contains(spells, spell->getId()))//already known
  639. return false;
  640. if(spell->isSpecial())
  641. {
  642. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  643. return false;//special spells can not be learned
  644. }
  645. if(spell->isCreatureAbility())
  646. {
  647. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  648. return false;//creature abilities can not be learned
  649. }
  650. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  651. {
  652. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  653. return false;//banned spells should not be learned
  654. }
  655. return true;
  656. }
  657. /**
  658. * Calculates what creatures and how many to be raised from a battle.
  659. * @param battleResult The results of the battle.
  660. * @return Returns a pair with the first value indicating the ID of the creature
  661. * type and second value the amount. Both values are returned as -1 if necromancy
  662. * could not be applied.
  663. */
  664. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  665. {
  666. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  667. // need skill or cloak of undead king - lesser artifacts don't work without skill
  668. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  669. {
  670. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  671. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  672. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  673. // figure out what to raise - pick strongest creature meeting requirements
  674. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  675. int requiredCasualtyLevel = 1;
  676. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  677. if(!improvedNecromancy->empty())
  678. {
  679. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  680. {
  681. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  682. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  683. };
  684. int maxCasualtyLevel = 1;
  685. for(auto & casualty : casualties)
  686. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  687. // pick best bonus available
  688. std::shared_ptr<Bonus> topPick;
  689. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  690. {
  691. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  692. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  693. continue;
  694. if(!topPick)
  695. {
  696. topPick = newPick;
  697. }
  698. else
  699. {
  700. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>
  701. {
  702. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  703. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  704. };
  705. if(quality(topPick) < quality(newPick))
  706. topPick = newPick;
  707. }
  708. }
  709. if(topPick)
  710. {
  711. creatureTypeRaised = getCreatureID(topPick);
  712. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  713. }
  714. }
  715. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  716. if(getSlotFor(creatureTypeRaised) == SlotID())
  717. {
  718. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  719. {
  720. if(getSlotFor(upgraded) != SlotID())
  721. {
  722. creatureTypeRaised = upgraded;
  723. necromancySkill *= 2/3.0;
  724. break;
  725. }
  726. }
  727. }
  728. // calculate number of creatures raised - low level units contribute at 50% rate
  729. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  730. double raisedUnits = 0;
  731. for(auto & casualty : casualties)
  732. {
  733. const CCreature * c = VLC->creh->objects[casualty.first];
  734. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  735. if(c->level < requiredCasualtyLevel)
  736. raisedFromCasualty *= 0.5;
  737. raisedUnits += raisedFromCasualty;
  738. }
  739. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  740. }
  741. return CStackBasicDescriptor();
  742. }
  743. /**
  744. * Show the necromancy dialog with information about units raised.
  745. * @param raisedStack Pair where the first element represents ID of the raised creature
  746. * and the second element the amount.
  747. */
  748. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  749. {
  750. InfoWindow iw;
  751. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  752. iw.player = tempOwner;
  753. iw.components.push_back(Component(raisedStack));
  754. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  755. {
  756. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  757. iw.text.addReplacement(raisedStack.count);
  758. }
  759. else // Practicing the dark arts of necromancy, ... (singular)
  760. {
  761. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  762. }
  763. iw.text.addReplacement(raisedStack);
  764. cb->showInfoDialog(&iw);
  765. }
  766. /*
  767. int3 CGHeroInstance::getSightCenter() const
  768. {
  769. return getPosition(false);
  770. }*/
  771. int CGHeroInstance::getSightRadius() const
  772. {
  773. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  774. }
  775. si32 CGHeroInstance::manaRegain() const
  776. {
  777. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  778. return manaLimit();
  779. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  780. }
  781. si32 CGHeroInstance::getManaNewTurn() const
  782. {
  783. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  784. {
  785. //if hero starts turn in town with mage guild - restore all mana
  786. return std::max(mana, manaLimit());
  787. }
  788. si32 res = mana + manaRegain();
  789. res = std::min(res, manaLimit());
  790. res = std::max(res, mana);
  791. res = std::max(res, 0);
  792. return res;
  793. }
  794. // /**
  795. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  796. // * or discards it if it cannot be equipped.
