CGHeroInstance.cpp 46 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CModHandler.h"
  18. #include "../CSoundBase.h"
  19. #include "../spells/CSpellHandler.h"
  20. #include "../CSkillHandler.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../CGameState.h"
  24. #include "../CCreatureHandler.h"
  25. #include "../CTownHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "CGTownInstance.h"
  28. #include "../serializer/JsonSerializeFormat.h"
  29. #include "../StringConstants.h"
  30. #include "../battle/Unit.h"
  31. ///helpers
  32. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  33. {
  34. InfoWindow iw;
  35. iw.soundID = soundID;
  36. iw.player = playerID;
  37. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  38. IObjectInterface::cb->sendAndApply(&iw);
  39. }
  40. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  41. {
  42. const PlayerColor playerID = h->getOwner();
  43. showInfoDialog(playerID,txtID,soundID);
  44. }
  45. static int lowestSpeed(const CGHeroInstance * chi)
  46. {
  47. if(!chi->stacksCount())
  48. {
  49. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  50. return 20;
  51. }
  52. auto i = chi->Slots().begin();
  53. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  54. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  55. static const std::string keySTACKS_SPEED = "type_"+std::to_string((si32)Bonus::STACKS_SPEED);
  56. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  57. for(; i != chi->Slots().end(); i++)
  58. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  59. return ret;
  60. }
  61. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  62. {
  63. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  64. //if there is road both on dest and src tiles - use road movement cost
  65. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  66. {
  67. int road = std::min(dest.roadType,from.roadType); //used road ID
  68. switch(road)
  69. {
  70. case ERoadType::DIRT_ROAD:
  71. ret = 75;
  72. break;
  73. case ERoadType::GRAVEL_ROAD:
  74. ret = 65;
  75. break;
  76. case ERoadType::COBBLESTONE_ROAD:
  77. ret = 50;
  78. break;
  79. default:
  80. logGlobal->error("Unknown road type: %d", road);
  81. break;
  82. }
  83. }
  84. else if(ti->nativeTerrain != from.terType //the terrain is not native
  85. && ti->nativeTerrain != ETerrainType::ANY_TERRAIN //no special creature bonus
  86. && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType) //no special movement bonus
  87. )
  88. {
  89. static const CSelector selectorPATHFINDING = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  90. static const std::string keyPATHFINDING = "type_"+std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY)+"s_"+std::to_string((si32)SecondarySkill::PATHFINDING);
  91. ret = VLC->heroh->terrCosts[from.terType];
  92. ret -= valOfBonuses(selectorPATHFINDING, keyPATHFINDING);
  93. if(ret < GameConstants::BASE_MOVEMENT_COST)
  94. ret = GameConstants::BASE_MOVEMENT_COST;
  95. }
  96. return (ui32)ret;
  97. }
  98. ETerrainType::EETerrainType CGHeroInstance::getNativeTerrain() const
  99. {
  100. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  101. // This is clearly bug in H3 however intended behaviour is not clear.
  102. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  103. // will always have best penalty without any influence from player-defined stacks order
  104. // TODO: What should we do if all hero stacks are neutral creatures?
  105. ETerrainType::EETerrainType nativeTerrain = ETerrainType::BORDER;
  106. for(auto stack : stacks)
  107. {
  108. ETerrainType::EETerrainType stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  109. if(stackNativeTerrain == ETerrainType::BORDER)
  110. continue;
  111. if(nativeTerrain == ETerrainType::BORDER)
  112. nativeTerrain = stackNativeTerrain;
  113. else if(nativeTerrain != stackNativeTerrain)
  114. return ETerrainType::BORDER;
  115. }
  116. return nativeTerrain;
  117. }
  118. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  119. {
  120. if (toh3m)
  121. {
  122. src.x+=1;
  123. return src;
  124. }
  125. else
  126. {
  127. src.x-=1;
  128. return src;
  129. }
  130. }
  131. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  132. {
  133. if (h3m)
  134. {
  135. return pos;
  136. }
  137. else
  138. {
  139. return convertPosition(pos,false);
  140. }
  141. }
  142. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  143. {
  144. for(auto & elem : secSkills)
  145. if(elem.first == skill)
  146. return elem.second;
  147. return 0;
  148. }
  149. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  150. {
  151. if(getSecSkillLevel(which) == 0)
  152. {
  153. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  154. updateSkillBonus(which, val);
  155. }
  156. else
  157. {
  158. for (auto & elem : secSkills)
  159. {
  160. if(elem.first == which)
  161. {
  162. if(abs)
  163. elem.second = val;
  164. else
  165. elem.second += val;
  166. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  167. {
  168. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  169. elem.second = 3;
  170. }
  171. updateSkillBonus(which, elem.second); //when we know final value
