CGHeroInstance.cpp 48 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 "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.h"
  21. #include "../CModHandler.h"
  22. #include "../CSoundBase.h"
  23. #include "../spells/CSpellHandler.h"
  24. #include "../CSkillHandler.h"
  25. #include "../IGameCallback.h"
  26. #include "../CGameState.h"
  27. #include "../CCreatureHandler.h"
  28. #include "../CTownHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "CGTownInstance.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "../StringConstants.h"
  35. #include "../battle/Unit.h"
  36. VCMI_LIB_NAMESPACE_BEGIN
  37. static int lowestSpeed(const CGHeroInstance * chi)
  38. {
  39. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  40. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  41. if(!chi->stacksCount())
  42. {
  43. if(chi->commander && chi->commander->alive)
  44. {
  45. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  46. }
  47. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  48. return 20;
  49. }
  50. auto i = chi->Slots().begin();
  51. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  52. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  53. for(; i != chi->Slots().end(); i++)
  54. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  55. return ret;
  56. }
  57. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  58. {
  59. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  60. //if there is road both on dest and src tiles - use src road movement cost
  61. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  62. {
  63. ret = from.roadType->movementCost;
  64. }
  65. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  66. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  67. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  68. {
  69. ret = VLC->terrainTypeHandler->getById(dest.terType->getId())->moveCost;
  70. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  71. if(ret < GameConstants::BASE_MOVEMENT_COST)
  72. ret = GameConstants::BASE_MOVEMENT_COST;
  73. }
  74. return static_cast<ui32>(ret);
  75. }
  76. FactionID CGHeroInstance::getFaction() const
  77. {
  78. return FactionID(type->heroClass->faction);
  79. }
  80. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  81. {
  82. return this;
  83. }
  84. TerrainId CGHeroInstance::getNativeTerrain() const
  85. {
  86. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  87. // This is clearly bug in H3 however intended behaviour is not clear.
  88. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  89. // will always have best penalty without any influence from player-defined stacks order
  90. // and army that consist solely from neutral will always be considered to be on native terrain
  91. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  92. for(const auto & stack : stacks)
  93. {
  94. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  95. if(stackNativeTerrain == ETerrainId::NONE)
  96. continue;
  97. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  98. nativeTerrain = stackNativeTerrain;
  99. else if(nativeTerrain != stackNativeTerrain)
  100. return ETerrainId::NONE;
  101. }
  102. return nativeTerrain;
  103. }
  104. BattleField CGHeroInstance::getBattlefield() const
  105. {
  106. return BattleField::NONE;
  107. }
  108. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  109. {
  110. for(const auto & elem : secSkills)
  111. if(elem.first == skill)
  112. return elem.second;
  113. return 0;
  114. }
  115. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  116. {
  117. if(getSecSkillLevel(which) == 0)
  118. {
  119. secSkills.emplace_back(which, val);
  120. updateSkillBonus(which, val);
  121. }
  122. else
  123. {
  124. for (auto & elem : secSkills)
  125. {
  126. if(elem.first == which)
  127. {
  128. if(abs)
  129. elem.second = val;
  130. else
  131. elem.second += val;
  132. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  133. {
  134. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  135. elem.second = 3;
  136. }
  137. updateSkillBonus(which, elem.second); //when we know final value
  138. }
  139. }
  140. }
  141. }
  142. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  143. {
  144. return position - getVisitableOffset();
  145. }
  146. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  147. {
  148. return position + getVisitableOffset();
  149. }
  150. bool CGHeroInstance::canLearnSkill() const
  151. {
  152. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  153. }
  154. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  155. {
  156. if ( !canLearnSkill())
  157. return false;
  158. if (!cb->isAllowed(2, which))
  159. return false;
  160. if (getSecSkillLevel(which) > 0)
  161. return false;
  162. if (type->heroClass->secSkillProbability[which] == 0)
  163. return false;
  164. return true;
  165. }
  166. int CGHeroInstance::maxMovePoints(bool onLand) const
  167. {
  168. TurnInfo ti(this);
  169. return maxMovePointsCached(onLand, &ti);
  170. }
  171. int CGHeroInstance::getLowestCreatureSpeed() const
  172. {
  173. return lowestCreatureSpeed;
  174. }
  175. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  176. {