  797. // */
  798. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  799. // {
  800. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  801. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  802. // ai->putAt(this, ai->firstAvailableSlot(this));
  803. // }
  804. int CGHeroInstance::getBoatType() const
  805. {
  806. switch(type->heroClass->getAlignment())
  807. {
  808. case EAlignment::GOOD:
  809. return 1;
  810. case EAlignment::EVIL:
  811. return 0;
  812. case EAlignment::NEUTRAL:
  813. return 2;
  814. default:
  815. throw std::runtime_error("Wrong alignment!");
  816. }
  817. }
  818. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  819. {
  820. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  821. // Check issue 515 for details
  822. offsets =
  823. {
  824. 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)
  825. };
  826. }
  827. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  828. {
  829. return sp->getCost(getSpellSchoolLevel(sp));
  830. }
  831. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  832. {
  833. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  834. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  835. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  836. }
  837. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  838. {
  839. return type->heroClass->getAlignment();
  840. }
  841. void CGHeroInstance::initExp(CRandomGenerator & rand)
  842. {
  843. exp = rand.nextInt(40, 89);
  844. }
  845. std::string CGHeroInstance::nodeName() const
  846. {
  847. return "Hero " + name;
  848. }
  849. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  850. {
  851. assert(!getArt(pos));
  852. art->putAt(ArtifactLocation(this, pos));
  853. }
  854. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  855. {
  856. putArtifact(art->firstBackpackSlot(this), art);
  857. }
  858. bool CGHeroInstance::hasSpellbook() const
  859. {
  860. return getArt(ArtifactPosition::SPELLBOOK);
  861. }
  862. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  863. {
  864. spells.insert(spell);
  865. }
  866. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  867. {
  868. spells.erase(spell);
  869. }
  870. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  871. {
  872. return vstd::contains(spells, spell);
  873. }
  874. void CGHeroInstance::removeSpellbook()
  875. {
  876. spells.clear();
  877. if(hasSpellbook())
  878. {
  879. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  880. }
  881. }
  882. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  883. {
  884. return spells;
  885. }
  886. int CGHeroInstance::maxSpellLevel() const
  887. {
  888. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  889. }
  890. void CGHeroInstance::deserializationFix()
  891. {
  892. artDeserializationFix(this);
  893. }
  894. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  895. {
  896. if(!visitedTown)
  897. return nullptr;
  898. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  899. : (CBonusSystemNode *)(visitedTown.get());
  900. }
  901. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  902. {
  903. if(visitedTown)
  904. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  905. return &CArmedInstance::whereShouldBeAttached(gs);
  906. }
  907. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  908. {
  909. if(visitedTown)
  910. {
  911. if(inTownGarrison)
  912. return *visitedTown;
  913. else
  914. return visitedTown->townAndVis;
  915. }
  916. else
  917. return CArmedInstance::whereShouldBeAttached(gs);
  918. }
  919. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  920. {
  921. int ret = 0; //take all MPs by default
  922. bool localTi = false;
  923. if(!ti)
  924. {
  925. localTi = true;
  926. ti = new TurnInfo(this);
  927. }
  928. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  929. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  930. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  931. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  932. if(localTi)
  933. delete ti;
  934. return ret;
  935. }
  936. EDiggingStatus CGHeroInstance::diggingStatus() const
  937. {
  938. if((int)movement < maxMovePoints(true))
  939. return EDiggingStatus::LACK_OF_MOVEMENT;
  940. return cb->getTile(visitablePos())->getDiggingStatus();
  941. }
  942. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  943. {
  944. return ArtBearer::HERO;
  945. }
  946. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  947. {
  948. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  949. if (!skillsInfo.wisdomCounter)
  950. {
  951. if (canLearnSkill(SecondarySkill::WISDOM))
  952. obligatorySkills.push_back(SecondarySkill::WISDOM);
  953. }
  954. if (!skillsInfo.magicSchoolCounter)
  955. {
  956. std::vector<SecondarySkill> ss =
  957. {
  958. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  959. };
