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							- /*
 
-  * CGHeroInstance.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGHeroInstance.h"
 
- #include <vcmi/ServerCallback.h>
 
- #include <vcmi/spells/Spell.h>
 
- #include "../NetPacks.h"
 
- #include "../CGeneralTextHandler.h"
 
- #include "../CHeroHandler.h"
 
- #include "../CModHandler.h"
 
- #include "../CSoundBase.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../CSkillHandler.h"
 
- #include "CObjectClassesHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../CGameState.h"
 
- #include "../CCreatureHandler.h"
 
- #include "../CTownHandler.h"
 
- #include "../mapping/CMap.h"
 
- #include "CGTownInstance.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include "../StringConstants.h"
 
- #include "../battle/Unit.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- ///helpers
 
- static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
 
- {
 
- 	InfoWindow iw;
 
- 	iw.soundID = soundID;
 
- 	iw.player = playerID;
 
- 	iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
 
- 	IObjectInterface::cb->sendAndApply(&iw);
 
- }
 
- static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
 
- {
 
- 	const PlayerColor playerID = h->getOwner();
 
- 	showInfoDialog(playerID,txtID,soundID);
 
- }
 
- static int lowestSpeed(const CGHeroInstance * chi)
 
- {
 
- 	static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
 
- 	static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
 
- 	if(!chi->stacksCount())
 
- 	{
 
- 		if(chi->commander && chi->commander->alive)
 
- 		{
 
- 			return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
 
- 		}
 
- 		logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
 
- 		return 20;
 
- 	}
 
- 	auto i = chi->Slots().begin();
 
- 	//TODO? should speed modifiers (eg from artifacts) affect hero movement?
 
- 	int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
 
- 	for(; i != chi->Slots().end(); i++)
 
- 		ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
 
- 	return ret;
 
- }
 
- ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
 
- {
 
- 	int64_t ret = GameConstants::BASE_MOVEMENT_COST;
 
- 	//if there is road both on dest and src tiles - use road movement cost
 
- 	if(dest.roadType->id && from.roadType->id)
 
- 	{
 
- 		ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
 
- 	}
 
- 	else if(ti->nativeTerrain != from.terType->id &&//the terrain is not native
 
- 			ti->nativeTerrain != Terrain::ANY_TERRAIN && //no special creature bonus
 
- 			!ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->id)) //no special movement bonus
 
- 	{
 
- 		ret = VLC->heroh->terrCosts[from.terType->id];
 
- 		ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
 
- 		if(ret < GameConstants::BASE_MOVEMENT_COST)
 
- 			ret = GameConstants::BASE_MOVEMENT_COST;
 
- 	}
 
- 	return (ui32)ret;
 
- }
 
- TerrainId CGHeroInstance::getNativeTerrain() const
 
- {
 
- 	// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
 
- 	// This is clearly bug in H3 however intended behaviour is not clear.
 
- 	// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
 
- 	// will always have best penalty without any influence from player-defined stacks order
 
- 	// TODO: What should we do if all hero stacks are neutral creatures?
 
- 	TerrainId nativeTerrain = Terrain::BORDER;
 
- 	for(auto stack : stacks)
 
- 	{
 
- 		TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
 
- 		if(stackNativeTerrain == Terrain::BORDER) //where does this value come from?
 
- 			continue;
 
- 		if(nativeTerrain == Terrain::BORDER)
 
- 			nativeTerrain = stackNativeTerrain;
 
- 		else if(nativeTerrain != stackNativeTerrain)
 
- 			return Terrain::BORDER;
 
- 	}
 
- 	return nativeTerrain;
 
- }
 
- int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 
- {
 
- 	if (toh3m)
 
- 	{
 
- 		src.x+=1;
 
- 		return src;
 
- 	}
 
- 	else
 
- 	{
 
- 		src.x-=1;
 
- 		return src;
 
- 	}
 
- }
 
- BattleField CGHeroInstance::getBattlefield() const
 
- {
 
- 	return BattleField::NONE;
 
- }
 
- int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
 
- {
 
- 	if (h3m)
 
- 	{
 
- 		return pos;
 
- 	}
 
- 	else
 
- 	{
 
- 		return convertPosition(pos,false);
 
- 	}
 
- }
 
- ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
 
- {
 
- 	for(auto & elem : secSkills)
 
- 		if(elem.first == skill)
 
- 			return elem.second;
 
- 	return 0;
 
- }
 
- void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
 
- {
 
- 	if(getSecSkillLevel(which) == 0)
 
- 	{
 
- 		secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
 
- 		updateSkillBonus(which, val);
 
- 	}
 
- 	else
 
- 	{
 
- 		for (auto & elem : secSkills)
 
- 		{
 
- 			if(elem.first == which)
 
- 			{
 
- 				if(abs)
 
- 					elem.second = val;
 
- 				else
 
- 					elem.second += val;
 
- 				if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
 
- 				{
 
- 					logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
 
- 					elem.second = 3;
 
- 				}
 
- 				updateSkillBonus(which, elem.second); //when we know final value
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGHeroInstance::canLearnSkill() const
 
- {
 
- 	return secSkills.size() < GameConstants::SKILL_PER_HERO;
 
- }
 
- bool CGHeroInstance::canLearnSkill(SecondarySkill which) const
 
- {
 
- 	if ( !canLearnSkill())
 
- 		return false;
 
- 	if (!cb->isAllowed(2, which))
 
- 		return false;
 
- 	if (getSecSkillLevel(which) > 0)
 
- 		return false;
 
- 	if (type->heroClass->secSkillProbability[which] == 0)
 