  177. auto realLowestSpeed = lowestSpeed(this);
  178. if(lowestCreatureSpeed != realLowestSpeed)
  179. {
  180. lowestCreatureSpeed = realLowestSpeed;
  181. //Let updaters run again
  182. treeHasChanged();
  183. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(!!onLand));
  184. }
  185. }
  186. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  187. {
  188. updateArmyMovementBonus(onLand, ti);
  189. return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand);
  190. }
  191. CGHeroInstance::CGHeroInstance():
  192. tacticFormationEnabled(false),
  193. inTownGarrison(false),
  194. moveDir(4),
  195. mana(UNINITIALIZED_MANA),
  196. movement(UNINITIALIZED_MOVEMENT),
  197. portrait(UNINITIALIZED_PORTRAIT),
  198. level(1),
  199. exp(UNINITIALIZED_EXPERIENCE),
  200. gender(EHeroGender::DEFAULT),
  201. lowestCreatureSpeed(0)
  202. {
  203. setNodeType(HERO);
  204. ID = Obj::HERO;
  205. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  206. }
  207. PlayerColor CGHeroInstance::getOwner() const
  208. {
  209. return tempOwner;
  210. }
  211. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  212. {
  213. subID = SUBID.getNum();
  214. initHero(rand);
  215. }
  216. void CGHeroInstance::setType(si32 ID, si32 subID)
  217. {
  218. assert(ID == Obj::HERO); // just in case
  219. type = VLC->heroh->objects[subID];
  220. portrait = type->imageIndex;
  221. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  222. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  223. randomizeArmy(type->heroClass->faction);
  224. }
  225. void CGHeroInstance::initHero(CRandomGenerator & rand)
  226. {
  227. assert(validTypes(true));
  228. if(!type)
  229. type = VLC->heroh->objects[subID];
  230. if (ID == Obj::HERO)
  231. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  232. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  233. {
  234. for(const auto & spellID : type->spells)
  235. spells.insert(spellID);
  236. }
  237. else //remove placeholder
  238. spells -= SpellID::PRESET;
  239. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  240. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  241. if(!getArt(ArtifactPosition::MACH4))
  242. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  243. if(portrait < 0 || portrait == 255)
  244. portrait = type->imageIndex;
  245. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  246. {
  247. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  248. {
  249. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  250. }
  251. }
  252. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  253. secSkills = type->secSkillsInit;
  254. if (gender == EHeroGender::DEFAULT)
  255. gender = type->gender;
  256. setFormation(false);
  257. if (!stacksCount()) //standard army//initial army
  258. {
  259. initArmy(rand);
  260. }
  261. assert(validTypes());
  262. if (patrol.patrolling)
  263. patrol.initialPos = visitablePos();
  264. if(exp == UNINITIALIZED_EXPERIENCE)
  265. {
  266. initExp(rand);
  267. }
  268. else
  269. {
  270. levelUpAutomatically(rand);
  271. }
  272. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  273. // must be done separately from global bonuses since recruitable heroes in taverns
  274. // are not attached to global bonus node but need access to some global bonuses
  275. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  276. // or MOVEMENT to compute initial movement before recruiting is finished
  277. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  278. for(const auto & b : baseBonuses.Struct())
  279. {
  280. auto bonus = JsonUtils::parseBonus(b.second);
  281. bonus->source = BonusSource::HERO_BASE_SKILL;
  282. bonus->sid = id.getNum();
  283. bonus->duration = BonusDuration::PERMANENT;
  284. addNewBonus(bonus);
  285. }
  286. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  287. {
  288. commander = new CCommanderInstance(type->heroClass->commander->getId());
  289. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  290. commander->giveStackExp (exp); //after our exp is set
  291. }
  292. if (mana < 0)
  293. mana = manaLimit();
  294. }
  295. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  296. {
  297. if(!dst)
  298. dst = this;
  299. int warMachinesGiven = 0;
  300. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  301. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  302. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  303. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  304. {
  305. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  306. continue;
  307. auto & stack = type->initialArmy[stackNo];
  308. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  309. const CCreature * creature = stack.creature.toCreature();
  310. if(creature == nullptr)
  311. {
  312. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  313. continue;
  314. }
  315. if(creature->warMachine != ArtifactID::NONE) //war machine
  316. {
  317. warMachinesGiven++;
  318. if(dst != this)
  319. continue;
  320. ArtifactID aid = creature->warMachine;
  321. const CArtifact * art = aid.toArtifact();
  322. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  323. {
  324. //TODO: should we try another possible slots?
