CGHeroInstance.cpp 50 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 <vstd/RNG.h>
  15. #include "../texts/CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../gameState/CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../campaign/CampaignState.h"
  32. #include "../json/JsonBonus.h"
  33. #include "../pathfinder/TurnInfo.h"
  34. #include "../serializer/JsonSerializeFormat.h"
  35. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  36. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  37. #include "../mapObjects/MiscObjects.h"
  38. #include "../modding/ModScope.h"
  39. #include "../networkPacks/PacksForClient.h"
  40. #include "../networkPacks/PacksForClientBattle.h"
  41. #include "../constants/StringConstants.h"
  42. #include "../battle/Unit.h"
  43. #include "CConfigHandler.h"
  44. VCMI_LIB_NAMESPACE_BEGIN
  45. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  46. {
  47. serializeJsonOwner(handler);
  48. bool isHeroType = heroType.has_value();
  49. handler.serializeBool("placeholderType", isHeroType, false);
  50. if(!handler.saving)
  51. {
  52. if(isHeroType)
  53. heroType = HeroTypeID::NONE;
  54. else
  55. powerRank = 0;
  56. }
  57. if(isHeroType)
  58. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  59. else
  60. handler.serializeInt("powerRank", powerRank.value());
  61. }
  62. static int lowestSpeed(const CGHeroInstance * chi)
  63. {
  64. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  65. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  66. if(!chi->stacksCount())
  67. {
  68. if(chi->commander && chi->commander->alive)
  69. {
  70. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  71. }
  72. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  73. return 20;
  74. }
  75. auto i = chi->Slots().begin();
  76. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  77. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  78. for(; i != chi->Slots().end(); i++)
  79. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  80. return ret;
  81. }
  82. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  83. {
  84. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  85. //if there is road both on dest and src tiles - use src road movement cost
  86. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  87. {
  88. ret = from.roadType->movementCost;
  89. }
  90. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  91. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  92. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  93. {
  94. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  95. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  96. if(ret < GameConstants::BASE_MOVEMENT_COST)
  97. ret = GameConstants::BASE_MOVEMENT_COST;
  98. }
  99. return static_cast<ui32>(ret);
  100. }
  101. FactionID CGHeroInstance::getFaction() const
  102. {
  103. return FactionID(type->heroClass->faction);
  104. }
  105. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  106. {
  107. return this;
  108. }
  109. TerrainId CGHeroInstance::getNativeTerrain() const
  110. {
  111. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  112. // This is clearly bug in H3 however intended behaviour is not clear.
  113. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  114. // will always have best penalty without any influence from player-defined stacks order
  115. // and army that consist solely from neutral will always be considered to be on native terrain
  116. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  117. for(const auto & stack : stacks)
  118. {
  119. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  120. if(stackNativeTerrain == ETerrainId::NONE)
  121. continue;
  122. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  123. nativeTerrain = stackNativeTerrain;
  124. else if(nativeTerrain != stackNativeTerrain)
  125. return ETerrainId::NONE;
  126. }
  127. return nativeTerrain;
  128. }
  129. bool CGHeroInstance::isCoastVisitable() const
  130. {
  131. return true;
  132. }
  133. bool CGHeroInstance::isBlockedVisitable() const
  134. {
  135. return true;
  136. }
  137. BattleField CGHeroInstance::getBattlefield() const
  138. {
  139. return BattleField::NONE;
  140. }
  141. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  142. {
  143. for(const auto & elem : secSkills)
  144. if(elem.first == skill)
  145. return elem.second;
  146. return 0;
  147. }
  148. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  149. {
  150. if(getSecSkillLevel(which) == 0)
  151. {
  152. secSkills.emplace_back(which, val);
  153. updateSkillBonus(which, val);
  154. }
  155. else
  156. {
  157. for (auto & elem : secSkills)
  158. {
  159. if(elem.first == which)
  160. {
  161. if(abs)
  162. elem.second = val;
  163. else
  164. elem.second += val;
  165. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  166. {
  167. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  168. elem.second = 3;
  169. }
  170. updateSkillBonus(which, elem.second); //when we know final value
  171. }
  172. }
  173. }
  174. }
  175. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  176. {
  177. return position - getVisitableOffset();
  178. }
  179. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  180. {
  181. return position + getVisitableOffset();
  182. }
  183. bool CGHeroInstance::canLearnSkill() const
  184. {
  185. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  186. }
  187. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  188. {
  189. if ( !canLearnSkill())
  190. return false;
  191. if (!cb->isAllowed(which))
  192. return false;
  193. if (getSecSkillLevel(which) > 0)
  194. return false;
  195. if (type->heroClass->secSkillProbability.count(which) == 0)
  196. return false;
  197. if (type->heroClass->secSkillProbability.at(which) == 0)
  198. return false;
  199. return true;
  200. }
  201. int CGHeroInstance::movementPointsRemaining() const
  202. {
  203. return movement;
  204. }
  205. void CGHeroInstance::setMovementPoints(int points)
  206. {
  207. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  208. movement = 1000000;
  209. else
  210. movement = std::max(0, points);