- 		return false;
 
- 	return true;
 
- }
 
- int CGHeroInstance::maxMovePoints(bool onLand) const
 
- {
 
- 	TurnInfo ti(this);
 
- 	return maxMovePointsCached(onLand, &ti);
 
- }
 
- int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
 
- {
 
- 	int base;
 
- 	if(onLand)
 
- 	{
 
- 		// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
 
- 		static const int baseSpeed = 1300; // base speed from creature with 0 speed
 
- 		int armySpeed = lowestSpeed(this) * 20 / 3;
 
- 		base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
 
- 		vstd::abetween(base, 1500, 2000); // base speed is limited by these values
 
- 	}
 
- 	else
 
- 	{
 
- 		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
 
- 	}
 
- 	const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
 
- 	const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
 
- 	const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
 
- 	const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
 
- 	return int(base * (1 + modifier)) + bonus;
 
- }
 
- CGHeroInstance::CGHeroInstance()
 
-  : IBoatGenerator(this)
 
- {
 
- 	setNodeType(HERO);
 
- 	ID = Obj::HERO;
 
- 	tacticFormationEnabled = inTownGarrison = false;
 
- 	mana = UNINITIALIZED_MANA;
 
- 	movement = UNINITIALIZED_MOVEMENT;
 
- 	portrait = UNINITIALIZED_PORTRAIT;
 
- 	isStanding = true;
 
- 	moveDir = 4;
 
- 	level = 1;
 
- 	exp = 0xffffffff;
 
- 	visitedTown = nullptr;
 
- 	type = nullptr;
 
- 	boat = nullptr;
 
- 	commander = nullptr;
 
- 	sex = 0xff;
 
- 	secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
 
- }
 
- PlayerColor CGHeroInstance::getOwner() const
 
- {
 
- 	return tempOwner;
 
- }
 
- void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
 
- {
 
- 	subID = SUBID.getNum();
 
- 	initHero(rand);
 
- }
 
- void CGHeroInstance::setType(si32 ID, si32 subID)
 
- {
 
- 	assert(ID == Obj::HERO); // just in case
 
- 	type = VLC->heroh->objects[subID];
 
- 	portrait = type->imageIndex;
 
- 	CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
 
- 	this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
 
- 	randomizeArmy(type->heroClass->faction);
 
- }
 
- void CGHeroInstance::initHero(CRandomGenerator & rand)
 
- {
 
- 	assert(validTypes(true));
 
- 	if(!type)
 
- 		type = VLC->heroh->objects[subID];
 
- 	if (ID == Obj::HERO)
 
- 		appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
 
- 	if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
 
- 	{
 
- 		for(auto spellID : type->spells)
 
- 			spells.insert(spellID);
 
- 	}
 
- 	else //remove placeholder
 
- 		spells -= SpellID::PRESET;
 
- 	if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
 
- 		putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
 
- 	if(!getArt(ArtifactPosition::MACH4))
 
- 		putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
 
- 	if(portrait < 0 || portrait == 255)
 
- 		portrait = type->imageIndex;
 
- 	if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
 
- 	{
 
- 		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 		{
 
- 			pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
 
- 		}
 
- 	}
 
- 	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
 
- 		secSkills = type->secSkillsInit;
 
- 	if (!name.length())
 
- 		name = type->name;
 
- 	if (sex == 0xFF)//sex is default
 
- 		sex = type->sex;
 
- 	setFormation(false);
 
- 	if (!stacksCount()) //standard army//initial army
 
- 	{
 
- 		initArmy(rand);
 
- 	}
 
- 	assert(validTypes());
 
- 	if(exp == 0xffffffff)
 
- 	{
 
- 		initExp(rand);
 
- 	}
 
- 	else
 
- 	{
 
- 		levelUpAutomatically(rand);
 
- 	}
 
- 	if (VLC->modh->modules.COMMANDERS && !commander)
 
- 	{
 
- 		commander = new CCommanderInstance(type->heroClass->commander->idNumber);
 
- 		commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
 
- 		commander->giveStackExp (exp); //after our exp is set
 
- 	}
 
- 	if (mana < 0)
 
- 		mana = manaLimit();
 
- }
 
- void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
 
- {
 
- 	if(!dst)
 
- 		dst = this;
 
- 	int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
 
- 	int pom = rand.nextInt(99);
 
- 	int warMachinesGiven = 0;
 
- 	if(pom < 9)
 
- 		howManyStacks = 1;
 
- 	else if(pom < 79)
 
- 		howManyStacks = 2;
 
- 	else
 
- 		howManyStacks = 3;
 
- 	vstd::amin(howManyStacks, type->initialArmy.size());
 
- 	for(int stackNo=0; stackNo < howManyStacks; stackNo++)
 
- 	{
 
- 		auto & stack = type->initialArmy[stackNo];
 
- 		int count = rand.nextInt(stack.minAmount, stack.maxAmount);
 
- 		const CCreature * creature = stack.creature.toCreature();
 
- 		if(creature == nullptr)
 
- 		{
 
- 			logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
 
- 			continue;
 
- 		}
 
- 		if(creature->warMachine != ArtifactID::NONE) //war machine
 
- 		{
 
- 			warMachinesGiven++;
 
- 			if(dst != this)
 
- 				continue;
 
- 			ArtifactID aid = creature->warMachine;
 
- 			const CArtifact * art = aid.toArtifact();
 
- 			if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
 
- 			{
 
- 				//TODO: should we try another possible slots?
 