  172. }
  173. }
  174. }
  175. }
  176. bool CGHeroInstance::canLearnSkill() const
  177. {
  178. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  179. }
  180. int CGHeroInstance::maxMovePoints(bool onLand) const
  181. {
  182. TurnInfo ti(this);
  183. return maxMovePointsCached(onLand, &ti);
  184. }
  185. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  186. {
  187. int base;
  188. if(onLand)
  189. {
  190. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  191. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  192. int armySpeed = lowestSpeed(this) * 20 / 3;
  193. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  194. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  195. }
  196. else
  197. {
  198. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  199. }
  200. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  201. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  202. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  203. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  204. return int(base * (1 + modifier)) + bonus;
  205. }
  206. CGHeroInstance::CGHeroInstance()
  207. : IBoatGenerator(this)
  208. {
  209. setNodeType(HERO);
  210. ID = Obj::HERO;
  211. tacticFormationEnabled = inTownGarrison = false;
  212. mana = UNINITIALIZED_MANA;
  213. movement = UNINITIALIZED_MOVEMENT;
  214. portrait = UNINITIALIZED_PORTRAIT;
  215. isStanding = true;
  216. moveDir = 4;
  217. level = 1;
  218. exp = 0xffffffff;
  219. visitedTown = nullptr;
  220. type = nullptr;
  221. boat = nullptr;
  222. commander = nullptr;
  223. sex = 0xff;
  224. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  225. }
  226. PlayerColor CGHeroInstance::getOwner() const
  227. {
  228. return tempOwner;
  229. }
  230. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  231. {
  232. subID = SUBID.getNum();
  233. initHero(rand);
  234. }
  235. void CGHeroInstance::setType(si32 ID, si32 subID)
  236. {
  237. assert(ID == Obj::HERO); // just in case
  238. type = VLC->heroh->objects[subID];
  239. portrait = type->imageIndex;
  240. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  241. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  242. randomizeArmy(type->heroClass->faction);
  243. }
  244. void CGHeroInstance::initHero(CRandomGenerator & rand)
  245. {
  246. assert(validTypes(true));
  247. if(!type)
  248. type = VLC->heroh->objects[subID];
  249. if (ID == Obj::HERO)
  250. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  251. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  252. {
  253. for(auto spellID : type->spells)
  254. spells.insert(spellID);
  255. }
  256. else //remove placeholder
  257. spells -= SpellID::PRESET;
  258. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  259. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  260. if(!getArt(ArtifactPosition::MACH4))
  261. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  262. if(portrait < 0 || portrait == 255)
  263. portrait = type->imageIndex;
  264. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  265. {
  266. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  267. {
  268. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  269. }
  270. }
  271. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  272. secSkills = type->secSkillsInit;
  273. if (!name.length())
  274. name = type->name;
  275. if (sex == 0xFF)//sex is default
  276. sex = type->sex;
  277. setFormation(false);
  278. if (!stacksCount()) //standard army//initial army
  279. {
  280. initArmy(rand);
  281. }
  282. assert(validTypes());
  283. if(exp == 0xffffffff)
  284. {
  285. initExp(rand);
  286. }
  287. else
  288. {
  289. levelUpAutomatically(rand);
  290. }
  291. if (VLC->modh->modules.COMMANDERS && !commander)
  292. {
  293. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  294. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  295. commander->giveStackExp (exp); //after our exp is set
  296. }
  297. if (mana < 0)
  298. mana = manaLimit();
  299. }
  300. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  301. {
  302. if(!dst)
  303. dst = this;
  304. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  305. int pom = rand.nextInt(99);
  306. int warMachinesGiven = 0;
  307. if(pom < 9)
  308. howManyStacks = 1;
  309. else if(pom < 79)
  310. howManyStacks = 2;
  311. else
  312. howManyStacks = 3;
  313. vstd::amin(howManyStacks, type->initialArmy.size());
  314. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  315. {
  316. auto & stack = type->initialArmy[stackNo];
  317. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  318. const CCreature * creature = stack.creature.toCreature();
  319. if(creature == nullptr)
  320. {
  321. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  322. continue;
  323. }
  324. if(creature->warMachine != ArtifactID::NONE) //war machine
  325. {
  326. warMachinesGiven++;
  327. if(dst != this)
  328. continue;
  329. ArtifactID aid = creature->warMachine;
  330. const CArtifact * art = aid.toArtifact();
  331. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  332. {
  333. //TODO: should we try another possible slots?