  211. }
  212. int CGHeroInstance::movementPointsLimit(bool onLand) const
  213. {
  214. TurnInfo ti(this);
  215. return movementPointsLimitCached(onLand, &ti);
  216. }
  217. int CGHeroInstance::getLowestCreatureSpeed() const
  218. {
  219. return lowestCreatureSpeed;
  220. }
  221. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  222. {
  223. auto realLowestSpeed = lowestSpeed(this);
  224. if(lowestCreatureSpeed != realLowestSpeed)
  225. {
  226. lowestCreatureSpeed = realLowestSpeed;
  227. //Let updaters run again
  228. treeHasChanged();
  229. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  230. }
  231. }
  232. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  233. {
  234. updateArmyMovementBonus(onLand, ti);
  235. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  236. }
  237. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  238. : CArmedInstance(cb),
  239. type(nullptr),
  240. tacticFormationEnabled(false),
  241. inTownGarrison(false),
  242. moveDir(4),
  243. mana(UNINITIALIZED_MANA),
  244. movement(UNINITIALIZED_MOVEMENT),
  245. level(1),
  246. exp(UNINITIALIZED_EXPERIENCE),
  247. gender(EHeroGender::DEFAULT),
  248. lowestCreatureSpeed(0)
  249. {
  250. setNodeType(HERO);
  251. ID = Obj::HERO;
  252. secSkills.emplace_back(SecondarySkill::NONE, -1);
  253. }
  254. PlayerColor CGHeroInstance::getOwner() const
  255. {
  256. return tempOwner;
  257. }
  258. HeroTypeID CGHeroInstance::getHeroType() const
  259. {
  260. return HeroTypeID(getObjTypeIndex().getNum());
  261. }
  262. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  263. {
  264. assert(type == nullptr);
  265. subID = heroType;
  266. }
  267. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  268. {
  269. subID = SUBID.getNum();
  270. initHero(rand);
  271. }
  272. void CGHeroInstance::initHero(vstd::RNG & rand)
  273. {
  274. assert(validTypes(true));
  275. if(!type)
  276. type = getHeroType().toHeroType();
  277. if (ID == Obj::HERO)
  278. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  279. if(!vstd::contains(spells, SpellID::PRESET))
  280. {
  281. // hero starts with default spells
  282. for(const auto & spellID : type->spells)
  283. spells.insert(spellID);
  284. }
  285. else //remove placeholder
  286. spells -= SpellID::PRESET;
  287. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  288. {
  289. // hero starts with default spellbook presence status
  290. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  291. {
  292. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK);
  293. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  294. }
  295. }
  296. else
  297. spells -= SpellID::SPELLBOOK_PRESET;
  298. if(!getArt(ArtifactPosition::MACH4))
  299. {
  300. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT);
  301. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  302. }
  303. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  304. {
  305. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  306. {
  307. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  308. }
  309. }
  310. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  311. secSkills = type->secSkillsInit;
  312. if (gender == EHeroGender::DEFAULT)
  313. gender = type->gender;
  314. setFormation(EArmyFormation::LOOSE);
  315. if (!stacksCount()) //standard army//initial army
  316. {
  317. initArmy(rand);
  318. }
  319. assert(validTypes());
  320. if (patrol.patrolling)
  321. patrol.initialPos = visitablePos();
  322. if(exp == UNINITIALIZED_EXPERIENCE)
  323. {
  324. initExp(rand);
  325. }
  326. else
  327. {
  328. levelUpAutomatically(rand);
  329. }
  330. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  331. // must be done separately from global bonuses since recruitable heroes in taverns
  332. // are not attached to global bonus node but need access to some global bonuses
  333. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  334. // or MOVEMENT to compute initial movement before recruiting is finished
  335. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  336. for(const auto & b : baseBonuses.Struct())
  337. {
  338. auto bonus = JsonUtils::parseBonus(b.second);
  339. bonus->source = BonusSource::HERO_BASE_SKILL;
  340. bonus->sid = BonusSourceID(id);
  341. bonus->duration = BonusDuration::PERMANENT;
  342. addNewBonus(bonus);
  343. }
  344. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && type->heroClass->commander.hasValue())
  345. {
  346. commander = new CCommanderInstance(type->heroClass->commander);
  347. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  348. commander->giveStackExp (exp); //after our exp is set
  349. }
  350. skillsInfo = SecondarySkillsInfo();
  351. //copy active (probably growing) bonuses from hero prototype to hero object
  352. for(const std::shared_ptr<Bonus> & b : type->specialty)
  353. addNewBonus(b);
  354. //initialize bonuses
  355. recreateSecondarySkillsBonuses();
  356. movement = movementPointsLimit(true);
  357. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  358. }
  359. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  360. {
  361. if(!dst)
  362. dst = this;
  363. int warMachinesGiven = 0;
  364. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  365. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  366. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  367. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  368. {
  369. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  370. continue;
  371. auto & stack = type->initialArmy[stackNo];
  372. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  373. if(stack.creature == CreatureID::NONE)
  374. {
  375. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  376. continue;
  377. }
  378. const CCreature * creature = stack.creature.toCreature();
  379. if(creature->warMachine != ArtifactID::NONE) //war machine
  380. {
  381. warMachinesGiven++;
  382. if(dst != this)
  383. continue;
  384. ArtifactID aid = creature->warMachine;
  385. const CArtifact * art = aid.toArtifact();
  386. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  387. {
  388. //TODO: should we try another possible slots?