- 				ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
 
- 				if(!getArt(slot))
 
- 					putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
 
- 				else
 
- 					logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
 
- 			}
 
- 			else
 
- 			{
 
- 				logGlobal->error("Hero %s has invalid war machine in initial army", name);
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
 
- 		}
 
- 	}
 
- }
 
- CGHeroInstance::~CGHeroInstance()
 
- {
 
- 	commander.dellNull();
 
- }
 
- bool CGHeroInstance::needsLastStack() const
 
- {
 
- 	return true;
 
- }
 
- void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
 
- {
 
- 	if(h == this) return; //exclude potential self-visiting
 
- 	if (ID == Obj::HERO)
 
- 	{
 
- 		if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
 
- 		{
 
- 			//exchange
 
- 			cb->heroExchange(h->id, id);
 
- 		}
 
- 		else //battle
 
- 		{
 
- 			if(visitedTown) //we're in town
 
- 				visitedTown->onHeroVisit(h); //town will handle attacking
 
- 			else
 
- 				cb->startBattleI(h,	this);
 
- 		}
 
- 	}
 
- 	else if(ID == Obj::PRISON)
 
- 	{
 
- 		int txt_id;
 
- 		if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
 
- 		{
 
- 			//update hero parameters
 
- 			SetMovePoints smp;
 
- 			smp.hid = id;
 
- 			smp.val = maxMovePoints (true); //TODO: hota prison on water?
 
- 			cb->setMovePoints (&smp);
 
- 			cb->setManaPoints (id, manaLimit());
 
- 			cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
 
- 			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
 
- 			txt_id = 102;
 
- 		}
 
- 		else //already 8 wandering heroes
 
- 		{
 
- 			txt_id = 103;
 
- 		}
 
- 		showInfoDialog(h,txt_id);
 
- 	}
 
- }
 
- std::string CGHeroInstance::getObjectName() const
 
- {
 
- 	if(ID != Obj::PRISON)
 
- 	{
 
- 		std::string hoverName = VLC->generaltexth->allTexts[15];
 
- 		boost::algorithm::replace_first(hoverName,"%s",name);
 
- 		boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
 
- 		return hoverName;
 
- 	}
 
- 	else
 
- 		return CGObjectInstance::getObjectName();
 
- }
 
- const std::string & CGHeroInstance::getBiography() const
 
- {
 
- 	if (biography.length())
 
- 		return biography;
 
- 	return type->biography;
 
- }
 
- ui8 CGHeroInstance::maxlevelsToMagicSchool() const
 
- {
 
- 	return type->heroClass->isMagicHero() ? 3 : 4;
 
- }
 
- ui8 CGHeroInstance::maxlevelsToWisdom() const
 
- {
 
- 	return type->heroClass->isMagicHero() ? 3 : 6;
 
- }
 
- CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
 
- {
 
- 	rand.setSeed(0);
 
- 	magicSchoolCounter = 1;
 
- 	wisdomCounter = 1;
 
- }
 
- void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
 
- {
 
- 	magicSchoolCounter = 1;
 
- }
 
- void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
 
- {
 
- 	wisdomCounter = 1;
 
- }
 
- void CGHeroInstance::initObj(CRandomGenerator & rand)
 
- {
 
- 	blockVisit = true;
 
- 	if(!type)
 
- 		initHero(rand); //TODO: set up everything for prison before specialties are configured
 
- 	skillsInfo.rand.setSeed(rand.nextInt());
 
- 	skillsInfo.resetMagicSchoolCounter();
 
- 	skillsInfo.resetWisdomCounter();
 
- 	if (ID != Obj::PRISON)
 
- 	{
 
- 		auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
 
- 		auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
 
- 		if (customApp)
 
- 			appearance = customApp;
 
- 	}
 
- 	//copy active (probably growing) bonuses from hero prototype to hero object
 
- 	for(std::shared_ptr<Bonus> b : type->specialty)
 
- 		addNewBonus(b);
 
- 	//dito for old-style bonuses -> compatibility for old savegames
 
- 	for(SSpecialtyBonus & sb : type->specialtyDeprecated)
 
- 		for(std::shared_ptr<Bonus> b : sb.bonuses)
 
- 			addNewBonus(b);
 
- 	for(SSpecialtyInfo & spec : type->specDeprecated)
 
- 		for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
 
- 			addNewBonus(b);
 
- 	//initialize bonuses
 
- 	recreateSecondarySkillsBonuses();
 
- 	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
 
- 	type->name = name;
 
- }
 
- void CGHeroInstance::recreateSecondarySkillsBonuses()
 
- {
 
- 	auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
 
- 	for(auto bonus : *secondarySkillsBonuses)
 
- 		removeBonus(bonus);
 
- 	for(auto skill_info : secSkills)
 
- 		if(skill_info.second > 0)
 
- 			updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
 
- }
 
- void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
 
- {
 
- 	removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
 
- 	auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
 
- 	for (auto b : skillBonus)
 
- 		addNewBonus(std::make_shared<Bonus>(*b));
 
- }
 
- void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
 
- {
 
- 	if(what == ObjProperty::PRIMARY_STACK_COUNT)
 
- 		setStackCount(SlotID(0), val);
 
- }
 
- double CGHeroInstance::getFightingStrength() const
 
- {
 
- 	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
 
- }
 
- double CGHeroInstance::getMagicStrength() const
 
- {
 
- 	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
 
- }
 
- double CGHeroInstance::getHeroStrength() const
 
- {
 
- 	return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
 
- }
 
- ui64 CGHeroInstance::getTotalStrength() const
 
- {
 
- 	double ret = getFightingStrength() * getArmyStrength();
 
