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HeroPoolProcessor.cpp 12 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CRandomGenerator.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/IGameSettings.h"
  17. #include "../../lib/StartInfo.h"
  18. #include "../../lib/entities/hero/CHeroClass.h"
  19. #include "../../lib/entities/hero/CHero.h"
  20. #include "../../lib/mapObjects/CGTownInstance.h"
  21. #include "../../lib/mapObjects/CGHeroInstance.h"
  22. #include "../../lib/mapping/TerrainTile.h"
  23. #include "../../lib/networkPacks/PacksForClient.h"
  24. #include "../../lib/gameState/CGameState.h"
  25. #include "../../lib/gameState/TavernHeroesPool.h"
  26. #include "../../lib/gameState/TavernSlot.h"
  27. #include "../../lib/IGameSettings.h"
  28. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  29. : gameHandler(gameHandler)
  30. {
  31. }
  32. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  33. {
  34. const auto & heroesPool = gameHandler->gameState().heroesPool;
  35. const auto & heroes = heroesPool->getHeroesFor(player);
  36. // if tavern has empty slot - use it
  37. if (heroes.empty())
  38. return TavernHeroSlot::NATIVE;
  39. if (heroes.size() == 1)
  40. return TavernHeroSlot::RANDOM;
  41. // try to find "better" slot to overwrite
  42. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  43. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  44. auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroTypeID());
  45. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroTypeID());
  46. if (roleLeft > roleRight)
  47. return TavernHeroSlot::RANDOM;
  48. if (roleLeft < roleRight)
  49. return TavernHeroSlot::NATIVE;
  50. // both slots are equal in "value", so select randomly
  51. if (getRandomGenerator(player).nextInt(100) > 50)
  52. return TavernHeroSlot::RANDOM;
  53. else
  54. return TavernHeroSlot::NATIVE;
  55. }
  56. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  57. {
  58. SetAvailableHero sah;
  59. sah.roleID = TavernSlotRole::SURRENDERED;
  60. sah.slotID = selectSlotForRole(color, sah.roleID);
  61. sah.player = color;
  62. sah.hid = hero->getHeroTypeID();
  63. sah.replenishPoints = false;
  64. gameHandler->sendAndApply(sah);
  65. }
  66. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  67. {
  68. SetAvailableHero sah;
  69. sah.roleID = TavernSlotRole::RETREATED;
  70. sah.slotID = selectSlotForRole(color, sah.roleID);
  71. sah.player = color;
  72. sah.hid = hero->getHeroTypeID();
  73. sah.army.clearSlots();
  74. sah.army.setCreature(SlotID(0), hero->getHeroType()->initialArmy.at(0).creature, 1);
  75. sah.replenishPoints = false;
  76. gameHandler->sendAndApply(sah);
  77. }
  78. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  79. {
  80. SetAvailableHero sah;
  81. sah.player = color;
  82. sah.roleID = TavernSlotRole::NONE;
  83. sah.slotID = slot;
  84. sah.hid = HeroTypeID::NONE;
  85. sah.replenishPoints = false;
  86. gameHandler->sendAndApply(sah);
  87. }
  88. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
  89. {
  90. SetAvailableHero sah;
  91. sah.player = color;
  92. sah.slotID = slot;
  93. sah.replenishPoints = true;
  94. CGHeroInstance *newHero = nextHero.hasValue()?
  95. gameHandler->gameState().heroesPool->unusedHeroesFromPool()[nextHero]:
  96. pickHeroFor(needNativeHero, color);
  97. if (newHero)
  98. {
  99. sah.hid = newHero->getHeroTypeID();
  100. if (giveArmy)
  101. {
  102. sah.roleID = TavernSlotRole::FULL_ARMY;
  103. newHero->initArmy(getRandomGenerator(color), &sah.army);
  104. }
  105. else
  106. {
  107. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  108. sah.army.clearSlots();
  109. sah.army.setCreature(SlotID(0), newHero->getHeroType()->initialArmy[0].creature, 1);
  110. }
  111. }
  112. else
  113. {
  114. sah.hid = HeroTypeID::NONE;
  115. }
  116. gameHandler->sendAndApply(sah);
  117. }
  118. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  119. {
  120. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  121. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  122. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  123. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  124. }
  125. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  126. {
  127. const PlayerState * playerState = gameHandler->gameInfo().getPlayerState(player);
  128. const CGObjectInstance * mapObject = gameHandler->gameInfo().getObj(objectID);
  129. const CGTownInstance * town = gameHandler->gameInfo().getTown(objectID);
  130. const auto & heroesPool = gameHandler->gameState().heroesPool;
  131. if (!mapObject && gameHandler->complain("Invalid map object!"))
  132. return false;
  133. if (!playerState && gameHandler->complain("Invalid player!"))
  134. return false;
  135. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  136. return false;
  137. if (gameHandler->gameInfo().getHeroCount(player, false) >= gameHandler->gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  138. return false;
  139. if (gameHandler->gameInfo().getHeroCount(player, true) >= gameHandler->gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrisoned and wandering heroes present!"))