  389. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  390. if(!getArt(slot))
  391. {
  392. auto artifact = ArtifactUtils::createNewArtifactInstance(aid);
  393. putArtifact(slot, artifact);
  394. }
  395. else
  396. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  397. }
  398. else
  399. {
  400. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  401. }
  402. }
  403. else
  404. {
  405. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  406. }
  407. }
  408. }
  409. CGHeroInstance::~CGHeroInstance()
  410. {
  411. commander.dellNull();
  412. }
  413. bool CGHeroInstance::needsLastStack() const
  414. {
  415. return true;
  416. }
  417. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  418. {
  419. if(h == this) return; //exclude potential self-visiting
  420. if (ID == Obj::HERO)
  421. {
  422. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  423. {
  424. //exchange
  425. cb->heroExchange(h->id, id);
  426. }
  427. else //battle
  428. {
  429. if(visitedTown) //we're in town
  430. visitedTown->onHeroVisit(h); //town will handle attacking
  431. else
  432. cb->startBattleI(h, this);
  433. }
  434. }
  435. else if(ID == Obj::PRISON)
  436. {
  437. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  438. {
  439. //update hero parameters
  440. SetMovePoints smp;
  441. smp.hid = id;
  442. cb->setManaPoints (id, manaLimit());
  443. ObjectInstanceID boatId;
  444. const auto boatPos = visitablePos();
  445. if (cb->gameState()->map->getTile(boatPos).isWater())
  446. {
  447. smp.val = movementPointsLimit(false);
  448. if (!boat)
  449. {
  450. //Create a new boat for hero
  451. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  452. boatId = cb->getTopObj(boatPos)->id;
  453. }
  454. }
  455. else
  456. {
  457. smp.val = movementPointsLimit(true);
  458. }
  459. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  460. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  461. cb->setMovePoints (&smp);
  462. h->showInfoDialog(102);
  463. }
  464. else //already 8 wandering heroes
  465. {
  466. h->showInfoDialog(103);
  467. }
  468. }
  469. }
  470. std::string CGHeroInstance::getObjectName() const
  471. {
  472. if(ID != Obj::PRISON)
  473. {
  474. std::string hoverName = VLC->generaltexth->allTexts[15];
  475. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  476. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  477. return hoverName;
  478. }
  479. else
  480. return VLC->objtypeh->getObjectName(ID, 0);
  481. }
  482. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  483. {
  484. return type->heroClass->isMagicHero() ? 3 : 4;
  485. }
  486. ui8 CGHeroInstance::maxlevelsToWisdom() const
  487. {
  488. return type->heroClass->isMagicHero() ? 3 : 6;
  489. }
  490. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  491. magicSchoolCounter(1),
  492. wisdomCounter(1)
  493. {}
  494. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  495. {
  496. magicSchoolCounter = 0;
  497. }
  498. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  499. {
  500. wisdomCounter = 0;
  501. }
  502. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  503. {
  504. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  505. if (ID == Obj::RANDOM_HERO)
  506. {
  507. ID = Obj::HERO;
  508. subID = cb->gameState()->pickNextHeroType(getOwner());
  509. type = getHeroType().toHeroType();
  510. randomizeArmy(type->heroClass->faction);
  511. }
  512. else
  513. type = getHeroType().toHeroType();
  514. auto oldSubID = subID;
  515. // to find object handler we must use heroClass->id
  516. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  517. // exclude prisons which should use appearance as set in map, via map editor or RMG
  518. if (ID != Obj::PRISON)
  519. setType(ID, type->heroClass->getIndex());
  520. this->subID = oldSubID;
  521. }
  522. void CGHeroInstance::recreateSecondarySkillsBonuses()
  523. {
  524. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  525. for(const auto & bonus : *secondarySkillsBonuses)
  526. removeBonus(bonus);
  527. for(const auto & skill_info : secSkills)
  528. if(skill_info.second > 0)
  529. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  530. }
  531. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  532. {
  533. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  534. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  535. for(const auto & b : skillBonus)
  536. addNewBonus(std::make_shared<Bonus>(*b));
  537. }
  538. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  539. {
  540. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  541. setStackCount(SlotID(0), identifier.getNum());
  542. }
  543. double CGHeroInstance::getFightingStrength() const
  544. {
  545. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  546. }
  547. double CGHeroInstance::getMagicStrength() const
  548. {
  549. if (!hasSpellbook())
  550. return 1;
  551. bool atLeastOneCombatSpell = false;
  552. for (auto spell : spells)
  553. {
  554. if (spellbookContainsSpell(spell) && spell.toSpell()->isCombat())
  555. {
  556. atLeastOneCombatSpell = true;
  557. break;
  558. }
  559. }
  560. if (!atLeastOneCombatSpell)
  561. return 1;
  562. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * mana / manaLimit()) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER) * mana / manaLimit()));
  563. }
  564. double CGHeroInstance::getHeroStrength() const
  565. {
  566. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  567. }
  568. ui64 CGHeroInstance::getTotalStrength() const
  569. {
  570. double ret = getHeroStrength() * getArmyStrength();
  571. return static_cast<ui64>(ret);
  572. }
  573. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  574. {
  575. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  576. }
  577. int32_t CGHeroInstance::getCasterUnitId() const
  578. {
  579. return id.getNum();
  580. }
  581. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  582. {
  583. int32_t skill = -1; //skill level
  584. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  585. {
  586. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  587. if(thisSchool > skill)
  588. {
  589. skill = thisSchool;
  590. if(outSelectedSchool)
  591. *outSelectedSchool = cnf;
  592. }
  593. });
  594. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  595. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  596. vstd::amax(skill, 0); //in case we don't know any school
  597. vstd::amin(skill, 3);
  598. return skill;
  599. }
  600. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  601. {
  602. //applying sorcery secondary skill
  603. if(spell->isMagical())
  604. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  605. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  606. int maxSchoolBonus = 0;
  607. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  608. {
  609. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  610. });
  611. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  612. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  613. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  614. return base;