  325. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  326. if(!getArt(slot))
  327. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  328. else
  329. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  330. }
  331. else
  332. {
  333. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  334. }
  335. }
  336. else
  337. {
  338. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  339. }
  340. }
  341. }
  342. CGHeroInstance::~CGHeroInstance()
  343. {
  344. commander.dellNull();
  345. }
  346. bool CGHeroInstance::needsLastStack() const
  347. {
  348. return true;
  349. }
  350. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  351. {
  352. if(h == this) return; //exclude potential self-visiting
  353. if (ID == Obj::HERO)
  354. {
  355. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  356. {
  357. //exchange
  358. cb->heroExchange(h->id, id);
  359. }
  360. else //battle
  361. {
  362. if(visitedTown) //we're in town
  363. visitedTown->onHeroVisit(h); //town will handle attacking
  364. else
  365. cb->startBattleI(h, this);
  366. }
  367. }
  368. else if(ID == Obj::PRISON)
  369. {
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  371. {
  372. //update hero parameters
  373. SetMovePoints smp;
  374. smp.hid = id;
  375. cb->setManaPoints (id, manaLimit());
  376. ObjectInstanceID boatId;
  377. const auto boatPos = visitablePos();
  378. if (cb->gameState()->map->getTile(boatPos).isWater())
  379. {
  380. smp.val = maxMovePoints(false);
  381. //Create a new boat for hero
  382. NewObject no;
  383. no.ID = Obj::BOAT;
  384. no.subID = BoatId(EBoatId::CASTLE);
  385. no.pos = CGBoat::translatePos(boatPos);
  386. cb->sendAndApply(&no);
  387. boatId = cb->getTopObj(boatPos)->id;
  388. }
  389. else
  390. {
  391. smp.val = maxMovePoints(true);
  392. }
  393. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  394. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  395. cb->setMovePoints (&smp);
  396. h->showInfoDialog(102);
  397. }
  398. else //already 8 wandering heroes
  399. {
  400. h->showInfoDialog(103);
  401. }
  402. }
  403. }
  404. std::string CGHeroInstance::getObjectName() const
  405. {
  406. if(ID != Obj::PRISON)
  407. {
  408. std::string hoverName = VLC->generaltexth->allTexts[15];
  409. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  410. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  411. return hoverName;
  412. }
  413. else
  414. return VLC->objtypeh->getObjectName(ID, 0);
  415. }
  416. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  417. {
  418. return type->heroClass->isMagicHero() ? 3 : 4;
  419. }
  420. ui8 CGHeroInstance::maxlevelsToWisdom() const
  421. {
  422. return type->heroClass->isMagicHero() ? 3 : 6;
  423. }
  424. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  425. magicSchoolCounter(1),
  426. wisdomCounter(1)
  427. {
  428. rand.setSeed(0);
  429. }
  430. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  431. {
  432. magicSchoolCounter = 1;
  433. }
  434. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  435. {
  436. wisdomCounter = 1;
  437. }
  438. void CGHeroInstance::initObj(CRandomGenerator & rand)
  439. {
  440. blockVisit = true;
  441. if(!type)
  442. initHero(rand); //TODO: set up everything for prison before specialties are configured
  443. skillsInfo.rand.setSeed(rand.nextInt());
  444. skillsInfo.resetMagicSchoolCounter();
  445. skillsInfo.resetWisdomCounter();
  446. if (ID != Obj::PRISON)
  447. {
  448. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  449. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  450. if (customApp)
  451. appearance = customApp;
  452. }
  453. //copy active (probably growing) bonuses from hero prototype to hero object
  454. for(const std::shared_ptr<Bonus> & b : type->specialty)
  455. addNewBonus(b);
  456. //initialize bonuses
  457. recreateSecondarySkillsBonuses();
  458. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  459. }
  460. void CGHeroInstance::recreateSecondarySkillsBonuses()
  461. {
  462. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  463. for(const auto & bonus : *secondarySkillsBonuses)
  464. removeBonus(bonus);
  465. for(const auto & skill_info : secSkills)
  466. if(skill_info.second > 0)
  467. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  468. }
  469. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  470. {
  471. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
  472. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  473. for(const auto & b : skillBonus)
  474. addNewBonus(std::make_shared<Bonus>(*b));
  475. }
  476. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  477. {
  478. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  479. setStackCount(SlotID(0), val);
  480. }
  481. double CGHeroInstance::getFightingStrength() const
  482. {
  483. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  484. }
  485. double CGHeroInstance::getMagicStrength() const
  486. {
  487. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  488. }
  489. double CGHeroInstance::getHeroStrength() const
  490. {
  491. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  492. }
  493. ui64 CGHeroInstance::getTotalStrength() const
  494. {
  495. double ret = getFightingStrength() * getArmyStrength();
  496. return static_cast<ui64>(ret);
  497. }
  498. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  499. {
  500. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  501. }
  502. int32_t CGHeroInstance::getCasterUnitId() const
  503. {
  504. return id.getNum();
  505. }
  506. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  507. {
  508. int32_t skill = -1; //skill level
  509. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  510. {
  511. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf.id); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  512. if(thisSchool > skill)
  513. {
  514. skill = thisSchool;
  515. if(outSelectedSchool)
  516. *outSelectedSchool = static_cast<ui8>(cnf.id);
  517. }
  518. });
  519. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(ESpellSchool::ANY))); //any school bonus
  520. vstd::amax(skill, valOfBonuses(BonusType::SPELL, spell->getIndex())); //given by artifact or other effect
  521. vstd::amax(skill, 0); //in case we don't know any school
  522. vstd::amin(skill, 3);
  523. return skill;
  524. }
  525. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  526. {
  527. //applying sorcery secondary skill
  528. if(spell->isMagical())
  529. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(ESpellSchool::ANY))) / 100.0);
  530. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::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(BonusType::SPELL_DAMAGE, cnf.id));
  535. });
  536. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  537. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  538. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::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 = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  544. return base;
  545. }