- 	return (ui64) ret;
 
- }
 
- TExpType CGHeroInstance::calculateXp(TExpType exp) const
 
- {
 
- 	return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
 
- }
 
- int32_t CGHeroInstance::getCasterUnitId() const
 
- {
 
- 	return -1; //TODO: special value for attacker/defender hero
 
- }
 
- int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
 
- {
 
- 	int32_t skill = -1; //skill level
 
- 	spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
 
- 	{
 
- 		int32_t thisSchool = std::max<int32_t>(
 
- 			valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
 
- 			valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
 
- 		if(thisSchool > skill)
 
- 		{
 
- 			skill = thisSchool;
 
- 			if(outSelectedSchool)
 
- 				*outSelectedSchool = (ui8)cnf.id;
 
- 		}
 
- 	});
 
- 	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
 
- 	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
 
- 	vstd::amax(skill, 0); //in case we don't know any school
 
- 	vstd::amin(skill, 3);
 
- 	return skill;
 
- }
 
- int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
 
- {
 
- 	//applying sorcery secondary skill
 
- 	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
 
- 	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
 
- 	int maxSchoolBonus = 0;
 
- 	spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
 
- 	{
 
- 		vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
 
- 	});
 
- 	base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
 
- 	if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
 
- 		base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
 
- 	return base;
 
- }
 
- int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
 
- {
 
- 	base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
 
- 	return base;
 
- }
 
- int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
 
- {
 
- 	if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
 
- 		return 3;//todo: recheck specialty from where this bonus is. possible bug
 
- 	else
 
- 		return getSpellSchoolLevel(spell);
 
- }
 
- int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
 
- {
 
- 	return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
- }
 
- int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
 
- {
 
- 	return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
 
- }
 
- int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
 
- {
 
- 	return 0;
 
- }
 
- PlayerColor CGHeroInstance::getCasterOwner() const
 
- {
 
- 	return tempOwner;
 
- }
 
- void CGHeroInstance::getCasterName(MetaString & text) const
 
- {
 
- 	//FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
 
- 	text.addReplacement(name);
 
- }
 
- void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
 
- {
 
- 	const bool singleTarget = attacked.size() == 1;
 
- 	const int textIndex = singleTarget ? 195 : 196;
 
- 	text.addTxt(MetaString::GENERAL_TXT, textIndex);
 
- 	getCasterName(text);
 
- 	text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
 
- 	if(singleTarget)
 
- 		attacked.at(0)->addNameReplacement(text, true);
 
- }
 
- void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
 
- {
 
- 	if(spellCost != 0)
 
- 	{
 
- 		SetMana sm;
 
- 		sm.absolute = false;
 
- 		sm.hid = id;
 
- 		sm.val = -spellCost;
 
- 		server->apply(&sm);
 
- 	}
 
- }
 
- bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
 
- {
 
- 	const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
 
- 	const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
 
- 	const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
 
- 	bool schoolBonus = false;
 
- 	spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
 
- 	{
 
- 		if(hasBonusOfType(cnf.knoledgeBonus))
 
- 		{
 
- 			schoolBonus = stop = true;
 
- 		}
 
- 	});
 
- 	const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
 
- 	if(spell->isSpecial())
 
- 	{
 
- 		if(inSpellBook)
 
- 		{//hero has this spell in spellbook
 
- 			logGlobal->error("Special spell %s in spellbook.", spell->getName());
 
- 		}
 
- 		return specificBonus;
 
- 	}
 
- 	else if(!isAllowed)
 
- 	{
 
- 		if(inSpellBook)
 
- 		{
 
- 			//hero has this spell in spellbook
 
- 			//it is normal if set in map editor, but trace it to possible debug of magic guild
 
- 			logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
 
- 		}
 
- 		return inSpellBook || specificBonus || schoolBonus || levelBonus;
 
- 	}
 
- 	else
 
- 	{
 
- 		return inSpellBook || schoolBonus || specificBonus || levelBonus;
 
- 	}
 
- }
 
- bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
 
- {
 
-     if(!hasSpellbook())
 
- 		return false;
 
- 	if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
 
- 		return false;
 
- 	if(vstd::contains(spells, spell->getId()))//already known
 
- 		return false;
 
- 	if(spell->isSpecial())
 
- 	{
 
- 		logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
 
- 		return false;//special spells can not be learned
 
- 	}
 
- 	if(spell->isCreatureAbility())
 
- 	{
 
- 		logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
 
- 		return false;//creature abilities can not be learned
 
- 	}
 
- 	if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
 
- 	{
 
- 		logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
 
- 		return false;//banned spells should not be learned
 
- 	}
 
- 	return true;
 
- }
 
- /**
 
-  * Calculates what creatures and how many to be raised from a battle.
 
-  * @param battleResult The results of the battle.
 
-  * @return Returns a pair with the first value indicating the ID of the creature
 
-  * type and second value the amount. Both values are returned as -1 if necromancy
 
-  * could not be applied.
 