  334. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  335. if(!getArt(slot))
  336. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  337. else
  338. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  339. }
  340. else
  341. {
  342. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  343. }
  344. }
  345. else
  346. {
  347. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  348. }
  349. }
  350. }
  351. CGHeroInstance::~CGHeroInstance()
  352. {
  353. commander.dellNull();
  354. }
  355. bool CGHeroInstance::needsLastStack() const
  356. {
  357. return true;
  358. }
  359. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  360. {
  361. if(h == this) return; //exclude potential self-visiting
  362. if (ID == Obj::HERO)
  363. {
  364. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  365. {
  366. //exchange
  367. cb->heroExchange(h->id, id);
  368. }
  369. else //battle
  370. {
  371. if(visitedTown) //we're in town
  372. visitedTown->onHeroVisit(h); //town will handle attacking
  373. else
  374. cb->startBattleI(h, this);
  375. }
  376. }
  377. else if(ID == Obj::PRISON)
  378. {
  379. int txt_id;
  380. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  381. {
  382. cb->changeObjPos(id,pos+int3(1,0,0),0);
  383. //update hero parameters
  384. SetMovePoints smp;
  385. smp.hid = id;
  386. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  387. cb->setMovePoints (&smp);
  388. cb->setManaPoints (id, manaLimit());
  389. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  390. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  391. txt_id = 102;
  392. }
  393. else //already 8 wandering heroes
  394. {
  395. txt_id = 103;
  396. }
  397. showInfoDialog(h,txt_id);
  398. }
  399. }
  400. std::string CGHeroInstance::getObjectName() const
  401. {
  402. if(ID != Obj::PRISON)
  403. {
  404. std::string hoverName = VLC->generaltexth->allTexts[15];
  405. boost::algorithm::replace_first(hoverName,"%s",name);
  406. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  407. return hoverName;
  408. }
  409. else
  410. return CGObjectInstance::getObjectName();
  411. }
  412. const std::string & CGHeroInstance::getBiography() const
  413. {
  414. if (biography.length())
  415. return biography;
  416. return type->biography;
  417. }
  418. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  419. {
  420. return type->heroClass->isMagicHero() ? 3 : 4;
  421. }
  422. ui8 CGHeroInstance::maxlevelsToWisdom() const
  423. {
  424. return type->heroClass->isMagicHero() ? 3 : 6;
  425. }
  426. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  427. {
  428. rand.setSeed(0);
  429. magicSchoolCounter = 1;
  430. wisdomCounter = 1;
  431. }
  432. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  433. {
  434. magicSchoolCounter = 1;
  435. }
  436. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  437. {
  438. wisdomCounter = 1;
  439. }
  440. void CGHeroInstance::initObj(CRandomGenerator & rand)
  441. {
  442. blockVisit = true;
  443. if(!type)
  444. initHero(rand); //TODO: set up everything for prison before specialties are configured
  445. skillsInfo.rand.setSeed(rand.nextInt());
  446. skillsInfo.resetMagicSchoolCounter();
  447. skillsInfo.resetWisdomCounter();
  448. if (ID != Obj::PRISON)
  449. {
  450. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  451. if (customApp)
  452. appearance = customApp.get();
  453. }
  454. //copy active (probably growing) bonuses from hero prototype to hero object
  455. for(std::shared_ptr<Bonus> b : type->specialty)
  456. addNewBonus(b);
  457. //dito for old-style bonuses -> compatibility for old savegames
  458. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  459. for(std::shared_ptr<Bonus> b : sb.bonuses)
  460. addNewBonus(b);
  461. for(SSpecialtyInfo & spec : type->specDeprecated)
  462. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  463. addNewBonus(b);
  464. //initialize bonuses
  465. recreateSecondarySkillsBonuses();
  466. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  467. type->name = name;
  468. }
  469. void CGHeroInstance::recreateSecondarySkillsBonuses()
  470. {
  471. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  472. for(auto bonus : *secondarySkillsBonuses)
  473. removeBonus(bonus);
  474. for(auto skill_info : secSkills)
  475. if(skill_info.second > 0)
  476. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  477. }
  478. void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
  479. {
  480. auto HeroSpecialToSpecialtyBonus = [](HeroSpecial & hs) -> SSpecialtyBonus
  481. {
  482. SSpecialtyBonus sb;
  483. sb.growsWithLevel = hs.growsWithLevel;
  484. sb.bonuses = hs.getBonusList();
  485. return sb;
  486. };
  487. for(HeroSpecial * hs : specialtyDeprecated)
  488. {
  489. for(std::shared_ptr<Bonus> b : SpecialtyBonusToBonuses(HeroSpecialToSpecialtyBonus(*hs), type->ID.getNum()))
  490. addNewBonus(b);
  491. }
  492. }
  493. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  494. {
  495. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  496. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  497. for (auto b : skillBonus)
  498. addNewBonus(std::make_shared<Bonus>(*b));
  499. }
  500. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  501. {
  502. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  503. setStackCount(SlotID(0), val);
  504. }
  505. double CGHeroInstance::getFightingStrength() const
  506. {
  507. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  508. }
  509. double CGHeroInstance::getMagicStrength() const
  510. {
  511. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  512. }
  513. double CGHeroInstance::getHeroStrength() const
  514. {
  515. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  516. }