  546. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  547. {
  548. return getSpellSchoolLevel(spell);
  549. }
  550. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  551. {
  552. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  553. }
  554. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  555. {
  556. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  557. }
  558. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  559. {
  560. return 0;
  561. }
  562. PlayerColor CGHeroInstance::getCasterOwner() const
  563. {
  564. return tempOwner;
  565. }
  566. void CGHeroInstance::getCasterName(MetaString & text) const
  567. {
  568. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  569. text.replaceRawString(getNameTranslated());
  570. }
  571. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  572. {
  573. const bool singleTarget = attacked.size() == 1;
  574. const int textIndex = singleTarget ? 195 : 196;
  575. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  576. getCasterName(text);
  577. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  578. if(singleTarget)
  579. attacked.at(0)->addNameReplacement(text, true);
  580. }
  581. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  582. {
  583. return this;
  584. }
  585. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  586. {
  587. if(spellCost != 0)
  588. {
  589. SetMana sm;
  590. sm.absolute = false;
  591. sm.hid = id;
  592. sm.val = -spellCost;
  593. server->apply(&sm);
  594. }
  595. }
  596. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  597. {
  598. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  599. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  600. const bool specificBonus = hasBonusOfType(BonusType::SPELL, spell->getIndex());
  601. bool schoolBonus = false;
  602. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  603. {
  604. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf.id))
  605. {
  606. schoolBonus = stop = true;
  607. }
  608. });
  609. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, spell->getLevel());
  610. if(spell->isSpecial())
  611. {
  612. if(inSpellBook)
  613. {//hero has this spell in spellbook
  614. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  615. }
  616. return specificBonus;
  617. }
  618. else if(!isAllowed)
  619. {
  620. if(inSpellBook)
  621. {
  622. //hero has this spell in spellbook
  623. //it is normal if set in map editor, but trace it to possible debug of magic guild
  624. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  625. }
  626. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  627. }
  628. else
  629. {
  630. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  631. }
  632. }
  633. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  634. {
  635. if(!hasSpellbook())
  636. return false;
  637. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  638. return false;
  639. if(vstd::contains(spells, spell->getId()))//already known
  640. return false;
  641. if(spell->isSpecial())
  642. {
  643. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  644. return false;//special spells can not be learned
  645. }
  646. if(spell->isCreatureAbility())
  647. {
  648. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  649. return false;//creature abilities can not be learned
  650. }
  651. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  652. {
  653. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  654. return false;//banned spells should not be learned
  655. }
  656. return true;
  657. }
  658. /**
  659. * Calculates what creatures and how many to be raised from a battle.
  660. * @param battleResult The results of the battle.
  661. * @return Returns a pair with the first value indicating the ID of the creature
  662. * type and second value the amount. Both values are returned as -1 if necromancy
  663. * could not be applied.
  664. */
  665. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  666. {
  667. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  668. // need skill or cloak of undead king - lesser artifacts don't work without skill
  669. if (hasImprovedNecromancy)
  670. {
  671. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  672. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  673. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  674. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  675. // figure out what to raise - pick strongest creature meeting requirements
  676. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  677. int requiredCasualtyLevel = 1;
  678. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  679. if(!improvedNecromancy->empty())
  680. {
  681. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  682. {
  683. assert(bonus->subtype >=0);
  684. if(bonus->subtype >= 0)
  685. return CreatureID(bonus->subtype);
  686. return CreatureID::NONE;
  687. };
  688. int maxCasualtyLevel = 1;
  689. for(const auto & casualty : casualties)
  690. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  691. // pick best bonus available
  692. std::shared_ptr<Bonus> topPick;
  693. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  694. {
  695. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  696. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  697. continue;
  698. if(!topPick)
  699. {
  700. topPick = newPick;
  701. }
  702. else
  703. {
  704. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  705. {
  706. const auto * c = getCreatureID(pick).toCreature();
  707. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  708. };
  709. if(quality(topPick) < quality(newPick))
  710. topPick = newPick;
  711. }
  712. }
  713. if(topPick)
  714. {
  715. creatureTypeRaised = getCreatureID(topPick);
  716. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  717. }
  718. }
  719. assert(creatureTypeRaised != CreatureID::NONE);
  720. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  721. if(getSlotFor(creatureTypeRaised) == SlotID())
  722. {
  723. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  724. {
  725. if(getSlotFor(upgraded) != SlotID())
  726. {
  727. creatureTypeRaised = upgraded;
  728. necromancySkill *= 2/3.0;
  729. break;
  730. }
  731. }
  732. }
  733. // calculate number of creatures raised - low level units contribute at 50% rate
  734. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  735. double raisedUnits = 0;
  736. for(const auto & casualty : casualties)
  737. {
  738. const CCreature * c = VLC->creh->objects[casualty.first];
  739. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  740. if(c->getLevel() < requiredCasualtyLevel)
  741. raisedFromCasualty *= 0.5;
  742. raisedUnits += raisedFromCasualty;
  743. }
  744. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  745. }
  746. return CStackBasicDescriptor();
  747. }
  748. /**
  749. * Show the necromancy dialog with information about units raised.
  750. * @param raisedStack Pair where the first element represents ID of the raised creature
  751. * and the second element the amount.