-  */
 
- CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
 
- {
 
- 	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
 
- 	// need skill or cloak of undead king - lesser artifacts don't work without skill
 
- 	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
 
- 	{
 
- 		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
 
- 		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
 
- 		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
 
- 		// figure out what to raise - pick strongest creature meeting requirements
 
- 		CreatureID creatureTypeRaised = CreatureID::SKELETON;
 
- 		int requiredCasualtyLevel = 1;
 
- 		TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
 
- 		if(!improvedNecromancy->empty())
 
- 		{
 
- 			auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
 
- 			{
 
- 				const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
 
- 				return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
 
- 			};
 
- 			int maxCasualtyLevel = 1;
 
- 			for(auto & casualty : casualties)
 
- 				vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
 
- 			// pick best bonus available
 
- 			std::shared_ptr<Bonus> topPick;
 
- 			for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
 
- 			{
 
- 				// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
 
- 				if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
 
- 					continue;
 
- 				if(!topPick)
 
- 				{
 
- 					topPick = newPick;
 
- 				}
 
- 				else
 
- 				{
 
- 					auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>
 
- 					{
 
- 						const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
 
- 						return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
 
- 					};
 
- 					if(quality(topPick) < quality(newPick))
 
- 						topPick = newPick;
 
- 				}
 
- 			}
 
- 			if(topPick)
 
- 			{
 
- 				creatureTypeRaised = getCreatureID(topPick);
 
- 				requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
 
- 			}
 
- 		}
 
- 		// raise upgraded creature (at 2/3 rate) if no space available otherwise
 
- 		if(getSlotFor(creatureTypeRaised) == SlotID())
 
- 		{
 
- 			for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
 
- 			{
 
- 				if(getSlotFor(upgraded) != SlotID())
 
- 				{
 
- 					creatureTypeRaised = upgraded;
 
- 					necromancySkill *= 2/3.0;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		// calculate number of creatures raised - low level units contribute at 50% rate
 
- 		const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
 
- 		double raisedUnits = 0;
 
- 		for(auto & casualty : casualties)
 
- 		{
 
- 			const CCreature * c = VLC->creh->objects[casualty.first];
 
- 			double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
 
- 			if(c->level < requiredCasualtyLevel)
 
- 				raisedFromCasualty *= 0.5;
 
- 			raisedUnits += raisedFromCasualty;
 
- 		}
 
- 		return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
 
- 	}
 
- 	return CStackBasicDescriptor();
 
- }
 
- /**
 
-  * Show the necromancy dialog with information about units raised.
 
-  * @param raisedStack Pair where the first element represents ID of the raised creature
 
-  * and the second element the amount.
 
-  */
 
- void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
 
- {
 
- 	InfoWindow iw;
 
- 	iw.soundID = soundBase::pickup01 + rand.nextInt(6);
 
- 	iw.player = tempOwner;
 
- 	iw.components.push_back(Component(raisedStack));
 
- 	if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 145);
 
- 		iw.text.addReplacement(raisedStack.count);
 
- 	}
 
- 	else // Practicing the dark arts of necromancy, ... (singular)
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 146);
 
- 	}
 
- 	iw.text.addReplacement(raisedStack);
 
- 	cb->showInfoDialog(&iw);
 
- }
 
- /*
 
- int3 CGHeroInstance::getSightCenter() const
 
- {
 
- 	return getPosition(false);
 
- }*/
 
- int CGHeroInstance::getSightRadius() const
 
- {
 
- 	return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
 
- }
 
- si32 CGHeroInstance::manaRegain() const
 
- {
 
- 	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
 
- 		return manaLimit();
 
- 	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
 
- }
 
- si32 CGHeroInstance::getManaNewTurn() const
 
- {
 
- 	if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
 
- 	{
 
- 		//if hero starts turn in town with mage guild - restore all mana
 
- 		return std::max(mana, manaLimit());
 
- 	}
 
- 	si32 res = mana + manaRegain();
 
- 	res = std::min(res, manaLimit());
 
- 	res = std::max(res, mana);
 
- 	res = std::max(res, 0);
 
- 	return res;
 
- }
 
- // /**
 
- //  * Places an artifact in hero's backpack. If it's a big artifact equips it
 
- //  * or discards it if it cannot be equipped.
 
- //  */
 
- // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
 
- // {
 
- // 	CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
 
- // 	CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
 
- // 	ai->putAt(this, ai->firstAvailableSlot(this));
 
- // }
 
- int CGHeroInstance::getBoatType() const
 
- {
 
- 	switch(type->heroClass->getAlignment())
 
- 	{
 
- 	case EAlignment::GOOD:
 
- 		return 1;
 
- 	case EAlignment::EVIL:
 
- 		return 0;
 
- 	case EAlignment::NEUTRAL:
 
- 		return 2;
 
- 	default:
 
- 		throw std::runtime_error("Wrong alignment!");
 
- 	}
 
- }
 
- void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
 
- {
 
- 	// FIXME: Offsets need to be fixed once we get rid of convertPosition
 
- 	// Check issue 515 for details
 
- 	offsets =
 
- 	{
 
- 		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)
 
- 	};
 
- }
 
- int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
 
- {
 
- 	return sp->getCost(getSpellSchoolLevel(sp));
 
- }
 
- void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
 
- {
 
- 	assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
 
- 						.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
 
- 	addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
 
- }
 
- EAlignment::EAlignment CGHeroInstance::getAlignment() const
 
- {
 
- 	return type->heroClass->getAlignment();
 
- }
 
- void CGHeroInstance::initExp(CRandomGenerator & rand)
 
- {
 
- 	exp = rand.nextInt(40, 89);
 
- }
 
- std::string CGHeroInstance::nodeName() const
 
- {
 
- 	return "Hero " + name;
 
- }
 
- void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
 
- {
 
- 	assert(!getArt(pos));
 
- 	art->putAt(ArtifactLocation(this, pos));
 
- }
 
- void CGHeroInstance::putInBackpack(CArtifactInstance *art)
 
- {
 
- 	putArtifact(art->firstBackpackSlot(this), art);
 