  517. ui64 CGHeroInstance::getTotalStrength() const
  518. {
  519. double ret = getFightingStrength() * getArmyStrength();
  520. return (ui64) ret;
  521. }
  522. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  523. {
  524. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  525. }
  526. int32_t CGHeroInstance::getCasterUnitId() const
  527. {
  528. return -1; //TODO: special value for attacker/defender hero
  529. }
  530. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  531. {
  532. int32_t skill = -1; //skill level
  533. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  534. {
  535. int32_t thisSchool = std::max<int32_t>(
  536. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  537. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  538. if(thisSchool > skill)
  539. {
  540. skill = thisSchool;
  541. if(outSelectedSchool)
  542. *outSelectedSchool = (ui8)cnf.id;
  543. }
  544. });
  545. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  546. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  547. vstd::amax(skill, 0); //in case we don't know any school
  548. vstd::amin(skill, 3);
  549. return skill;
  550. }
  551. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  552. {
  553. //applying sorcery secondary skill
  554. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  555. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  556. int maxSchoolBonus = 0;
  557. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  558. {
  559. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  560. });
  561. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  562. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  563. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  564. return base;
  565. }
  566. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  567. {
  568. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  569. return base;
  570. }
  571. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  572. {
  573. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  574. return 3;//todo: recheck specialty from where this bonus is. possible bug
  575. else
  576. return getSpellSchoolLevel(spell);
  577. }
  578. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  579. {
  580. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  581. }
  582. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  583. {
  584. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  585. }
  586. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  587. {
  588. return 0;
  589. }
  590. PlayerColor CGHeroInstance::getCasterOwner() const
  591. {
  592. return tempOwner;
  593. }
  594. void CGHeroInstance::getCasterName(MetaString & text) const
  595. {
  596. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  597. text.addReplacement(name);
  598. }
  599. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  600. {
  601. const bool singleTarget = attacked.size() == 1;
  602. const int textIndex = singleTarget ? 195 : 196;
  603. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  604. getCasterName(text);
  605. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  606. if(singleTarget)
  607. attacked.at(0)->addNameReplacement(text, true);
  608. }
  609. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  610. {
  611. if(spellCost != 0)
  612. {
  613. SetMana sm;
  614. sm.absolute = false;
  615. sm.hid = id;
  616. sm.val = -spellCost;
  617. server->apply(&sm);
  618. }
  619. }
  620. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  621. {
  622. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  623. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  624. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  625. bool schoolBonus = false;
  626. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  627. {
  628. if(hasBonusOfType(cnf.knoledgeBonus))
  629. {
  630. schoolBonus = stop = true;
  631. }
  632. });
  633. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  634. if(spell->isSpecial())
  635. {
  636. if(inSpellBook)
  637. {//hero has this spell in spellbook
  638. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  639. }
  640. return specificBonus;
  641. }
  642. else if(!isAllowed)
  643. {
  644. if(inSpellBook)
  645. {
  646. //hero has this spell in spellbook
  647. //it is normal if set in map editor, but trace it to possible debug of magic guild
  648. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  649. }
  650. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  651. }
  652. else
  653. {
  654. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  655. }
  656. }
  657. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  658. {
  659. if(!hasSpellbook())
  660. return false;
  661. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  662. return false;
  663. if(vstd::contains(spells, spell->getId()))//already known
  664. return false;
  665. if(spell->isSpecial())
  666. {
  667. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  668. return false;//special spells can not be learned
  669. }
  670. if(spell->isCreatureAbility())
  671. {
  672. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  673. return false;//creature abilities can not be learned
  674. }
  675. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  676. {
  677. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  678. return false;//banned spells should not be learned
  679. }
  680. return true;
  681. }
  682. /**
  683. * Calculates what creatures and how many to be raised from a battle.
  684. * @param battleResult The results of the battle.
  685. * @return Returns a pair with the first value indicating the ID of the creature
  686. * type and second value the amount. Both values are returned as -1 if necromancy
  687. * could not be applied.