  615. }
  616. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  617. {
  618. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  619. return base;
  620. }
  621. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  622. {
  623. return getSpellSchoolLevel(spell);
  624. }
  625. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  626. {
  627. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  628. }
  629. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  630. {
  631. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  632. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  633. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  634. return spellpower + durationCommon + durationSpecific;
  635. }
  636. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  637. {
  638. return 0;
  639. }
  640. PlayerColor CGHeroInstance::getCasterOwner() const
  641. {
  642. return tempOwner;
  643. }
  644. void CGHeroInstance::getCasterName(MetaString & text) const
  645. {
  646. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  647. text.replaceRawString(getNameTranslated());
  648. }
  649. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  650. {
  651. const bool singleTarget = attacked.size() == 1;
  652. const int textIndex = singleTarget ? 195 : 196;
  653. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  654. getCasterName(text);
  655. text.replaceName(spell->getId());
  656. if(singleTarget)
  657. attacked.at(0)->addNameReplacement(text, true);
  658. }
  659. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  660. {
  661. return this;
  662. }
  663. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  664. {
  665. if(spellCost != 0)
  666. {
  667. SetMana sm;
  668. sm.absolute = false;
  669. sm.hid = id;
  670. sm.val = -spellCost;
  671. server->apply(&sm);
  672. }
  673. }
  674. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  675. {
  676. const bool isAllowed = cb->isAllowed(spell->getId());
  677. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  678. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  679. bool schoolBonus = false;
  680. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  681. {
  682. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  683. {
  684. schoolBonus = stop = true;
  685. }
  686. });
  687. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  688. if(spell->isSpecial())
  689. {
  690. if(inSpellBook)
  691. {//hero has this spell in spellbook
  692. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  693. }
  694. return specificBonus;
  695. }
  696. else if(!isAllowed)
  697. {
  698. if(inSpellBook)
  699. {
  700. //hero has this spell in spellbook
  701. //it is normal if set in map editor, but trace it to possible debug of magic guild
  702. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  703. }
  704. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  705. }
  706. else
  707. {
  708. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  709. }
  710. }
  711. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  712. {
  713. if(!hasSpellbook())
  714. return false;
  715. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  716. return false;
  717. if(vstd::contains(spells, spell->getId()))//already known
  718. return false;
  719. if(spell->isSpecial())
  720. {
  721. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  722. return false;//special spells can not be learned
  723. }
  724. if(spell->isCreatureAbility())
  725. {
  726. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  727. return false;//creature abilities can not be learned
  728. }
  729. if(!allowBanned && !cb->isAllowed(spell->getId()))
  730. {
  731. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  732. return false;//banned spells should not be learned
  733. }
  734. return true;
  735. }
  736. /**
  737. * Calculates what creatures and how many to be raised from a battle.
  738. * @param battleResult The results of the battle.
  739. * @return Returns a pair with the first value indicating the ID of the creature
  740. * type and second value the amount. Both values are returned as -1 if necromancy
  741. * could not be applied.
  742. */
  743. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  744. {
  745. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  746. // need skill or cloak of undead king - lesser artifacts don't work without skill
  747. if (hasImprovedNecromancy)
  748. {
  749. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  750. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  751. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  752. const std::map<CreatureID,si32> &casualties = battleResult.casualties[!battleResult.winner];
  753. // figure out what to raise - pick strongest creature meeting requirements
  754. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  755. int requiredCasualtyLevel = 1;
  756. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  757. if(!improvedNecromancy->empty())
  758. {
  759. int maxCasualtyLevel = 1;
  760. for(const auto & casualty : casualties)
  761. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  762. // pick best bonus available
  763. std::shared_ptr<Bonus> topPick;
  764. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  765. {
  766. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  767. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  768. continue;
  769. if(!topPick)
  770. {
  771. topPick = newPick;
  772. }
  773. else
  774. {
  775. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  776. {
  777. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  778. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  779. };
  780. if(quality(topPick) < quality(newPick))
  781. topPick = newPick;
  782. }
  783. }
  784. if(topPick)
  785. {
  786. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  787. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  788. }
  789. }
  790. assert(creatureTypeRaised != CreatureID::NONE);
  791. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  792. if(getSlotFor(creatureTypeRaised) == SlotID())
  793. {
  794. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  795. {
  796. if(getSlotFor(upgraded) != SlotID())
  797. {
  798. creatureTypeRaised = upgraded;
  799. necromancySkill *= 2/3.0;
  800. break;
  801. }
  802. }
  803. }
  804. // calculate number of creatures raised - low level units contribute at 50% rate
  805. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  806. double raisedUnits = 0;
  807. for(const auto & casualty : casualties)
  808. {
  809. const CCreature * c = casualty.first.toCreature();
  810. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  811. if(c->getLevel() < requiredCasualtyLevel)
  812. raisedFromCasualty *= 0.5;
  813. raisedUnits += raisedFromCasualty;
  814. }
  815. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  816. }
  817. return CStackBasicDescriptor();
  818. }
  819. /**
  820. * Show the necromancy dialog with information about units raised.