- }
 
- bool CGHeroInstance::hasSpellbook() const
 
- {
 
- 	return getArt(ArtifactPosition::SPELLBOOK);
 
- }
 
- void CGHeroInstance::addSpellToSpellbook(SpellID spell)
 
- {
 
- 	spells.insert(spell);
 
- }
 
- void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
 
- {
 
- 	spells.erase(spell);
 
- }
 
- bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
 
- {
 
- 	return vstd::contains(spells, spell);
 
- }
 
- void CGHeroInstance::removeSpellbook()
 
- {
 
- 	spells.clear();
 
- 	if(hasSpellbook())
 
- 	{
 
- 		ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
 
- 	}
 
- }
 
- const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
 
- {
 
- 	return spells;
 
- }
 
- int CGHeroInstance::maxSpellLevel() const
 
- {
 
- 	return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
 
- }
 
- void CGHeroInstance::deserializationFix()
 
- {
 
- 	artDeserializationFix(this);
 
- }
 
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
 
- {
 
- 	if(!visitedTown)
 
- 		return nullptr;
 
- 	return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
 
- 		: (CBonusSystemNode *)(visitedTown.get());
 
- }
 
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
 
- {
 
- 	if(visitedTown)
 
- 		return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
 
- 	return &CArmedInstance::whereShouldBeAttached(gs);
 
- }
 
- CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
 
- {
 
- 	if(visitedTown)
 
- 	{
 
- 		if(inTownGarrison)
 
- 			return *visitedTown;
 
- 		else
 
- 			return visitedTown->townAndVis;
 
- 	}
 
- 	else
 
- 		return CArmedInstance::whereShouldBeAttached(gs);
 
- }
 
- int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
 
- {
 
- 	int ret = 0; //take all MPs by default
 
- 	bool localTi = false;
 
- 	if(!ti)
 
- 	{
 
- 		localTi = true;
 
- 		ti = new TurnInfo(this);
 
- 	}
 
- 	int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
 
- 	int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
 
- 	if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
 
- 		ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
 
- 	if(localTi)
 
- 		delete ti;
 
- 	return ret;
 
- }
 
- EDiggingStatus CGHeroInstance::diggingStatus() const
 
- {
 
- 	if((int)movement < maxMovePoints(true))
 
- 		return EDiggingStatus::LACK_OF_MOVEMENT;
 
- 	return cb->getTile(getPosition(false))->getDiggingStatus();
 
- }
 
- ArtBearer::ArtBearer CGHeroInstance::bearerType() const
 
- {
 
- 	return ArtBearer::HERO;
 
- }
 
- std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
 
- {
 
- 	std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
 
- 	if (!skillsInfo.wisdomCounter)
 
- 	{
 
- 		if (canLearnSkill(SecondarySkill::WISDOM))
 
- 			obligatorySkills.push_back(SecondarySkill::WISDOM);
 
- 	}
 
- 	if (!skillsInfo.magicSchoolCounter)
 
- 	{
 
- 		std::vector<SecondarySkill> ss =
 
- 		{
 
- 			SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
 
- 		};
 
- 		std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
 
- 		for (auto skill : ss)
 
- 		{
 
- 			if (canLearnSkill(skill)) //only schools hero doesn't know yet
 
- 			{
 
- 				obligatorySkills.push_back(skill);
 
- 				break; //only one
 
- 			}
 
- 		}
 
- 	}
 
- 	std::vector<SecondarySkill> skills;
 
- 	//picking sec. skills for choice
 
- 	std::set<SecondarySkill> basicAndAdv, expert, none;
 
- 	for(int i = 0; i < VLC->skillh->size(); i++)
 
- 		if (canLearnSkill(SecondarySkill(i)))
 
- 			none.insert(SecondarySkill(i));
 
- 	for(auto & elem : secSkills)
 
- 	{
 
- 		if(elem.second < SecSkillLevel::EXPERT)
 
- 			basicAndAdv.insert(elem.first);
 
- 		else
 
- 			expert.insert(elem.first);
 
- 		none.erase(elem.first);
 
- 	}
 
- 	for (auto s : obligatorySkills) //don't duplicate them
 
- 	{
 
- 		none.erase (s);
 
- 		basicAndAdv.erase (s);
 
- 		expert.erase (s);
 
- 	}
 
- 	//first offered skill:
 
- 	// 1) give obligatory skill
 
- 	// 2) give any other new skill
 
- 	// 3) upgrade existing
 
- 	if (canLearnSkill() && obligatorySkills.size() > 0)
 
- 	{
 
- 		skills.push_back (obligatorySkills[0]);
 
- 	}
 
- 	else if(none.size() && canLearnSkill()) //hero have free skill slot
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
 
- 		none.erase(skills.back());
 
- 	}
 
- 	else if(!basicAndAdv.empty())
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
 
- 		basicAndAdv.erase(skills.back());
 
- 	}
 
- 	//second offered skill:
 
- 	//1) upgrade existing
 
- 	//2) give obligatory skill
 
- 	//3) give any other new skill
 
- 	if(!basicAndAdv.empty())
 
- 	{
 
- 		SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
 
- 		skills.push_back(s);
 
- 		basicAndAdv.erase(s);
 
- 	}
 
- 	else if (canLearnSkill() && obligatorySkills.size() > 1)
 
- 	{
 
- 		skills.push_back (obligatorySkills[1]);
 
- 	}
 
- 	else if(none.size() && canLearnSkill())
 
- 	{
 
- 		skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
 
- 		none.erase(skills.back());
 