  960. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  961. for (auto skill : ss)
  962. {
  963. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  964. {
  965. obligatorySkills.push_back(skill);
  966. break; //only one
  967. }
  968. }
  969. }
  970. std::vector<SecondarySkill> skills;
  971. //picking sec. skills for choice
  972. std::set<SecondarySkill> basicAndAdv, expert, none;
  973. for(int i = 0; i < VLC->skillh->size(); i++)
  974. if (canLearnSkill(SecondarySkill(i)))
  975. none.insert(SecondarySkill(i));
  976. for(auto & elem : secSkills)
  977. {
  978. if(elem.second < SecSkillLevel::EXPERT)
  979. basicAndAdv.insert(elem.first);
  980. else
  981. expert.insert(elem.first);
  982. none.erase(elem.first);
  983. }
  984. for (auto s : obligatorySkills) //don't duplicate them
  985. {
  986. none.erase (s);
  987. basicAndAdv.erase (s);
  988. expert.erase (s);
  989. }
  990. //first offered skill:
  991. // 1) give obligatory skill
  992. // 2) give any other new skill
  993. // 3) upgrade existing
  994. if (canLearnSkill() && obligatorySkills.size() > 0)
  995. {
  996. skills.push_back (obligatorySkills[0]);
  997. }
  998. else if(none.size() && canLearnSkill()) //hero have free skill slot
  999. {
  1000. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1001. none.erase(skills.back());
  1002. }
  1003. else if(!basicAndAdv.empty())
  1004. {
  1005. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1006. basicAndAdv.erase(skills.back());
  1007. }
  1008. //second offered skill:
  1009. //1) upgrade existing
  1010. //2) give obligatory skill
  1011. //3) give any other new skill
  1012. if(!basicAndAdv.empty())
  1013. {
  1014. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1015. skills.push_back(s);
  1016. basicAndAdv.erase(s);
  1017. }
  1018. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1019. {
  1020. skills.push_back (obligatorySkills[1]);
  1021. }
  1022. else if(none.size() && canLearnSkill())
  1023. {
  1024. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1025. none.erase(skills.back());
  1026. }
  1027. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1028. std::swap(skills[0], skills[1]);
  1029. return skills;
  1030. }
  1031. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1032. {
  1033. assert(gainsLevel());
  1034. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1035. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1036. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1037. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1038. {
  1039. pom += skillChances[primarySkill];
  1040. if(randomValue < pom)
  1041. {
  1042. break;
  1043. }
  1044. }
  1045. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1046. {
  1047. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1048. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1049. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1050. }
  1051. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1052. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1053. }
  1054. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1055. {
  1056. assert(gainsLevel());
  1057. boost::optional<SecondarySkill> chosenSecondarySkill;
  1058. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1059. if(!proposedSecondarySkills.empty())
  1060. {
  1061. std::vector<SecondarySkill> learnedSecondarySkills;
  1062. for(auto secondarySkill : proposedSecondarySkills)
  1063. {
  1064. if(getSecSkillLevel(secondarySkill) > 0)
  1065. {
  1066. learnedSecondarySkills.push_back(secondarySkill);
  1067. }
  1068. }
  1069. if(learnedSecondarySkills.empty())
  1070. {
  1071. // there are only new skills to learn, so choose anyone of them
  1072. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1073. }
  1074. else
  1075. {
  1076. // preferably upgrade a already learned secondary skill
  1077. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1078. }
  1079. }
  1080. return chosenSecondarySkill;
  1081. }
  1082. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1083. {
  1084. if(primarySkill < PrimarySkill::EXPERIENCE)
  1085. {
  1086. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1087. .And(Selector::subtype()(primarySkill))
  1088. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1089. assert(skill);
  1090. if(abs)
  1091. {
  1092. skill->val = static_cast<si32>(value);
  1093. }
  1094. else
  1095. {
  1096. skill->val += static_cast<si32>(value);
  1097. }
  1098. CBonusSystemNode::treeHasChanged();
  1099. }
  1100. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1101. {
  1102. if(abs)
  1103. {
  1104. exp = value;
  1105. }
  1106. else
  1107. {
  1108. exp += value;
  1109. }
  1110. }
  1111. }
  1112. bool CGHeroInstance::gainsLevel() const
  1113. {
  1114. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1115. }
  1116. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1117. {
  1118. ++level;
  1119. //deterministic secondary skills