  821. * @param raisedStack Pair where the first element represents ID of the raised creature
  822. * and the second element the amount.
  823. */
  824. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  825. {
  826. InfoWindow iw;
  827. iw.type = EInfoWindowMode::AUTO;
  828. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  829. iw.player = tempOwner;
  830. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  831. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  832. {
  833. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  834. iw.text.replaceNumber(raisedStack.count);
  835. }
  836. else // Practicing the dark arts of necromancy, ... (singular)
  837. {
  838. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  839. }
  840. iw.text.replaceName(raisedStack);
  841. cb->showInfoDialog(&iw);
  842. }
  843. /*
  844. int3 CGHeroInstance::getSightCenter() const
  845. {
  846. return getPosition(false);
  847. }*/
  848. int CGHeroInstance::getSightRadius() const
  849. {
  850. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  851. }
  852. si32 CGHeroInstance::manaRegain() const
  853. {
  854. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  855. return manaLimit();
  856. return valOfBonuses(BonusType::MANA_REGENERATION);
  857. }
  858. si32 CGHeroInstance::getManaNewTurn() const
  859. {
  860. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  861. {
  862. //if hero starts turn in town with mage guild - restore all mana
  863. return std::max(mana, manaLimit());
  864. }
  865. si32 res = mana + manaRegain();
  866. res = std::min(res, manaLimit());
  867. res = std::max(res, mana);
  868. res = std::max(res, 0);
  869. return res;
  870. }
  871. // /**
  872. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  873. // * or discards it if it cannot be equipped.
  874. // */
  875. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  876. // {
  877. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  878. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  879. // ai->putAt(this, ai->firstAvailableSlot(this));
  880. // }
  881. BoatId CGHeroInstance::getBoatType() const
  882. {
  883. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  884. }
  885. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  886. {
  887. offsets = {
  888. {0, -1, 0},
  889. {+1, -1, 0},
  890. {+1, 0, 0},
  891. {+1, +1, 0},
  892. {0, +1, 0},
  893. {-1, +1, 0},
  894. {-1, 0, 0},
  895. {-1, -1, 0},
  896. };
  897. }
  898. const IObjectInterface * CGHeroInstance::getObject() const
  899. {
  900. return this;
  901. }
  902. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  903. {
  904. return sp->getCost(getSpellSchoolLevel(sp));
  905. }
  906. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  907. {
  908. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  909. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  910. if(hasBonus(sel))
  911. removeBonuses(sel);
  912. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  913. }
  914. EAlignment CGHeroInstance::getAlignment() const
  915. {
  916. return type->heroClass->getAlignment();
  917. }
  918. void CGHeroInstance::initExp(vstd::RNG & rand)
  919. {
  920. exp = rand.nextInt(40, 89);
  921. }
  922. std::string CGHeroInstance::nodeName() const
  923. {
  924. return "Hero " + getNameTextID();
  925. }
  926. si32 CGHeroInstance::manaLimit() const
  927. {
  928. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  929. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  930. }
  931. HeroTypeID CGHeroInstance::getPortraitSource() const
  932. {
  933. if (customPortraitSource.isValid())
  934. return customPortraitSource;
  935. else
  936. return getHeroType();
  937. }
  938. int32_t CGHeroInstance::getIconIndex() const
  939. {
  940. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  941. }
  942. std::string CGHeroInstance::getNameTranslated() const
  943. {
  944. return VLC->generaltexth->translate(getNameTextID());
  945. }
  946. std::string CGHeroInstance::getClassNameTranslated() const
  947. {
  948. return VLC->generaltexth->translate(getClassNameTextID());
  949. }
  950. std::string CGHeroInstance::getClassNameTextID() const
  951. {
  952. if (isCampaignGem())
  953. return "core.genrltxt.735";
  954. return type->heroClass->getNameTextID();
  955. }
  956. std::string CGHeroInstance::getNameTextID() const
  957. {
  958. if (!nameCustomTextId.empty())
  959. return nameCustomTextId;
  960. if (type)
  961. return type->getNameTextID();
  962. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  963. // assert(0);
  964. return "";
  965. }
  966. std::string CGHeroInstance::getBiographyTranslated() const
  967. {
  968. return VLC->generaltexth->translate(getBiographyTextID());
  969. }
  970. std::string CGHeroInstance::getBiographyTextID() const
  971. {
  972. if (!biographyCustomTextId.empty())
  973. return biographyCustomTextId;
  974. if (type)
  975. return type->getBiographyTextID();
  976. return ""; //for random hero
  977. }
  978. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  979. {
  980. assert(art->canBePutAt(this, pos));
  981. if(ArtifactUtils::isSlotEquipment(pos))
  982. attachTo(*art);
  983. return CArtifactSet::putArtifact(pos, art);
  984. }
  985. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  986. {
  987. auto art = getArt(pos);
  988. assert(art);
  989. CArtifactSet::removeArtifact(pos);
  990. if(ArtifactUtils::isSlotEquipment(pos))
  991. detachFrom(*art);
  992. }
  993. bool CGHeroInstance::hasSpellbook() const
  994. {
  995. return getArt(ArtifactPosition::SPELLBOOK);
  996. }
  997. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  998. {
  999. spells.insert(spell);
  1000. }
  1001. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1002. {
  1003. spells.erase(spell);
  1004. }