  752. */
  753. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  754. {
  755. InfoWindow iw;
  756. iw.type = EInfoWindowMode::AUTO;
  757. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  758. iw.player = tempOwner;
  759. iw.components.emplace_back(raisedStack);
  760. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  761. {
  762. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  763. iw.text.replaceNumber(raisedStack.count);
  764. }
  765. else // Practicing the dark arts of necromancy, ... (singular)
  766. {
  767. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  768. }
  769. iw.text.replaceCreatureName(raisedStack);
  770. cb->showInfoDialog(&iw);
  771. }
  772. /*
  773. int3 CGHeroInstance::getSightCenter() const
  774. {
  775. return getPosition(false);
  776. }*/
  777. int CGHeroInstance::getSightRadius() const
  778. {
  779. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  780. }
  781. si32 CGHeroInstance::manaRegain() const
  782. {
  783. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  784. return manaLimit();
  785. return valOfBonuses(BonusType::MANA_REGENERATION);
  786. }
  787. si32 CGHeroInstance::getManaNewTurn() const
  788. {
  789. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  790. {
  791. //if hero starts turn in town with mage guild - restore all mana
  792. return std::max(mana, manaLimit());
  793. }
  794. si32 res = mana + manaRegain();
  795. res = std::min(res, manaLimit());
  796. res = std::max(res, mana);
  797. res = std::max(res, 0);
  798. return res;
  799. }
  800. // /**
  801. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  802. // * or discards it if it cannot be equipped.
  803. // */
  804. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  805. // {
  806. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  807. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  808. // ai->putAt(this, ai->firstAvailableSlot(this));
  809. // }
  810. BoatId CGHeroInstance::getBoatType() const
  811. {
  812. // hero can only generate boat via "Summon Boat" spell which always create same boat as in Necropolis shipyard
  813. return EBoatId::NECROPOLIS;
  814. }
  815. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  816. {
  817. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  818. // Check issue 515 for details
  819. offsets =
  820. {
  821. 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)
  822. };
  823. }
  824. const IObjectInterface * CGHeroInstance::getObject() const
  825. {
  826. return this;
  827. }
  828. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  829. {
  830. return sp->getCost(getSpellSchoolLevel(sp));
  831. }
  832. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  833. {
  834. assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which)
  835. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))));
  836. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which));
  837. }
  838. EAlignment CGHeroInstance::getAlignment() const
  839. {
  840. return type->heroClass->getAlignment();
  841. }
  842. void CGHeroInstance::initExp(CRandomGenerator & rand)
  843. {
  844. exp = rand.nextInt(40, 89);
  845. }
  846. std::string CGHeroInstance::nodeName() const
  847. {
  848. return "Hero " + getNameTextID();
  849. }
  850. si32 CGHeroInstance::manaLimit() const
  851. {
  852. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  853. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  854. }
  855. std::string CGHeroInstance::getNameTranslated() const
  856. {
  857. if (!nameCustom.empty())
  858. return nameCustom;
  859. return VLC->generaltexth->translate(getNameTextID());
  860. }
  861. std::string CGHeroInstance::getNameTextID() const
  862. {
  863. if (!nameCustom.empty())
  864. return nameCustom;
  865. if (type)
  866. return type->getNameTextID();
  867. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  868. // assert(0);
  869. return "";
  870. }
  871. std::string CGHeroInstance::getBiographyTranslated() const
  872. {
  873. if (!biographyCustom.empty())
  874. return biographyCustom;
  875. return VLC->generaltexth->translate(getBiographyTextID());
  876. }
  877. std::string CGHeroInstance::getBiographyTextID() const
  878. {
  879. if (!biographyCustom.empty())
  880. return biographyCustom;
  881. if (type)
  882. return type->getBiographyTextID();
  883. assert(0);
  884. return "";
  885. }
  886. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  887. {
  888. assert(art->artType->canBePutAt(this, pos));
  889. CArtifactSet::putArtifact(pos, art);
  890. if(ArtifactUtils::isSlotEquipment(pos))
  891. attachTo(*art);
  892. }
  893. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  894. {
  895. auto art = getArt(pos);
  896. assert(art);
  897. CArtifactSet::removeArtifact(pos);
  898. if(ArtifactUtils::isSlotEquipment(pos))
  899. detachFrom(*art);
  900. }
  901. bool CGHeroInstance::hasSpellbook() const
  902. {
  903. return getArt(ArtifactPosition::SPELLBOOK);
  904. }
  905. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  906. {
  907. spells.insert(spell);
  908. }
  909. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  910. {
  911. spells.erase(spell);
  912. }
  913. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  914. {
  915. return vstd::contains(spells, spell);
  916. }
  917. void CGHeroInstance::removeSpellbook()
  918. {
  919. spells.clear();
  920. if(hasSpellbook())
  921. {
  922. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  923. }
  924. }
  925. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  926. {
  927. return spells;
  928. }
  929. int CGHeroInstance::maxSpellLevel() const
  930. {
  931. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  932. }
  933. void CGHeroInstance::deserializationFix()
  934. {
  935. artDeserializationFix(this);
  936. }
  937. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  938. {
  939. if(!visitedTown)
  940. return nullptr;
  941. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  942. : (CBonusSystemNode *)(visitedTown.get());
  943. }
  944. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  945. {
  946. if(visitedTown)