  1120. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1121. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1122. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1123. {
  1124. skillsInfo.resetWisdomCounter();
  1125. }
  1126. SecondarySkill spellSchools[] = {
  1127. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1128. for(auto skill : spellSchools)
  1129. {
  1130. if(vstd::contains(skills, skill))
  1131. {
  1132. skillsInfo.resetMagicSchoolCounter();
  1133. break;
  1134. }
  1135. }
  1136. //update specialty and other bonuses that scale with level
  1137. treeHasChanged();
  1138. }
  1139. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1140. {
  1141. while(gainsLevel())
  1142. {
  1143. const auto primarySkill = nextPrimarySkill(rand);
  1144. setPrimarySkill(primarySkill, 1, false);
  1145. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1146. const auto secondarySkill = nextSecondarySkill(rand);
  1147. if(secondarySkill)
  1148. {
  1149. setSecSkillLevel(*secondarySkill, 1, false);
  1150. }
  1151. //TODO why has the secondary skills to be passed to the method?
  1152. levelUp(proposedSecondarySkills);
  1153. }
  1154. }
  1155. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1156. {
  1157. //VISIONS spell support
  1158. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1159. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1160. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1161. if (visionsMultiplier > 0)
  1162. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1163. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1164. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1165. return (distance < visionsRange) && (target->pos.z == pos.z);
  1166. }
  1167. std::string CGHeroInstance::getHeroTypeName() const
  1168. {
  1169. if(ID == Obj::HERO || ID == Obj::PRISON)
  1170. {
  1171. if(type)
  1172. {
  1173. return type->identifier;
  1174. }
  1175. else
  1176. {
  1177. return VLC->heroh->objects[subID]->identifier;
  1178. }
  1179. }
  1180. return "";
  1181. }
  1182. void CGHeroInstance::afterAddToMap(CMap * map)
  1183. {
  1184. if(ID == Obj::HERO)
  1185. map->heroesOnMap.push_back(this);
  1186. }
  1187. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1188. {
  1189. if (ID == Obj::HERO)
  1190. vstd::erase_if_present(map->heroesOnMap, this);
  1191. }
  1192. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1193. {
  1194. if(ID == Obj::HERO || ID == Obj::PRISON)
  1195. {
  1196. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1197. if(rawId)
  1198. subID = rawId.get();
  1199. else
  1200. {
  1201. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1202. }
  1203. }
  1204. }
  1205. void CGHeroInstance::updateFrom(const JsonNode & data)
  1206. {
  1207. CGObjectInstance::updateFrom(data);
  1208. }
  1209. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1210. {
  1211. handler.serializeString("biography", biography);
  1212. handler.serializeInt("experience", exp, 0);
  1213. if(!handler.saving && exp != 0xffffffff) //do not gain levels if experience is not initialized
  1214. {
  1215. while (gainsLevel())
  1216. {
  1217. ++level;
  1218. }
  1219. }
  1220. handler.serializeString("name", name);
  1221. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1222. {
  1223. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1224. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1225. if(handler.saving)
  1226. {
  1227. if(portrait >= 0)
  1228. {
  1229. if(portrait < legacyHeroes || portrait >= moddedStart)
  1230. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1231. else
  1232. handler.serializeInt("portrait", portrait, -1);
  1233. }
  1234. }
  1235. else
  1236. {
  1237. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1238. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1239. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1240. else
  1241. handler.serializeInt("portrait", portrait, -1);
  1242. }
  1243. }
  1244. //primary skills
  1245. if(handler.saving)
  1246. {
  1247. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1248. if(haveSkills)
  1249. {
  1250. auto primarySkills = handler.enterStruct("primarySkills");
  1251. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1252. {
  1253. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1254. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1255. }
  1256. }
  1257. }
  1258. else
  1259. {
  1260. auto primarySkills = handler.enterStruct("primarySkills");
  1261. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1262. {
  1263. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1264. {
  1265. int value = 0;
  1266. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1267. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1268. }
  1269. }
  1270. }
  1271. //secondary skills
  1272. if(handler.saving)
  1273. {
  1274. //does hero have default skills?