  688. */
  689. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  690. {
  691. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  692. // need skill or cloak of undead king - lesser artifacts don't work without skill
  693. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  694. {
  695. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  696. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  697. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  698. // figure out what to raise - pick strongest creature meeting requirements
  699. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  700. int requiredCasualtyLevel = 1;
  701. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  702. if(!improvedNecromancy->empty())
  703. {
  704. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  705. {
  706. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  707. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  708. };
  709. int maxCasualtyLevel = 1;
  710. for(auto & casualty : casualties)
  711. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  712. // pick best bonus available
  713. std::shared_ptr<Bonus> topPick;
  714. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  715. {
  716. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  717. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  718. continue;
  719. if(!topPick)
  720. {
  721. topPick = newPick;
  722. }
  723. else
  724. {
  725. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::vector<int>
  726. {
  727. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  728. std::vector<int> v = {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  729. return v;
  730. };
  731. if(quality(topPick) < quality(newPick))
  732. topPick = newPick;
  733. }
  734. }
  735. if(topPick)
  736. {
  737. creatureTypeRaised = getCreatureID(topPick);
  738. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  739. }
  740. }
  741. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  742. if(getSlotFor(creatureTypeRaised) == SlotID())
  743. {
  744. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  745. {
  746. if(getSlotFor(upgraded) != SlotID())
  747. {
  748. creatureTypeRaised = upgraded;
  749. necromancySkill *= 2/3.0;
  750. break;
  751. }
  752. }
  753. }
  754. // calculate number of creatures raised - low level units contribute at 50% rate
  755. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  756. double raisedUnits = 0;
  757. for(auto & casualty : casualties)
  758. {
  759. const CCreature * c = VLC->creh->objects[casualty.first];
  760. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  761. if(c->level < requiredCasualtyLevel)
  762. raisedFromCasualty *= 0.5;
  763. raisedUnits += raisedFromCasualty;
  764. }
  765. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  766. }
  767. return CStackBasicDescriptor();
  768. }
  769. /**
  770. * Show the necromancy dialog with information about units raised.
  771. * @param raisedStack Pair where the first element represents ID of the raised creature
  772. * and the second element the amount.
  773. */
  774. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  775. {
  776. InfoWindow iw;
  777. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  778. iw.player = tempOwner;
  779. iw.components.push_back(Component(raisedStack));
  780. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  781. {
  782. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  783. iw.text.addReplacement(raisedStack.count);
  784. }
  785. else // Practicing the dark arts of necromancy, ... (singular)
  786. {
  787. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  788. }
  789. iw.text.addReplacement(raisedStack);
  790. cb->showInfoDialog(&iw);
  791. }
  792. /*
  793. int3 CGHeroInstance::getSightCenter() const
  794. {
  795. return getPosition(false);
  796. }*/
  797. int CGHeroInstance::getSightRadius() const
  798. {
  799. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  800. }
  801. si32 CGHeroInstance::manaRegain() const
  802. {
  803. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  804. return manaLimit();
  805. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  806. }
  807. si32 CGHeroInstance::getManaNewTurn() const
  808. {
  809. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  810. {
  811. //if hero starts turn in town with mage guild - restore all mana
  812. return std::max(mana, manaLimit());
  813. }
  814. si32 res = mana + manaRegain();
  815. res = std::min(res, manaLimit());
  816. res = std::max(res, mana);
  817. res = std::max(res, 0);
  818. return res;
  819. }
  820. // /**
  821. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  822. // * or discards it if it cannot be equipped.
  823. // */
  824. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  825. // {
  826. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  827. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  828. // ai->putAt(this, ai->firstAvailableSlot(this));
  829. // }
  830. int CGHeroInstance::getBoatType() const
  831. {
  832. switch(type->heroClass->getAlignment())
  833. {
  834. case EAlignment::GOOD:
  835. return 1;
  836. case EAlignment::EVIL:
  837. return 0;
  838. case EAlignment::NEUTRAL:
  839. return 2;
  840. default:
  841. throw std::runtime_error("Wrong alignment!");
  842. }
  843. }
  844. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  845. {
  846. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  847. // Check issue 515 for details
  848. offsets =
  849. {
  850. 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)
  851. };
  852. }
  853. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  854. {
