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- /*
- * HeroPoolProcessor.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "HeroPoolProcessor.h"
- #include "CGameHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/GameSettings.h"
- #include "../lib/NetPacks.h"
- #include "../lib/StartInfo.h"
- #include "../lib/mapObjects/CGTownInstance.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/gameState/TavernHeroesPool.h"
- HeroPoolProcessor::HeroPoolProcessor()
- : gameHandler(nullptr)
- {
- }
- HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
- : gameHandler(gameHandler)
- {
- }
- void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
- {
- SetAvailableHero sah;
- sah.slotID = 0;
- sah.player = color;
- sah.hid = hero->subID;
- sah.army.clear();
- sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
- {
- SetAvailableHero sah;
- sah.slotID = 0;
- sah.player = color;
- sah.hid = hero->subID;
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
- {
- SetAvailableHero sah;
- sah.player = color;
- sah.slotID = static_cast<int>(slot);
- sah.hid = HeroTypeID::NONE;
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
- {
- SetAvailableHero sah;
- sah.player = color;
- sah.slotID = static_cast<int>(slot);
- //first hero - native if possible, second hero -> any other class
- CGHeroInstance *h = pickHeroFor(needNativeHero, color);
- if (h)
- {
- sah.hid = h->subID;
- if (giveArmy)
- {
- h->initArmy(getRandomGenerator(color), &sah.army);
- }
- else
- {
- sah.army.clear();
- sah.army.setCreature(SlotID(0), h->type->initialArmy[0].creature, 1);
- }
- }
- else
- {
- sah.hid = -1;
- }
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
- {
- clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
- clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
- selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
- selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
- }
- bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID & heroToRecruit, const PlayerColor & player)
- {
- const PlayerState * playerState = gameHandler->getPlayerState(player);
- const CGTownInstance * town = gameHandler->getTown(obj->id);
- if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
- return false;
- 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!"))
- return false;
- 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!"))
- return false;
- if(town) //tavern in town
- {
- if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
- return false;
- if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
- return false;
- }
- if(obj->ID == Obj::TAVERN)
- {
- if(gameHandler->getTile(obj->visitablePos())->visitableObjects.back() != obj && gameHandler->complain("Tavern entry must be unoccupied!"))
- return false;
- }
- auto recruitableHeroes = gameHandler->gameState()->hpool->getHeroesFor(player);
- const CGHeroInstance * recruitedHero = nullptr;
- for(const auto & hero : recruitableHeroes)
- {
- if(hero->subID == heroToRecruit)
- recruitedHero = hero;
- }
- if(!recruitedHero)
- {
- gameHandler->complain("Hero is not available for hiring!");
- return false;
- }
- HeroRecruited hr;
- hr.tid = obj->id;
- hr.hid = recruitedHero->subID;
- hr.player = player;
- hr.tile = recruitedHero->convertFromVisitablePos(obj->visitablePos());
- if(gameHandler->getTile(hr.tile)->isWater())
- {
- //Create a new boat for hero
- gameHandler->createObject(obj->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
- hr.boatId = gameHandler->getTopObj(hr.tile)->id;
- }
- // apply netpack -> this will remove hired hero from tavern slot
- gameHandler->sendAndApply(&hr);
- if(recruitableHeroes[0] == recruitedHero)
- selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
- else
- selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
- gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
- if(town)
- {
- gameHandler->visitCastleObjects(town, recruitedHero);
- gameHandler->giveSpells(town, recruitedHero);
- }
- return true;
- }
- std::set<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
- {
- std::set<const CHeroClass *> result;
- const auto & hpool = gameHandler->gameState()->hpool;
- FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
- for(auto & elem : hpool->unusedHeroesFromPool())
- {
- bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
- bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
- if(heroAvailable && !heroClassBanned)
- result.insert(elem.second->type->heroClass);
- }
- return result;
- }
- std::set<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
- {
- std::set<CGHeroInstance *> result;
- const auto & hpool = gameHandler->gameState()->hpool;
- for(auto & elem : hpool->unusedHeroesFromPool())
- {
- bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
- bool heroClassMatches = elem.second->type->heroClass == heroClass;
- if(heroAvailable && heroClassMatches)
- result.insert(elem.second);
- }
- return result;
- }
- const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
- {
- if(player >= PlayerColor::PLAYER_LIMIT)
- {
- logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
- return nullptr;
- }
- FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
- const auto & hpool = gameHandler->gameState()->hpool;
- const auto & currentTavern = hpool->getHeroesFor(player);
- std::set<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
- std::set<const CHeroClass *> possibleClasses;
- if(potentialClasses.empty())
- {
- logGlobal->error("There are no heroes available for player %s!", player.getStr());
- return nullptr;
- }
- for(const auto & heroClass : potentialClasses)
- {
- if (isNative && heroClass->faction != factionID)
- continue;
- bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
- return hero->type->heroClass == heroClass;
- });
- if (hasSameClass)
- continue;
- possibleClasses.insert(heroClass);
- }
- if (possibleClasses.empty())
- {
- logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
- possibleClasses = potentialClasses;
- }
- int totalWeight = 0;
- for(const auto & heroClass : possibleClasses)
- totalWeight += heroClass->selectionProbability.at(factionID);
- int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
- for(const auto & heroClass : possibleClasses)
- {
- roll -= heroClass->selectionProbability.at(factionID);
- if(roll < 0)
- return heroClass;
- }
- return *possibleClasses.rbegin();
- }
- CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
- {
- const CHeroClass * heroClass = pickClassFor(isNative, player);
- if(!heroClass)
- return nullptr;
- std::set<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
- assert(!possibleHeroes.empty());
- if(possibleHeroes.empty())
- return nullptr;
- return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
- }
- CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
- {
- if (playerSeed.count(player) == 0)
- playerSeed.emplace(player, CRandomGenerator(gameHandler->getRandomGenerator().nextInt()));
- return playerSeed.at(player);
- }
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