  1275. bool defaultSkills = false;
  1276. bool normalSkills = false;
  1277. for(const auto & p : secSkills)
  1278. {
  1279. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1280. defaultSkills = true;
  1281. else
  1282. normalSkills = true;
  1283. }
  1284. if(defaultSkills && normalSkills)
  1285. logGlobal->error("Mixed default and normal secondary skills");
  1286. //in json default skills means no field/null
  1287. if(!defaultSkills)
  1288. {
  1289. //enter structure here as handler initialize it
  1290. auto secondarySkills = handler.enterStruct("secondarySkills");
  1291. for(auto & p : secSkills)
  1292. {
  1293. const si32 rawId = p.first.num;
  1294. if(rawId < 0 || rawId >= VLC->skillh->size())
  1295. logGlobal->error("Invalid secondary skill %d", rawId);
  1296. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1297. }
  1298. }
  1299. }
  1300. else
  1301. {
  1302. auto secondarySkills = handler.enterStruct("secondarySkills");
  1303. const JsonNode & skillMap = handler.getCurrent();
  1304. secSkills.clear();
  1305. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1306. {
  1307. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1308. }
  1309. else
  1310. {
  1311. for(const auto & p : skillMap.Struct())
  1312. {
  1313. const std::string skillId = p.first;
  1314. const std::string levelId = p.second.String();
  1315. const int rawId = CSkillHandler::decodeSkill(skillId);
  1316. if(rawId < 0)
  1317. {
  1318. logGlobal->error("Invalid secondary skill %s", skillId);
  1319. continue;
  1320. }
  1321. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1322. if(level < 0)
  1323. {
  1324. logGlobal->error("Invalid secondary skill level%s", levelId);
  1325. continue;
  1326. }
  1327. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1328. }
  1329. }
  1330. }
  1331. handler.serializeIdArray("spellBook", spells);
  1332. if(handler.saving)
  1333. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1334. }
  1335. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1336. {
  1337. serializeCommonOptions(handler);
  1338. serializeJsonOwner(handler);
  1339. if(ID == Obj::HERO || ID == Obj::PRISON)
  1340. {
  1341. std::string typeName;
  1342. if(handler.saving)
  1343. typeName = getHeroTypeName();
  1344. handler.serializeString("type", typeName);
  1345. if(!handler.saving)
  1346. setHeroTypeName(typeName);
  1347. }
  1348. CCreatureSet::serializeJson(handler, "army", 7);
  1349. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1350. {
  1351. static const int NO_PATROLING = -1;
  1352. int rawPatrolRadius = NO_PATROLING;
  1353. if(handler.saving)
  1354. {
  1355. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1356. }
  1357. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1358. if(!handler.saving)
  1359. {
  1360. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1361. patrol.initialPos = visitablePos();
  1362. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1363. }
  1364. }
  1365. }
  1366. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1367. {
  1368. serializeCommonOptions(handler);
  1369. }
  1370. bool CGHeroInstance::isMissionCritical() const
  1371. {
  1372. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1373. {
  1374. if(event.trigger.test([&](const EventCondition & condition)
  1375. {
  1376. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1377. {
  1378. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1379. return (hero != this);
  1380. }
  1381. else if(condition.condition == EventCondition::IS_HUMAN)
  1382. {
  1383. return true;
  1384. }
  1385. return false;
  1386. }))
  1387. {
  1388. return true;
  1389. }
  1390. }
  1391. return false;
  1392. }
  1393. VCMI_LIB_NAMESPACE_END