  855. return sp->getCost(getSpellSchoolLevel(sp));
  856. }
  857. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  858. {
  859. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  860. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  861. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  862. }
  863. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  864. {
  865. return type->heroClass->getAlignment();
  866. }
  867. void CGHeroInstance::initExp(CRandomGenerator & rand)
  868. {
  869. exp = rand.nextInt(40, 89);
  870. }
  871. std::string CGHeroInstance::nodeName() const
  872. {
  873. return "Hero " + name;
  874. }
  875. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  876. {
  877. assert(!getArt(pos));
  878. art->putAt(ArtifactLocation(this, pos));
  879. }
  880. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  881. {
  882. putArtifact(art->firstBackpackSlot(this), art);
  883. }
  884. bool CGHeroInstance::hasSpellbook() const
  885. {
  886. return getArt(ArtifactPosition::SPELLBOOK);
  887. }
  888. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  889. {
  890. spells.insert(spell);
  891. }
  892. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  893. {
  894. spells.erase(spell);
  895. }
  896. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  897. {
  898. return vstd::contains(spells, spell);
  899. }
  900. void CGHeroInstance::removeSpellbook()
  901. {
  902. spells.clear();
  903. if(hasSpellbook())
  904. {
  905. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  906. }
  907. }
  908. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  909. {
  910. return spells;
  911. }
  912. int CGHeroInstance::maxSpellLevel() const
  913. {
  914. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  915. }
  916. void CGHeroInstance::deserializationFix()
  917. {
  918. artDeserializationFix(this);
  919. }
  920. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  921. {
  922. if(!visitedTown)
  923. return nullptr;
  924. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  925. : (CBonusSystemNode *)(visitedTown.get());
  926. }
  927. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  928. {
  929. if(visitedTown)
  930. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  931. return CArmedInstance::whereShouldBeAttached(gs);
  932. }
  933. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  934. {
  935. if(visitedTown)
  936. {
  937. if(inTownGarrison)
  938. return visitedTown;
  939. else
  940. return &visitedTown->townAndVis;
  941. }
  942. else
  943. return CArmedInstance::whereShouldBeAttached(gs);
  944. }
  945. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  946. {
  947. int ret = 0; //take all MPs by default
  948. bool localTi = false;
  949. if(!ti)
  950. {
  951. localTi = true;
  952. ti = new TurnInfo(this);
  953. }
  954. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  955. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  956. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  957. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  958. if(localTi)
  959. delete ti;
  960. return ret;
  961. }
  962. EDiggingStatus CGHeroInstance::diggingStatus() const
  963. {
  964. if((int)movement < maxMovePoints(true))
  965. return EDiggingStatus::LACK_OF_MOVEMENT;
  966. return cb->getTile(getPosition(false))->getDiggingStatus();
  967. }
  968. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  969. {
  970. return ArtBearer::HERO;
  971. }
  972. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  973. {
  974. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  975. if (!skillsInfo.wisdomCounter)
  976. {
  977. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  978. obligatorySkills.push_back(SecondarySkill::WISDOM);
  979. }
  980. if (!skillsInfo.magicSchoolCounter)
  981. {
  982. std::vector<SecondarySkill> ss =
  983. {
  984. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  985. };
  986. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  987. for (auto skill : ss)
  988. {
  989. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  990. {
  991. obligatorySkills.push_back(skill);
  992. break; //only one
  993. }
  994. }
  995. }
  996. std::vector<SecondarySkill> skills;
  997. //picking sec. skills for choice
  998. std::set<SecondarySkill> basicAndAdv, expert, none;
  999. for(int i = 0; i < VLC->skillh->size(); i++)
  1000. if (cb->isAllowed(2,i))
  1001. none.insert(SecondarySkill(i));
  1002. for(auto & elem : secSkills)
  1003. {
  1004. if(elem.second < SecSkillLevel::EXPERT)
  1005. basicAndAdv.insert(elem.first);
  1006. else
  1007. expert.insert(elem.first);
  1008. none.erase(elem.first);
  1009. }
  1010. for (auto s : obligatorySkills) //don't duplicate them
  1011. {
  1012. none.erase (s);
  1013. basicAndAdv.erase (s);
  1014. expert.erase (s);
  1015. }
  1016. //first offered skill:
  1017. // 1) give obligatory skill
  1018. // 2) give any other new skill
  1019. // 3) upgrade existing
  1020. if (canLearnSkill() && obligatorySkills.size() > 0)
  1021. {
  1022. skills.push_back (obligatorySkills[0]);
  1023. }
  1024. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1025. {
  1026. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1027. none.erase(skills.back());
  1028. }
  1029. else if(!basicAndAdv.empty())
  1030. {
  1031. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1032. basicAndAdv.erase(skills.back());
  1033. }
  1034. //second offered skill:
  1035. //1) upgrade existing
  1036. //2) give obligatory skill
  1037. //3) give any other new skill
  1038. if(!basicAndAdv.empty())
  1039. {
  1040. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1041. skills.push_back(s);