  1005. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1006. {
  1007. return vstd::contains(spells, spell);
  1008. }
  1009. void CGHeroInstance::removeSpellbook()
  1010. {
  1011. spells.clear();
  1012. if(hasSpellbook())
  1013. {
  1014. getArt(ArtifactPosition::SPELLBOOK)->removeFrom(*this, ArtifactPosition::SPELLBOOK);
  1015. }
  1016. }
  1017. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1018. {
  1019. return spells;
  1020. }
  1021. int CGHeroInstance::maxSpellLevel() const
  1022. {
  1023. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1024. }
  1025. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1026. {
  1027. assert(newBoat);
  1028. boat = newBoat;
  1029. attachTo(const_cast<CGBoat&>(*boat));
  1030. const_cast<CGBoat*>(boat)->hero = this;
  1031. }
  1032. void CGHeroInstance::deserializationFix()
  1033. {
  1034. artDeserializationFix(this);
  1035. boatDeserializationFix();
  1036. }
  1037. void CGHeroInstance::boatDeserializationFix()
  1038. {
  1039. if (boat)
  1040. attachTo(const_cast<CGBoat&>(*boat));
  1041. }
  1042. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1043. {
  1044. if(!visitedTown)
  1045. return nullptr;
  1046. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1047. : (CBonusSystemNode *)(visitedTown.get());
  1048. }
  1049. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1050. {
  1051. if(visitedTown)
  1052. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1053. return &CArmedInstance::whereShouldBeAttached(gs);
  1054. }
  1055. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1056. {
  1057. if(visitedTown)
  1058. {
  1059. if(inTownGarrison)
  1060. return *visitedTown;
  1061. else
  1062. return visitedTown->townAndVis;
  1063. }
  1064. else
  1065. return CArmedInstance::whereShouldBeAttached(gs);
  1066. }
  1067. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1068. {
  1069. std::unique_ptr<TurnInfo> turnInfoLocal;
  1070. if(!ti)
  1071. {
  1072. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1073. ti = turnInfoLocal.get();
  1074. }
  1075. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1076. return 0; // take all MPs by default
  1077. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1078. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1079. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1080. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1081. return ret;
  1082. }
  1083. EDiggingStatus CGHeroInstance::diggingStatus() const
  1084. {
  1085. if(static_cast<int>(movement) < movementPointsLimit(true))
  1086. return EDiggingStatus::LACK_OF_MOVEMENT;
  1087. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1088. return EDiggingStatus::BACKPACK_IS_FULL;
  1089. return cb->getTileDigStatus(visitablePos());
  1090. }
  1091. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1092. {
  1093. return ArtBearer::HERO;
  1094. }
  1095. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1096. {
  1097. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1098. std::set<SecondarySkill> obligatory;
  1099. for(auto i = 0; i < VLC->skillh->size(); i++)
  1100. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1101. obligatory.insert(i); //Always return all obligatory skills
  1102. return obligatory;
  1103. };
  1104. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1105. {
  1106. std::set<SecondarySkill> intersect;
  1107. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1108. std::inserter(intersect, intersect.begin()));
  1109. return intersect;
  1110. };
  1111. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1112. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1113. std::set<SecondarySkill> basicAndAdv;
  1114. std::set<SecondarySkill> none;
  1115. for(int i = 0; i < VLC->skillh->size(); i++)
  1116. if (canLearnSkill(SecondarySkill(i)))
  1117. none.insert(SecondarySkill(i));
  1118. for(const auto & elem : secSkills)
  1119. {
  1120. if(elem.second < MasteryLevel::EXPERT)
  1121. basicAndAdv.insert(elem.first);
  1122. none.erase(elem.first);
  1123. }
  1124. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1125. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1126. std::vector<SecondarySkill> skills;
  1127. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1128. {
  1129. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1130. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1131. SecondarySkill selection;
  1132. if (selectWisdom)
  1133. selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand);
  1134. else if (selectSchool)
  1135. selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand);
  1136. else
  1137. selection = type->heroClass->chooseSecSkill(options, rand);
  1138. skills.push_back(selection);
  1139. options.erase(selection);
  1140. if (wisdomList.count(selection))
  1141. wisdomList.clear();
  1142. if (schoolList.count(selection))
  1143. schoolList.clear();
  1144. };
  1145. if (!basicAndAdv.empty())
  1146. chooseSkill(basicAndAdv);
  1147. if (canLearnSkill() && !none.empty())
  1148. chooseSkill(none);
  1149. if (!basicAndAdv.empty() && skills.size() < 2)
  1150. chooseSkill(basicAndAdv);
  1151. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1152. chooseSkill(none);
  1153. return skills;
  1154. }
  1155. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1156. {
  1157. assert(gainsLevel());
  1158. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1159. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1160. if (isCampaignYog())
  1161. {
  1162. // Yog can only receive Attack or Defence on level-up
  1163. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1164. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1165. }
  1166. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1167. }
  1168. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1169. {
  1170. assert(gainsLevel());