  947. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  948. return &CArmedInstance::whereShouldBeAttached(gs);
  949. }
  950. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  951. {
  952. if(visitedTown)
  953. {
  954. if(inTownGarrison)
  955. return *visitedTown;
  956. else
  957. return visitedTown->townAndVis;
  958. }
  959. else
  960. return CArmedInstance::whereShouldBeAttached(gs);
  961. }
  962. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  963. {
  964. std::unique_ptr<TurnInfo> turnInfoLocal;
  965. if(!ti)
  966. {
  967. turnInfoLocal = std::make_unique<TurnInfo>(this);
  968. ti = turnInfoLocal.get();
  969. }
  970. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  971. return 0; // take all MPs by default
  972. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  973. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  974. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  975. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  976. return ret;
  977. }
  978. EDiggingStatus CGHeroInstance::diggingStatus() const
  979. {
  980. if(static_cast<int>(movement) < maxMovePoints(true))
  981. return EDiggingStatus::LACK_OF_MOVEMENT;
  982. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  983. return EDiggingStatus::BACKPACK_IS_FULL;
  984. return cb->getTileDigStatus(visitablePos());
  985. }
  986. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  987. {
  988. return ArtBearer::HERO;
  989. }
  990. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  991. {
  992. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  993. auto getObligatorySkills = [](CSkill::Obligatory obl){
  994. std::vector<SecondarySkill> obligatory = {};
  995. for(auto i = 0; i < VLC->skillh->size(); i++)
  996. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  997. obligatory.emplace_back(i); //Always return all obligatory skills
  998. return obligatory;
  999. };
  1000. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1001. {
  1002. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1003. for(const auto & skill : ss)
  1004. {
  1005. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1006. {
  1007. obligatorySkills.push_back(skill);
  1008. break; //only one
  1009. }
  1010. }
  1011. };
  1012. if (!skillsInfo.wisdomCounter)
  1013. {
  1014. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1015. selectObligatorySkill(obligatory);
  1016. }
  1017. if (!skillsInfo.magicSchoolCounter)
  1018. {
  1019. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1020. selectObligatorySkill(obligatory);
  1021. }
  1022. std::vector<SecondarySkill> skills;
  1023. //picking sec. skills for choice
  1024. std::set<SecondarySkill> basicAndAdv;
  1025. std::set<SecondarySkill> expert;
  1026. std::set<SecondarySkill> none;
  1027. for(int i = 0; i < VLC->skillh->size(); i++)
  1028. if (canLearnSkill(SecondarySkill(i)))
  1029. none.insert(SecondarySkill(i));
  1030. for(const auto & elem : secSkills)
  1031. {
  1032. if(elem.second < SecSkillLevel::EXPERT)
  1033. basicAndAdv.insert(elem.first);
  1034. else
  1035. expert.insert(elem.first);
  1036. none.erase(elem.first);
  1037. }
  1038. for(const auto & s : obligatorySkills) //don't duplicate them
  1039. {
  1040. none.erase (s);
  1041. basicAndAdv.erase (s);
  1042. expert.erase (s);
  1043. }
  1044. //first offered skill:
  1045. // 1) give obligatory skill
  1046. // 2) give any other new skill
  1047. // 3) upgrade existing
  1048. if(canLearnSkill() && !obligatorySkills.empty())
  1049. {
  1050. skills.push_back (obligatorySkills[0]);
  1051. }
  1052. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1053. {
  1054. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1055. none.erase(skills.back());
  1056. }
  1057. else if(!basicAndAdv.empty())
  1058. {
  1059. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1060. basicAndAdv.erase(skills.back());
  1061. }
  1062. //second offered skill:
  1063. //1) upgrade existing
  1064. //2) give obligatory skill
  1065. //3) give any other new skill
  1066. if(!basicAndAdv.empty())
  1067. {
  1068. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1069. skills.push_back(s);
  1070. basicAndAdv.erase(s);
  1071. }
  1072. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1073. {
  1074. skills.push_back (obligatorySkills[1]);
  1075. }
  1076. else if(!none.empty() && canLearnSkill())
  1077. {
  1078. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1079. none.erase(skills.back());
  1080. }
  1081. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1082. std::swap(skills[0], skills[1]);
  1083. return skills;
  1084. }
  1085. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1086. {
  1087. assert(gainsLevel());
  1088. int randomValue = rand.nextInt(99);
  1089. int pom = 0;
  1090. int primarySkill = 0;
  1091. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1092. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1093. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1094. {
  1095. pom += skillChances[primarySkill];
  1096. if(randomValue < pom)
  1097. {
  1098. break;
  1099. }
  1100. }
  1101. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1102. {
  1103. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1104. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1105. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1106. }
  1107. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1108. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1109. }
  1110. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1111. {
  1112. assert(gainsLevel());
  1113. std::optional<SecondarySkill> chosenSecondarySkill;
  1114. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1115. if(!proposedSecondarySkills.empty())
  1116. {
  1117. std::vector<SecondarySkill> learnedSecondarySkills;
  1118. for(const auto & secondarySkill : proposedSecondarySkills)
  1119. {
  1120. if(getSecSkillLevel(secondarySkill) > 0)
  1121. {
  1122. learnedSecondarySkills.push_back(secondarySkill);
  1123. }
  1124. }
  1125. if(learnedSecondarySkills.empty())
  1126. {
  1127. // there are only new skills to learn, so choose anyone of them
  1128. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1129. }
  1130. else
  1131. {
