HeroPoolProcessor.cpp 8.2 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "CGameHandler.h"
  13. #include "../lib/CHeroHandler.h"
  14. #include "../lib/CPlayerState.h"
  15. #include "../lib/GameSettings.h"
  16. #include "../lib/NetPacks.h"
  17. #include "../lib/StartInfo.h"
  18. #include "../lib/mapObjects/CGTownInstance.h"
  19. #include "../lib/gameState/CGameState.h"
  20. #include "../lib/gameState/TavernHeroesPool.h"
  21. HeroPoolProcessor::HeroPoolProcessor()
  22. : gameHandler(nullptr)
  23. {
  24. }
  25. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  26. : gameHandler(gameHandler)
  27. {
  28. }
  29. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  30. {
  31. SetAvailableHero sah;
  32. sah.slotID = 0;
  33. sah.player = color;
  34. sah.hid = hero->subID;
  35. sah.army.clear();
  36. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  37. gameHandler->sendAndApply(&sah);
  38. }
  39. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  40. {
  41. SetAvailableHero sah;
  42. sah.slotID = 0;
  43. sah.player = color;
  44. sah.hid = hero->subID;
  45. gameHandler->sendAndApply(&sah);
  46. }
  47. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  48. {
  49. SetAvailableHero sah;
  50. sah.player = color;
  51. sah.slotID = static_cast<int>(slot);
  52. sah.hid = HeroTypeID::NONE;
  53. gameHandler->sendAndApply(&sah);
  54. }
  55. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  56. {
  57. SetAvailableHero sah;
  58. sah.player = color;
  59. sah.slotID = static_cast<int>(slot);
  60. //first hero - native if possible, second hero -> any other class
  61. CGHeroInstance *h = pickHeroFor(needNativeHero, color);
  62. if (h)
  63. {
  64. sah.hid = h->subID;
  65. if (giveArmy)
  66. {
  67. h->initArmy(getRandomGenerator(color), &sah.army);
  68. }
  69. else
  70. {
  71. sah.army.clear();
  72. sah.army.setCreature(SlotID(0), h->type->initialArmy[0].creature, 1);
  73. }
  74. }
  75. else
  76. {
  77. sah.hid = -1;
  78. }
  79. gameHandler->sendAndApply(&sah);
  80. }
  81. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  82. {
  83. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  84. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  85. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  86. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  87. }
  88. bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  89. {
  90. const PlayerState * playerState = gameHandler->getPlayerState(player);
  91. const CGTownInstance * town = gameHandler->getTown(obj->id);
  92. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  93. return false;
  94. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  95. return false;
  96. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  97. return false;
  98. if(town) //tavern in town
  99. {
  100. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  101. return false;
  102. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  103. return false;
  104. }
  105. if(obj->ID == Obj::TAVERN)
  106. {
  107. if(gameHandler->getTile(obj->visitablePos())->visitableObjects.back() != obj && gameHandler->complain("Tavern entry must be unoccupied!"))
  108. return false;
  109. }
  110. auto recruitableHeroes = gameHandler->gameState()->hpool->getHeroesFor(player);
  111. const CGHeroInstance * recruitedHero = nullptr;
  112. for(const auto & hero : recruitableHeroes)
  113. {
  114. if(hero->subID == heroToRecruit)
  115. recruitedHero = hero;
  116. }
  117. if(!recruitedHero)
  118. {
  119. gameHandler->complain("Hero is not available for hiring!");
  120. return false;
  121. }
  122. HeroRecruited hr;
  123. hr.tid = obj->id;
  124. hr.hid = recruitedHero->subID;
  125. hr.player = player;
  126. hr.tile = recruitedHero->convertFromVisitablePos(obj->visitablePos());
  127. if(gameHandler->getTile(hr.tile)->isWater())
  128. {
  129. //Create a new boat for hero
  130. gameHandler->createObject(obj->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
  131. hr.boatId = gameHandler->getTopObj(hr.tile)->id;
  132. }
  133. // apply netpack -> this will remove hired hero from tavern slot
  134. gameHandler->sendAndApply(&hr);
  135. if(recruitableHeroes[0] == recruitedHero)
  136. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  137. else
  138. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  139. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  140. if(town)
  141. {
  142. gameHandler->visitCastleObjects(town, recruitedHero);
  143. gameHandler->giveSpells(town, recruitedHero);
  144. }
  145. return true;
  146. }
  147. std::set<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  148. {
  149. std::set<const CHeroClass *> result;
  150. const auto & hpool = gameHandler->gameState()->hpool;
  151. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  152. for(auto & elem : hpool->unusedHeroesFromPool())
  153. {
  154. bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
  155. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  156. if(heroAvailable && !heroClassBanned)
  157. result.insert(elem.second->type->heroClass);
  158. }
  159. return result;
  160. }
  161. std::set<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  162. {
  163. std::set<CGHeroInstance *> result;
  164. const auto & hpool = gameHandler->gameState()->hpool;
  165. for(auto & elem : hpool->unusedHeroesFromPool())
  166. {
  167. bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
  168. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  169. if(heroAvailable && heroClassMatches)
  170. result.insert(elem.second);
  171. }
  172. return result;
  173. }
  174. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  175. {
  176. if(player >= PlayerColor::PLAYER_LIMIT)
  177. {
  178. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  179. return nullptr;
  180. }
  181. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  182. const auto & hpool = gameHandler->gameState()->hpool;
  183. const auto & currentTavern = hpool->getHeroesFor(player);
  184. std::set<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  185. std::set<const CHeroClass *> possibleClasses;
  186. if(potentialClasses.empty())
  187. {
  188. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  189. return nullptr;
  190. }
  191. for(const auto & heroClass : potentialClasses)
  192. {
  193. if (isNative && heroClass->faction != factionID)
  194. continue;
  195. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  196. return hero->type->heroClass == heroClass;
  197. });
  198. if (hasSameClass)
  199. continue;
  200. possibleClasses.insert(heroClass);
  201. }
  202. if (possibleClasses.empty())
  203. {
  204. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  205. possibleClasses = potentialClasses;
  206. }
  207. int totalWeight = 0;
  208. for(const auto & heroClass : possibleClasses)
  209. totalWeight += heroClass->selectionProbability.at(factionID);
  210. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  211. for(const auto & heroClass : possibleClasses)
  212. {
  213. roll -= heroClass->selectionProbability.at(factionID);
  214. if(roll < 0)
  215. return heroClass;
  216. }
  217. return *possibleClasses.rbegin();
  218. }
  219. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  220. {
  221. const CHeroClass * heroClass = pickClassFor(isNative, player);
  222. if(!heroClass)
  223. return nullptr;
  224. std::set<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  225. assert(!possibleHeroes.empty());
  226. if(possibleHeroes.empty())
  227. return nullptr;
  228. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  229. }
  230. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  231. {
  232. if (playerSeed.count(player) == 0)
  233. playerSeed.emplace(player, CRandomGenerator(gameHandler->getRandomGenerator().nextInt()));
  234. return playerSeed.at(player);
  235. }