  1171. std::optional<SecondarySkill> chosenSecondarySkill;
  1172. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1173. if(!proposedSecondarySkills.empty())
  1174. {
  1175. std::vector<SecondarySkill> learnedSecondarySkills;
  1176. for(const auto & secondarySkill : proposedSecondarySkills)
  1177. {
  1178. if(getSecSkillLevel(secondarySkill) > 0)
  1179. {
  1180. learnedSecondarySkills.push_back(secondarySkill);
  1181. }
  1182. }
  1183. if(learnedSecondarySkills.empty())
  1184. {
  1185. // there are only new skills to learn, so choose anyone of them
  1186. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1187. }
  1188. else
  1189. {
  1190. // preferably upgrade a already learned secondary skill
  1191. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1192. }
  1193. }
  1194. return chosenSecondarySkill;
  1195. }
  1196. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1197. {
  1198. if(primarySkill < PrimarySkill::EXPERIENCE)
  1199. {
  1200. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1201. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1202. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1203. assert(skill);
  1204. if(abs)
  1205. {
  1206. skill->val = static_cast<si32>(value);
  1207. }
  1208. else
  1209. {
  1210. skill->val += static_cast<si32>(value);
  1211. }
  1212. CBonusSystemNode::treeHasChanged();
  1213. }
  1214. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1215. {
  1216. if(abs)
  1217. {
  1218. exp = value;
  1219. }
  1220. else
  1221. {
  1222. exp += value;
  1223. }
  1224. }
  1225. }
  1226. bool CGHeroInstance::gainsLevel() const
  1227. {
  1228. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1229. }
  1230. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1231. {
  1232. ++level;
  1233. //deterministic secondary skills
  1234. ++skillsInfo.magicSchoolCounter;
  1235. ++skillsInfo.wisdomCounter;
  1236. for(const auto & skill : skills)
  1237. {
  1238. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1239. skillsInfo.resetWisdomCounter();
  1240. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1241. skillsInfo.resetMagicSchoolCounter();
  1242. }
  1243. //update specialty and other bonuses that scale with level
  1244. treeHasChanged();
  1245. }
  1246. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1247. {
  1248. while(gainsLevel())
  1249. {
  1250. const auto primarySkill = nextPrimarySkill(rand);
  1251. setPrimarySkill(primarySkill, 1, false);
  1252. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1253. const auto secondarySkill = nextSecondarySkill(rand);
  1254. if(secondarySkill)
  1255. {
  1256. setSecSkillLevel(*secondarySkill, 1, false);
  1257. }
  1258. //TODO why has the secondary skills to be passed to the method?
  1259. levelUp(proposedSecondarySkills);
  1260. }
  1261. }
  1262. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1263. {
  1264. //VISIONS spell support
  1265. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1266. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1267. if (visionsMultiplier > 0)
  1268. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1269. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1270. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1271. return (distance < visionsRange) && (target->pos.z == pos.z);
  1272. }
  1273. std::string CGHeroInstance::getHeroTypeName() const
  1274. {
  1275. if(ID == Obj::HERO || ID == Obj::PRISON)
  1276. {
  1277. if(type)
  1278. {
  1279. return type->getJsonKey();
  1280. }
  1281. else
  1282. {
  1283. return getHeroType().toEntity(VLC)->getJsonKey();
  1284. }
  1285. }
  1286. return "";
  1287. }
  1288. void CGHeroInstance::afterAddToMap(CMap * map)
  1289. {
  1290. if(ID != Obj::PRISON)
  1291. {
  1292. map->heroesOnMap.emplace_back(this);
  1293. }
  1294. }
  1295. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1296. {
  1297. if (ID == Obj::PRISON)
  1298. vstd::erase_if_present(map->heroesOnMap, this);
  1299. }
  1300. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1301. {
  1302. if(ID == Obj::HERO || ID == Obj::PRISON)
  1303. {
  1304. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1305. if(rawId)
  1306. subID = rawId.value();
  1307. else
  1308. {
  1309. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1310. }
  1311. }
  1312. }
  1313. void CGHeroInstance::updateFrom(const JsonNode & data)
  1314. {
  1315. CGObjectInstance::updateFrom(data);
  1316. }
  1317. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1318. {
  1319. handler.serializeString("biography", biographyCustomTextId);
  1320. handler.serializeInt("experience", exp, 0);
  1321. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1322. {
  1323. while (gainsLevel())
  1324. {
  1325. ++level;
  1326. }
  1327. }
  1328. handler.serializeString("name", nameCustomTextId);
  1329. handler.serializeInt("gender", gender, 0);
  1330. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1331. //primary skills
  1332. if(handler.saving)
  1333. {
  1334. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1335. if(haveSkills)
  1336. {
  1337. auto primarySkills = handler.enterStruct("primarySkills");
  1338. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1339. {
  1340. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1341. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1342. }
  1343. }
  1344. }
  1345. else
  1346. {
  1347. auto primarySkills = handler.enterStruct("primarySkills");
  1348. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1349. {
  1350. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1351. {
  1352. int value = 0;
  1353. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1354. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1355. }
  1356. }
  1357. }
  1358. //secondary skills
  1359. if(handler.saving)
  1360. {
  1361. //does hero have default skills?