- 	}
 
- 	if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
 
- 		std::swap(skills[0], skills[1]);
 
- 	return skills;
 
- }
 
- PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
 
- {
 
- 	assert(gainsLevel());
 
- 	int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
 
- 	const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
 
- 	const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
 
- 	for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
 
- 	{
 
- 		pom += skillChances[primarySkill];
 
- 		if(randomValue < pom)
 
- 		{
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(primarySkill >= GameConstants::PRIMARY_SKILLS)
 
- 	{
 
- 		primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
 
- 		logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
 
- 		randomValue = 100 / GameConstants::PRIMARY_SKILLS;
 
- 	}
 
- 	logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
 
- 	return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
 
- }
 
- boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
 
- {
 
- 	assert(gainsLevel());
 
- 	boost::optional<SecondarySkill> chosenSecondarySkill;
 
- 	const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
 
- 	if(!proposedSecondarySkills.empty())
 
- 	{
 
- 		std::vector<SecondarySkill> learnedSecondarySkills;
 
- 		for(auto secondarySkill : proposedSecondarySkills)
 
- 		{
 
- 			if(getSecSkillLevel(secondarySkill) > 0)
 
- 			{
 
- 				learnedSecondarySkills.push_back(secondarySkill);
 
- 			}
 
- 		}
 
- 		if(learnedSecondarySkills.empty())
 
- 		{
 
- 			// there are only new skills to learn, so choose anyone of them
 
- 			chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
 
- 		}
 
- 		else
 
- 		{
 
- 			// preferably upgrade a already learned secondary skill
 
- 			chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
 
- 		}
 
- 	}
 
- 	return chosenSecondarySkill;
 
- }
 
- void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
 
- {
 
- 	if(primarySkill < PrimarySkill::EXPERIENCE)
 
- 	{
 
- 		auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
 
- 			.And(Selector::subtype()(primarySkill))
 
- 			.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
 
- 		assert(skill);
 
- 		if(abs)
 
- 		{
 
- 			skill->val = static_cast<si32>(value);
 
- 		}
 
- 		else
 
- 		{
 
- 			skill->val += static_cast<si32>(value);
 
- 		}
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- 	else if(primarySkill == PrimarySkill::EXPERIENCE)
 
- 	{
 
- 		if(abs)
 
- 		{
 
- 			exp = value;
 
- 		}
 
- 		else
 
- 		{
 
- 			exp += value;
 
- 		}
 
- 	}
 
- }
 
- bool CGHeroInstance::gainsLevel() const
 
- {
 
- 	return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
 
- }
 
- void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
 
- {
 
- 	++level;
 
- 	//deterministic secondary skills
 
- 	skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
 
- 	skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
 
- 	if(vstd::contains(skills, SecondarySkill::WISDOM))
 
- 	{
 
- 		skillsInfo.resetWisdomCounter();
 
- 	}
 
- 	SecondarySkill spellSchools[] = {
 
- 		SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
 
- 	for(auto skill : spellSchools)
 
- 	{
 
- 		if(vstd::contains(skills, skill))
 
- 		{
 
- 			skillsInfo.resetMagicSchoolCounter();
 
- 			break;
 
- 		}
 
- 	}
 
- 	//update specialty and other bonuses that scale with level
 
- 	treeHasChanged();
 
- }
 
- void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
 
- {
 
- 	while(gainsLevel())
 
- 	{
 
- 		const auto primarySkill = nextPrimarySkill(rand);
 
- 		setPrimarySkill(primarySkill, 1, false);
 
- 		auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
 
- 		const auto secondarySkill = nextSecondarySkill(rand);
 
- 		if(secondarySkill)
 
- 		{
 
- 			setSecSkillLevel(*secondarySkill, 1, false);
 
- 		}
 
- 		//TODO why has the secondary skills to be passed to the method?
 
- 		levelUp(proposedSecondarySkills);
 
- 	}
 
- }
 
- bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
 
- {
 
- 	//VISIONS spell support
 
- 	const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
 
- 	const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
 
- 	int visionsRange =  visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
- 	if (visionsMultiplier > 0)
 
- 		vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
 
- 	const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
 
- 	//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
 
- 	return (distance < visionsRange) && (target->pos.z == pos.z);
 
- }
 
- std::string CGHeroInstance::getHeroTypeName() const
 
- {
 
- 	if(ID == Obj::HERO || ID == Obj::PRISON)
 
- 	{
 
- 		if(type)
 
- 		{
 
- 			return type->identifier;
 
- 		}
 
- 		else
 
- 		{
 
- 			return VLC->heroh->objects[subID]->identifier;
 
- 		}
 
- 	}
 
- 	return "";
 
- }
 
- void CGHeroInstance::afterAddToMap(CMap * map)
 
- {
 
- 	if(ID == Obj::HERO)
 
- 		map->heroesOnMap.push_back(this);
 
- }
 
- void CGHeroInstance::afterRemoveFromMap(CMap* map)
 
- {
 
- 	if (ID == Obj::HERO)
 
- 		vstd::erase_if_present(map->heroesOnMap, this);
 
- }
 
- void CGHeroInstance::setHeroTypeName(const std::string & identifier)
 
- {
 
- 	if(ID == Obj::HERO || ID == Obj::PRISON)
 
- 	{
 
- 		auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeBuiltin(), "hero", identifier);
 
- 		if(rawId)
 
- 			subID = rawId.get();
 
- 		else
 
- 		{
 
- 			throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
 
- 		}
 
- 	}
 
- }
 
- void CGHeroInstance::updateFrom(const JsonNode & data)
 