  140. return false;
  141. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  142. {
  143. if(!gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  144. return false;
  145. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  146. return false;
  147. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  148. return false;
  149. }
  150. if(town) //tavern in town
  151. {
  152. if(gameHandler->gameInfo().getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  153. return false;
  154. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  155. return false;
  156. if(town->getVisitingHero() && gameHandler->complain("There is visiting hero - no place!"))
  157. return false;
  158. }
  159. if(mapObject->ID == Obj::TAVERN)
  160. {
  161. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  162. if (!visitor || visitor->getOwner() != player)
  163. {
  164. gameHandler->complain("Can't buy hero in tavern not being visited!");
  165. return false;
  166. }
  167. if(gameHandler->gameInfo().getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject->id && gameHandler->complain("Tavern entry must be unoccupied!"))
  168. return false;
  169. }
  170. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  171. const CGHeroInstance * recruitedHero = nullptr;
  172. for(const auto & hero : recruitableHeroes)
  173. {
  174. if(hero->getHeroTypeID() == heroToRecruit)
  175. recruitedHero = hero;
  176. }
  177. if(!recruitedHero)
  178. {
  179. gameHandler->complain("Hero is not available for hiring!");
  180. return false;
  181. }
  182. const auto targetPos = mapObject->visitablePos();
  183. HeroRecruited hr;
  184. hr.tid = mapObject->id;
  185. hr.hid = recruitedHero->getHeroTypeID();
  186. hr.player = player;
  187. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  188. if(gameHandler->gameInfo().getTile(targetPos)->isWater() && !recruitedHero->inBoat())
  189. {
  190. //Create a new boat for hero
  191. gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
  192. hr.boatId = gameHandler->gameInfo().getTopObj(targetPos)->id;
  193. }
  194. // apply netpack -> this will remove hired hero from pool
  195. gameHandler->sendAndApply(hr);
  196. if(recruitableHeroes[0] == recruitedHero)
  197. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  198. else
  199. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  200. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  201. if(town)
  202. gameHandler->objectVisited(town, recruitedHero);
  203. // If new hero has scouting he might reveal more terrain than we saw before
  204. gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
  205. return true;
  206. }
  207. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  208. {
  209. std::vector<const CHeroClass *> result;
  210. const auto & heroesPool = gameHandler->gameState().heroesPool;
  211. FactionID factionID = gameHandler->gameInfo().getPlayerSettings(player)->castle;
  212. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  213. {
  214. if (vstd::contains(result, elem.second->getHeroClass()))
  215. continue;
  216. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  217. bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0;
  218. if(heroAvailable && !heroClassBanned)
  219. result.push_back(elem.second->getHeroClass());
  220. }
  221. return result;
  222. }
  223. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  224. {
  225. std::vector<CGHeroInstance *> result;
  226. const auto & heroesPool = gameHandler->gameState().heroesPool;
  227. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  228. {
  229. assert(!vstd::contains(result, elem.second));
  230. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  231. bool heroClassMatches = elem.second->getHeroClass() == heroClass;
  232. if(heroAvailable && heroClassMatches)
  233. result.push_back(elem.second);
  234. }
  235. return result;
  236. }
  237. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  238. {
  239. if(!player.isValidPlayer())
  240. {
  241. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  242. return nullptr;
  243. }
  244. FactionID factionID = gameHandler->gameInfo().getPlayerSettings(player)->castle;
  245. const auto & heroesPool = gameHandler->gameState().heroesPool;
  246. const auto & currentTavern = heroesPool->getHeroesFor(player);
  247. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  248. std::vector<const CHeroClass *> possibleClasses;
  249. if(potentialClasses.empty())
  250. {
  251. logGlobal->error("There are no heroes available for player %s!", player.toString());
  252. return nullptr;
  253. }
  254. for(const auto & heroClass : potentialClasses)
  255. {
  256. if (isNative && heroClass->faction != factionID)
  257. continue;
  258. bool hasSameClass = vstd::contains_if(currentTavern, [&heroClass](const CGHeroInstance * hero){
  259. return hero->getHeroClass() == heroClass;
  260. });
  261. if (hasSameClass)
  262. continue;
  263. possibleClasses.push_back(heroClass);
  264. }
  265. if (possibleClasses.empty())
  266. {
  267. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  268. possibleClasses = potentialClasses;
  269. }
  270. int totalWeight = 0;
  271. for(const auto & heroClass : possibleClasses)
  272. totalWeight += heroClass->tavernProbability(factionID);
  273. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  274. for(const auto & heroClass : possibleClasses)
  275. {
  276. roll -= heroClass->tavernProbability(factionID);
  277. if(roll < 0)
  278. return heroClass;
  279. }
  280. return *possibleClasses.rbegin();
  281. }
  282. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  283. {
  284. const CHeroClass * heroClass = pickClassFor(isNative, player);
  285. if(!heroClass)
  286. return nullptr;
  287. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  288. assert(!possibleHeroes.empty());
  289. if(possibleHeroes.empty())
  290. return nullptr;
  291. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  292. }
  293. vstd::RNG & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  294. {
  295. if (playerSeed.count(player) == 0)
  296. {
  297. int seed = gameHandler->getRandomGenerator().nextInt();
  298. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  299. }
  300. return *playerSeed.at(player);
  301. }