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