  1042. basicAndAdv.erase(s);
  1043. }
  1044. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1045. {
  1046. skills.push_back (obligatorySkills[1]);
  1047. }
  1048. else if(none.size() && canLearnSkill())
  1049. {
  1050. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1051. none.erase(skills.back());
  1052. }
  1053. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1054. std::swap(skills[0], skills[1]);
  1055. return skills;
  1056. }
  1057. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1058. {
  1059. assert(gainsLevel());
  1060. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1061. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1062. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1063. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1064. {
  1065. pom += skillChances[primarySkill];
  1066. if(randomValue < pom)
  1067. {
  1068. break;
  1069. }
  1070. }
  1071. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1072. {
  1073. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1074. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1075. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1076. }
  1077. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1078. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1079. }
  1080. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1081. {
  1082. assert(gainsLevel());
  1083. boost::optional<SecondarySkill> chosenSecondarySkill;
  1084. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1085. if(!proposedSecondarySkills.empty())
  1086. {
  1087. std::vector<SecondarySkill> learnedSecondarySkills;
  1088. for(auto secondarySkill : proposedSecondarySkills)
  1089. {
  1090. if(getSecSkillLevel(secondarySkill) > 0)
  1091. {
  1092. learnedSecondarySkills.push_back(secondarySkill);
  1093. }
  1094. }
  1095. if(learnedSecondarySkills.empty())
  1096. {
  1097. // there are only new skills to learn, so choose anyone of them
  1098. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1099. }
  1100. else
  1101. {
  1102. // preferably upgrade a already learned secondary skill
  1103. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1104. }
  1105. }
  1106. return chosenSecondarySkill;
  1107. }
  1108. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1109. {
  1110. if(primarySkill < PrimarySkill::EXPERIENCE)
  1111. {
  1112. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1113. .And(Selector::subtype()(primarySkill))
  1114. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1115. assert(skill);
  1116. if(abs)
  1117. {
  1118. skill->val = static_cast<si32>(value);
  1119. }
  1120. else
  1121. {
  1122. skill->val += static_cast<si32>(value);
  1123. }
  1124. CBonusSystemNode::treeHasChanged();
  1125. }
  1126. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1127. {
  1128. if(abs)
  1129. {
  1130. exp = value;
  1131. }
  1132. else
  1133. {
  1134. exp += value;
  1135. }
  1136. }
  1137. }
  1138. bool CGHeroInstance::gainsLevel() const
  1139. {
  1140. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1141. }
  1142. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1143. {
  1144. ++level;
  1145. //deterministic secondary skills
  1146. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1147. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1148. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1149. {
  1150. skillsInfo.resetWisdomCounter();
  1151. }
  1152. SecondarySkill spellSchools[] = {
  1153. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1154. for(auto skill : spellSchools)
  1155. {
  1156. if(vstd::contains(skills, skill))
  1157. {
  1158. skillsInfo.resetMagicSchoolCounter();
  1159. break;
  1160. }
  1161. }
  1162. //update specialty and other bonuses that scale with level
  1163. treeHasChanged();
  1164. }
  1165. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1166. {
  1167. while(gainsLevel())
  1168. {
  1169. const auto primarySkill = nextPrimarySkill(rand);
  1170. setPrimarySkill(primarySkill, 1, false);
  1171. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1172. const auto secondarySkill = nextSecondarySkill(rand);
  1173. if(secondarySkill)
  1174. {
  1175. setSecSkillLevel(*secondarySkill, 1, false);
  1176. }
  1177. //TODO why has the secondary skills to be passed to the method?
  1178. levelUp(proposedSecondarySkills);
  1179. }
  1180. }
  1181. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1182. {
  1183. //VISIONS spell support
  1184. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1185. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1186. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1187. if (visionsMultiplier > 0)
  1188. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1189. const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
  1190. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1191. return (distance < visionsRange) && (target->pos.z == pos.z);
  1192. }
  1193. std::string CGHeroInstance::getHeroTypeName() const
  1194. {
  1195. if(ID == Obj::HERO || ID == Obj::PRISON)
  1196. {
  1197. if(type)
  1198. {
  1199. return type->identifier;
  1200. }
  1201. else
  1202. {
  1203. return VLC->heroh->objects[subID]->identifier;
  1204. }
  1205. }
  1206. return "";
  1207. }
  1208. void CGHeroInstance::afterAddToMap(CMap * map)
  1209. {
  1210. if(ID == Obj::HERO)
  1211. map->heroesOnMap.push_back(this);
  1212. }
  1213. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1214. {
  1215. if(ID == Obj::HERO || ID == Obj::PRISON)
  1216. {
  1217. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
  1218. if(rawId)
  1219. subID = rawId.get();
  1220. else
  1221. subID = 0; //fallback to Orrin, throw error instead?