  1132. // preferably upgrade a already learned secondary skill
  1133. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1134. }
  1135. }
  1136. return chosenSecondarySkill;
  1137. }
  1138. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1139. {
  1140. if(primarySkill < PrimarySkill::EXPERIENCE)
  1141. {
  1142. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1143. .And(Selector::subtype()(primarySkill))
  1144. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1145. assert(skill);
  1146. if(abs)
  1147. {
  1148. skill->val = static_cast<si32>(value);
  1149. }
  1150. else
  1151. {
  1152. skill->val += static_cast<si32>(value);
  1153. }
  1154. CBonusSystemNode::treeHasChanged();
  1155. }
  1156. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1157. {
  1158. if(abs)
  1159. {
  1160. exp = value;
  1161. }
  1162. else
  1163. {
  1164. exp += value;
  1165. }
  1166. }
  1167. }
  1168. bool CGHeroInstance::gainsLevel() const
  1169. {
  1170. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1171. }
  1172. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1173. {
  1174. ++level;
  1175. //deterministic secondary skills
  1176. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1177. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1178. for(const auto & skill : skills)
  1179. {
  1180. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1181. skillsInfo.resetWisdomCounter();
  1182. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1183. skillsInfo.resetMagicSchoolCounter();
  1184. }
  1185. //update specialty and other bonuses that scale with level
  1186. treeHasChanged();
  1187. }
  1188. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1189. {
  1190. while(gainsLevel())
  1191. {
  1192. const auto primarySkill = nextPrimarySkill(rand);
  1193. setPrimarySkill(primarySkill, 1, false);
  1194. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1195. const auto secondarySkill = nextSecondarySkill(rand);
  1196. if(secondarySkill)
  1197. {
  1198. setSecSkillLevel(*secondarySkill, 1, false);
  1199. }
  1200. //TODO why has the secondary skills to be passed to the method?
  1201. levelUp(proposedSecondarySkills);
  1202. }
  1203. }
  1204. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1205. {
  1206. //VISIONS spell support
  1207. const auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype);
  1208. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::VISIONS,subtype), cached);
  1209. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1210. if (visionsMultiplier > 0)
  1211. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1212. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1213. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1214. return (distance < visionsRange) && (target->pos.z == pos.z);
  1215. }
  1216. std::string CGHeroInstance::getHeroTypeName() const
  1217. {
  1218. if(ID == Obj::HERO || ID == Obj::PRISON)
  1219. {
  1220. if(type)
  1221. {
  1222. return type->getJsonKey();
  1223. }
  1224. else
  1225. {
  1226. return VLC->heroh->objects[subID]->getJsonKey();
  1227. }
  1228. }
  1229. return "";
  1230. }
  1231. void CGHeroInstance::afterAddToMap(CMap * map)
  1232. {
  1233. if(ID == Obj::HERO)
  1234. map->heroesOnMap.emplace_back(this);
  1235. }
  1236. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1237. {
  1238. if (ID == Obj::HERO)
  1239. vstd::erase_if_present(map->heroesOnMap, this);
  1240. }
  1241. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1242. {
  1243. if(ID == Obj::HERO || ID == Obj::PRISON)
  1244. {
  1245. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1246. if(rawId)
  1247. subID = rawId.value();
  1248. else
  1249. {
  1250. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1251. }
  1252. }
  1253. }
  1254. void CGHeroInstance::updateFrom(const JsonNode & data)
  1255. {
  1256. CGObjectInstance::updateFrom(data);
  1257. }
  1258. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1259. {
  1260. handler.serializeString("biography", biographyCustom);
  1261. handler.serializeInt("experience", exp, 0);
  1262. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1263. {
  1264. while (gainsLevel())
  1265. {
  1266. ++level;
  1267. }
  1268. }
  1269. handler.serializeString("name", nameCustom);
  1270. handler.serializeInt("gender", gender, 0);
  1271. {
  1272. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1273. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1274. if(handler.saving)
  1275. {
  1276. if(portrait >= 0)
  1277. {
  1278. if(portrait < legacyHeroes || portrait >= moddedStart)
  1279. {
  1280. int tempPortrait = portrait >= moddedStart
  1281. ? portrait - GameConstants::HERO_PORTRAIT_SHIFT
  1282. : portrait;
  1283. handler.serializeId<si32, si32, HeroTypeID>("portrait", tempPortrait, -1);
  1284. }
  1285. else
  1286. handler.serializeInt("portrait", portrait, -1);
  1287. }
  1288. }
  1289. else
  1290. {
  1291. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1292. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1293. {
  1294. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1295. if(portrait >= legacyHeroes)
  1296. portrait += GameConstants::HERO_PORTRAIT_SHIFT;
  1297. }
  1298. else
  1299. handler.serializeInt("portrait", portrait, -1);
  1300. }
  1301. }
  1302. //primary skills
  1303. if(handler.saving)
  1304. {
  1305. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1306. if(haveSkills)
  1307. {
  1308. auto primarySkills = handler.enterStruct("primarySkills");
  1309. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1310. {
  1311. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1312. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1313. }
  1314. }
  1315. }
  1316. else
  1317. {
  1318. auto primarySkills = handler.enterStruct("primarySkills");
  1319. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1320. {
  1321. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1322. {
  1323. int value = 0;
  1324. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1325. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1326. }
  1327. }
  1328. }
  1329. //secondary skills
  1330. if(handler.saving)
  1331. {
  1332. //does hero have default skills?