  1362. bool defaultSkills = false;
  1363. bool normalSkills = false;
  1364. for(const auto & p : secSkills)
  1365. {
  1366. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1367. defaultSkills = true;
  1368. else
  1369. normalSkills = true;
  1370. }
  1371. if(defaultSkills && normalSkills)
  1372. logGlobal->error("Mixed default and normal secondary skills");
  1373. //in json default skills means no field/null
  1374. if(!defaultSkills)
  1375. {
  1376. //enter array here as handler initialize it
  1377. auto secondarySkills = handler.enterArray("secondarySkills");
  1378. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1379. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1380. {
  1381. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1382. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1383. handler.serializeId("skill", skillId);
  1384. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1385. handler.serializeString("level", skillLevel);
  1386. }
  1387. }
  1388. }
  1389. else
  1390. {
  1391. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1392. secSkills.clear();
  1393. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1394. {
  1395. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1396. }
  1397. else
  1398. {
  1399. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1400. {
  1401. const int rawId = SecondarySkill::decode(skillId);
  1402. if(rawId < 0)
  1403. {
  1404. logGlobal->error("Invalid secondary skill %s", skillId);
  1405. return;
  1406. }
  1407. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1408. if(level < 0)
  1409. {
  1410. logGlobal->error("Invalid secondary skill level%s", levelId);
  1411. return;
  1412. }
  1413. secSkills.emplace_back(SecondarySkill(rawId), level);
  1414. };
  1415. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1416. {
  1417. for(const auto & p : secondarySkills.Vector())
  1418. {
  1419. auto skillMap = p.Struct();
  1420. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1421. }
  1422. }
  1423. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1424. {
  1425. for(const auto & p : secondarySkills.Struct())
  1426. {
  1427. addSkill(p.first, p.second.String());
  1428. };
  1429. }
  1430. }
  1431. }
  1432. handler.serializeIdArray("spellBook", spells);
  1433. if(handler.saving)
  1434. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1435. }
  1436. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1437. {
  1438. serializeCommonOptions(handler);
  1439. serializeJsonOwner(handler);
  1440. if(ID == Obj::HERO || ID == Obj::PRISON)
  1441. {
  1442. std::string typeName;
  1443. if(handler.saving)
  1444. typeName = getHeroTypeName();
  1445. handler.serializeString("type", typeName);
  1446. if(!handler.saving)
  1447. setHeroTypeName(typeName);
  1448. }
  1449. CArmedInstance::serializeJsonOptions(handler);
  1450. {
  1451. static constexpr int NO_PATROLING = -1;
  1452. int rawPatrolRadius = NO_PATROLING;
  1453. if(handler.saving)
  1454. {
  1455. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1456. }
  1457. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1458. if(!handler.saving)
  1459. {
  1460. if(!appearance)
  1461. {
  1462. // crossoverDeserialize
  1463. type = getHeroType().toHeroType();
  1464. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1465. }
  1466. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1467. patrol.initialPos = visitablePos();
  1468. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1469. }
  1470. }
  1471. }
  1472. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1473. {
  1474. serializeCommonOptions(handler);
  1475. }
  1476. bool CGHeroInstance::isMissionCritical() const
  1477. {
  1478. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1479. {
  1480. if (event.effect.type != EventEffect::DEFEAT)
  1481. continue;
  1482. auto const & testFunctor = [&](const EventCondition & condition)
  1483. {
  1484. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1485. return (id != condition.objectID);
  1486. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1487. {
  1488. if(hasArt(condition.objectType.as<ArtifactID>()))
  1489. return true;
  1490. }
  1491. if(condition.condition == EventCondition::IS_HUMAN)
  1492. return true;
  1493. return false;
  1494. };
  1495. if(event.trigger.test(testFunctor))
  1496. return true;
  1497. }
  1498. return false;
  1499. }
  1500. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1501. {
  1502. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1503. for(const auto & it : *lista)
  1504. {
  1505. auto nid = CreatureID(it->additionalInfo[0]);
  1506. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1507. {
  1508. info.newID.push_back(nid);
  1509. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1510. }
  1511. }
  1512. }
  1513. bool CGHeroInstance::isCampaignYog() const
  1514. {
  1515. const StartInfo *si = cb->getStartInfo();
  1516. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1517. if(!si || !si->campState)
  1518. return false;
  1519. std::string campaign = si->campState->getFilename();
  1520. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1521. return false;
  1522. if (getHeroType() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1523. return false;
  1524. return true;
  1525. }
  1526. bool CGHeroInstance::isCampaignGem() const
  1527. {
  1528. const StartInfo *si = cb->getStartInfo();
  1529. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1530. if(!si || !si->campState)
  1531. return false;
  1532. std::string campaign = si->campState->getFilename();
  1533. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1534. return false;
  1535. if (getHeroType() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1536. return false;
  1537. return true;
  1538. }
  1539. VCMI_LIB_NAMESPACE_END