- {
 
- 	CGObjectInstance::updateFrom(data);
 
- }
 
- void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeString("biography", biography);
 
- 	handler.serializeInt("experience", exp, 0);
 
- 	if(!handler.saving && exp != 0xffffffff) //do not gain levels if experience is not initialized
 
- 	{
 
- 		while (gainsLevel())
 
- 		{
 
- 			++level;
 
- 		}
 
- 	}
 
- 	handler.serializeString("name", name);
 
- 	handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
 
- 	{
 
- 		const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
 
- 		const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
 
- 		if(handler.saving)
 
- 		{
 
- 			if(portrait >= 0)
 
- 			{
 
- 				if(portrait < legacyHeroes || portrait >= moddedStart)
 
- 					handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
 
- 				else
 
- 					handler.serializeInt("portrait", portrait, -1);
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			const JsonNode & portraitNode = handler.getCurrent()["portrait"];
 
- 			if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
 
- 				handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
 
- 			else
 
- 				handler.serializeInt("portrait", portrait, -1);
 
- 		}
 
- 	}
 
- 	//primary skills
 
- 	if(handler.saving)
 
- 	{
 
- 		const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
 
- 		if(haveSkills)
 
- 		{
 
- 			auto primarySkills = handler.enterStruct("primarySkills");
 
- 			for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
 
- 			{
 
- 				int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
 
- 				handler.serializeInt(PrimarySkill::names[i], value, 0);
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		auto primarySkills = handler.enterStruct("primarySkills");
 
- 		if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
 
- 		{
 
- 			for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
 
- 			{
 
- 				int value = 0;
 
- 				handler.serializeInt(PrimarySkill::names[i], value, 0);
 
- 				pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
 
- 			}
 
- 		}
 
- 	}
 
- 	//secondary skills
 
- 	if(handler.saving)
 
- 	{
 
- 		//does hero have default skills?
 
- 		bool defaultSkills = false;
 
- 		bool normalSkills = false;
 
- 		for(const auto & p : secSkills)
 
- 		{
 
- 			if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
 
- 				defaultSkills = true;
 
- 			else
 
- 				normalSkills = true;
 
- 		}
 
- 		if(defaultSkills && normalSkills)
 
- 			logGlobal->error("Mixed default and normal secondary skills");
 
- 		//in json default skills means no field/null
 
- 		if(!defaultSkills)
 
- 		{
 
- 			//enter structure here as handler initialize it
 
- 			auto secondarySkills = handler.enterStruct("secondarySkills");
 
- 			for(auto & p : secSkills)
 
- 			{
 
- 				const si32 rawId = p.first.num;
 
- 				if(rawId < 0 || rawId >= VLC->skillh->size())
 
- 					logGlobal->error("Invalid secondary skill %d", rawId);
 
- 				handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		auto secondarySkills = handler.enterStruct("secondarySkills");
 
- 		const JsonNode & skillMap = handler.getCurrent();
 
- 		secSkills.clear();
 
- 		if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
 
- 		{
 
- 			secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
 
- 		}
 
- 		else
 
- 		{
 
- 			for(const auto & p : skillMap.Struct())
 
- 			{
 
- 				const std::string skillId = p.first;
 
- 				const std::string levelId =  p.second.String();
 
- 				const int rawId = CSkillHandler::decodeSkill(skillId);
 
- 				if(rawId < 0)
 
- 				{
 
- 					logGlobal->error("Invalid secondary skill %s", skillId);
 
- 					continue;
 
- 				}
 
- 				const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
 
- 				if(level < 0)
 
- 				{
 
- 					logGlobal->error("Invalid secondary skill level%s", levelId);
 
- 					continue;
 
- 				}
 
- 				secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
 
- 			}
 
- 		}
 
- 	}
 
- 	handler.serializeIdArray("spellBook", spells);
 
- 	if(handler.saving)
 
- 		CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
 
- }
 
- void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	serializeCommonOptions(handler);
 
- 	serializeJsonOwner(handler);
 
- 	if(ID == Obj::HERO || ID == Obj::PRISON)
 
- 	{
 
- 		std::string typeName;
 
- 		if(handler.saving)
 
- 			typeName = getHeroTypeName();
 
- 		handler.serializeString("type", typeName);
 
- 		if(!handler.saving)
 
- 			setHeroTypeName(typeName);
 
- 	}
 
- 	CCreatureSet::serializeJson(handler, "army", 7);
 
- 	handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
 
- 	{
 
- 		static const int NO_PATROLING = -1;
 
- 		int rawPatrolRadius = NO_PATROLING;
 
- 		if(handler.saving)
 
- 		{
 
- 			rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
 
- 		}
 
- 		handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
 
- 		if(!handler.saving)
 
- 		{
 
- 			patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
 
- 			patrol.initialPos = convertPosition(pos, false);
 
- 			patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
 
- 		}
 
- 	}
 
- }
 
- void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
 
- {
 
- 	serializeCommonOptions(handler);
 
- }
 
- bool CGHeroInstance::isMissionCritical() const
 
- {
 
- 	for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
 
- 	{
 
- 		if(event.trigger.test([&](const EventCondition & condition)
 
- 		{
 
- 			if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
 
- 			{
 
- 				auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
 
- 				return (hero != this);
 
- 			}
 
- 			else if(condition.condition == EventCondition::IS_HUMAN)
 
- 			{
 
- 				return true;
 
- 			}
 
- 			return false;
 
- 		}))
 
- 		{
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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