  1222. }
  1223. }
  1224. void CGHeroInstance::updateFrom(const JsonNode & data)
  1225. {
  1226. CGObjectInstance::updateFrom(data);
  1227. }
  1228. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1229. {
  1230. handler.serializeString("biography", biography);
  1231. handler.serializeInt("experience", exp, 0);
  1232. if (!handler.saving)
  1233. {
  1234. while (gainsLevel())
  1235. {
  1236. ++level;
  1237. }
  1238. }
  1239. handler.serializeString("name", name);
  1240. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1241. {
  1242. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1243. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1244. if(handler.saving)
  1245. {
  1246. if(portrait >= 0)
  1247. {
  1248. if(portrait < legacyHeroes || portrait >= moddedStart)
  1249. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1250. else
  1251. handler.serializeInt("portrait", portrait, -1);
  1252. }
  1253. }
  1254. else
  1255. {
  1256. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1257. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1258. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1259. else
  1260. handler.serializeInt("portrait", portrait, -1);
  1261. }
  1262. }
  1263. //primary skills
  1264. if(handler.saving)
  1265. {
  1266. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1267. if(haveSkills)
  1268. {
  1269. auto primarySkills = handler.enterStruct("primarySkills");
  1270. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1271. {
  1272. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1273. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1274. }
  1275. }
  1276. }
  1277. else
  1278. {
  1279. auto primarySkills = handler.enterStruct("primarySkills");
  1280. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1281. {
  1282. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1283. {
  1284. int value = 0;
  1285. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1286. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1287. }
  1288. }
  1289. }
  1290. //secondary skills
  1291. if(handler.saving)
  1292. {
  1293. //does hero have default skills?
  1294. bool defaultSkills = false;
  1295. bool normalSkills = false;
  1296. for(const auto & p : secSkills)
  1297. {
  1298. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1299. defaultSkills = true;
  1300. else
  1301. normalSkills = true;
  1302. }
  1303. if(defaultSkills && normalSkills)
  1304. logGlobal->error("Mixed default and normal secondary skills");
  1305. //in json default skills means no field/null
  1306. if(!defaultSkills)
  1307. {
  1308. //enter structure here as handler initialize it
  1309. auto secondarySkills = handler.enterStruct("secondarySkills");
  1310. for(auto & p : secSkills)
  1311. {
  1312. const si32 rawId = p.first.num;
  1313. if(rawId < 0 || rawId >= VLC->skillh->size())
  1314. logGlobal->error("Invalid secondary skill %d", rawId);
  1315. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1316. }
  1317. }
  1318. }
  1319. else
  1320. {
  1321. auto secondarySkills = handler.enterStruct("secondarySkills");
  1322. const JsonNode & skillMap = handler.getCurrent();
  1323. secSkills.clear();
  1324. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1325. {
  1326. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1327. }
  1328. else
  1329. {
  1330. for(const auto & p : skillMap.Struct())
  1331. {
  1332. const std::string skillId = p.first;
  1333. const std::string levelId = p.second.String();
  1334. const int rawId = CSkillHandler::decodeSkill(skillId);
  1335. if(rawId < 0)
  1336. {
  1337. logGlobal->error("Invalid secondary skill %s", skillId);
  1338. continue;
  1339. }
  1340. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1341. if(level < 0)
  1342. {
  1343. logGlobal->error("Invalid secondary skill level%s", levelId);
  1344. continue;
  1345. }
  1346. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1347. }
  1348. }
  1349. }
  1350. handler.serializeIdArray("spellBook", spells);
  1351. if(handler.saving)
  1352. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1353. }
  1354. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1355. {
  1356. serializeCommonOptions(handler);
  1357. serializeJsonOwner(handler);
  1358. if(ID == Obj::HERO || ID == Obj::PRISON)
  1359. {
  1360. std::string typeName;
  1361. if(handler.saving)
  1362. typeName = getHeroTypeName();
  1363. handler.serializeString("type", typeName);
  1364. if(!handler.saving)
  1365. setHeroTypeName(typeName);
  1366. }
  1367. CCreatureSet::serializeJson(handler, "army", 7);
  1368. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1369. {
  1370. static const int NO_PATROLING = -1;
  1371. int rawPatrolRadius = NO_PATROLING;
  1372. if(handler.saving)
  1373. {
  1374. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1375. }
  1376. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1377. if(!handler.saving)
  1378. {
  1379. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1380. patrol.initialPos = convertPosition(pos, false);
  1381. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1382. }
  1383. }
  1384. }
  1385. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1386. {
  1387. serializeCommonOptions(handler);
  1388. }
  1389. bool CGHeroInstance::isMissionCritical() const
  1390. {
  1391. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1392. {
  1393. if(event.trigger.test([&](const EventCondition & condition)
  1394. {
  1395. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1396. {
  1397. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1398. return (hero != this);
  1399. }
  1400. else if(condition.condition == EventCondition::IS_HUMAN)
  1401. {
  1402. return true;
  1403. }
  1404. return false;
  1405. }))
  1406. {
  1407. return true;
  1408. }
  1409. }
  1410. return false;
  1411. }