  1333. bool defaultSkills = false;
  1334. bool normalSkills = false;
  1335. for(const auto & p : secSkills)
  1336. {
  1337. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1338. defaultSkills = true;
  1339. else
  1340. normalSkills = true;
  1341. }
  1342. if(defaultSkills && normalSkills)
  1343. logGlobal->error("Mixed default and normal secondary skills");
  1344. //in json default skills means no field/null
  1345. if(!defaultSkills)
  1346. {
  1347. //enter structure here as handler initialize it
  1348. auto secondarySkills = handler.enterStruct("secondarySkills");
  1349. for(auto & p : secSkills)
  1350. {
  1351. const si32 rawId = p.first.num;
  1352. if(rawId < 0 || rawId >= VLC->skillh->size())
  1353. logGlobal->error("Invalid secondary skill %d", rawId);
  1354. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1355. }
  1356. }
  1357. }
  1358. else
  1359. {
  1360. auto secondarySkills = handler.enterStruct("secondarySkills");
  1361. const JsonNode & skillMap = handler.getCurrent();
  1362. secSkills.clear();
  1363. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1364. {
  1365. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1366. }
  1367. else
  1368. {
  1369. for(const auto & p : skillMap.Struct())
  1370. {
  1371. const std::string skillId = p.first;
  1372. const std::string levelId = p.second.String();
  1373. const int rawId = CSkillHandler::decodeSkill(skillId);
  1374. if(rawId < 0)
  1375. {
  1376. logGlobal->error("Invalid secondary skill %s", skillId);
  1377. continue;
  1378. }
  1379. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1380. if(level < 0)
  1381. {
  1382. logGlobal->error("Invalid secondary skill level%s", levelId);
  1383. continue;
  1384. }
  1385. secSkills.emplace_back(SecondarySkill(rawId), level);
  1386. }
  1387. }
  1388. }
  1389. handler.serializeIdArray("spellBook", spells);
  1390. if(handler.saving)
  1391. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1392. }
  1393. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1394. {
  1395. serializeCommonOptions(handler);
  1396. serializeJsonOwner(handler);
  1397. if(ID == Obj::HERO || ID == Obj::PRISON)
  1398. {
  1399. std::string typeName;
  1400. if(handler.saving)
  1401. typeName = getHeroTypeName();
  1402. handler.serializeString("type", typeName);
  1403. if(!handler.saving)
  1404. setHeroTypeName(typeName);
  1405. }
  1406. static const std::vector<std::string> FORMATIONS = { "wide", "tight" };
  1407. CCreatureSet::serializeJson(handler, "army", 7);
  1408. handler.serializeEnum("formation", formation, FORMATIONS);
  1409. {
  1410. static constexpr int NO_PATROLING = -1;
  1411. int rawPatrolRadius = NO_PATROLING;
  1412. if(handler.saving)
  1413. {
  1414. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1415. }
  1416. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1417. if(!handler.saving)
  1418. {
  1419. if(!appearance)
  1420. {
  1421. // crossoverDeserialize
  1422. type = VLC->heroh->objects[subID];
  1423. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1424. }
  1425. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1426. patrol.initialPos = visitablePos();
  1427. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1428. }
  1429. }
  1430. }
  1431. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1432. {
  1433. serializeCommonOptions(handler);
  1434. }
  1435. bool CGHeroInstance::isMissionCritical() const
  1436. {
  1437. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1438. {
  1439. if(event.trigger.test([&](const EventCondition & condition)
  1440. {
  1441. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1442. {
  1443. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1444. return (hero != this);
  1445. }
  1446. else if(condition.condition == EventCondition::IS_HUMAN)
  1447. {
  1448. return true;
  1449. }
  1450. return false;
  1451. }))
  1452. {
  1453. return true;
  1454. }
  1455. }
  1456. return false;
  1457. }
  1458. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1459. {
  1460. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, stack.type->getId()));
  1461. for(const auto & it : *lista)
  1462. {
  1463. auto nid = CreatureID(it->additionalInfo[0]);
  1464. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1465. {
  1466. info.newID.push_back(nid);
  1467. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1468. }
  1469. }
  1470. }
  1471. VCMI_LIB_NAMESPACE_END