CGHeroInstance.cpp 46 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../CModHandler.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "CObjectClassesHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../StringConstants.h"
  32. #include "../battle/Unit.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. static int lowestSpeed(const CGHeroInstance * chi)
  35. {
  36. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  37. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  38. if(!chi->stacksCount())
  39. {
  40. if(chi->commander && chi->commander->alive)
  41. {
  42. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  43. }
  44. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  45. return 20;
  46. }
  47. auto i = chi->Slots().begin();
  48. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  49. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  50. for(; i != chi->Slots().end(); i++)
  51. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  52. return ret;
  53. }
  54. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  55. {
  56. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  57. //if there is road both on dest and src tiles - use road movement cost
  58. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  59. {
  60. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  61. }
  62. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  63. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  64. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  65. {
  66. ret = VLC->heroh->terrCosts[from.terType->getId()];
  67. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  68. if(ret < GameConstants::BASE_MOVEMENT_COST)
  69. ret = GameConstants::BASE_MOVEMENT_COST;
  70. }
  71. return static_cast<ui32>(ret);
  72. }
  73. TerrainId CGHeroInstance::getNativeTerrain() const
  74. {
  75. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  76. // This is clearly bug in H3 however intended behaviour is not clear.
  77. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  78. // will always have best penalty without any influence from player-defined stacks order
  79. // and army that consist solely from neutral will always be considered to be on native terrain
  80. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  81. for(const auto & stack : stacks)
  82. {
  83. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  84. if(stackNativeTerrain == ETerrainId::NONE)
  85. continue;
  86. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  87. nativeTerrain = stackNativeTerrain;
  88. else if(nativeTerrain != stackNativeTerrain)
  89. return ETerrainId::NONE;
  90. }
  91. return nativeTerrain;
  92. }
  93. BattleField CGHeroInstance::getBattlefield() const
  94. {
  95. return BattleField::NONE;
  96. }
  97. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  98. {
  99. for(const auto & elem : secSkills)
  100. if(elem.first == skill)
  101. return elem.second;
  102. return 0;
  103. }
  104. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  105. {
  106. if(getSecSkillLevel(which) == 0)
  107. {
  108. secSkills.emplace_back(which, val);
  109. updateSkillBonus(which, val);
  110. }
  111. else
  112. {
  113. for (auto & elem : secSkills)
  114. {
  115. if(elem.first == which)
  116. {
  117. if(abs)
  118. elem.second = val;
  119. else
  120. elem.second += val;
  121. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  122. {
  123. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  124. elem.second = 3;
  125. }
  126. updateSkillBonus(which, elem.second); //when we know final value
  127. }
  128. }
  129. }
  130. }
  131. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  132. {
  133. return position - getVisitableOffset();
  134. }
  135. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  136. {
  137. return position + getVisitableOffset();
  138. }
  139. bool CGHeroInstance::canLearnSkill() const
  140. {
  141. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  142. }
  143. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  144. {
  145. if ( !canLearnSkill())
  146. return false;
  147. if (!cb->isAllowed(2, which))
  148. return false;
  149. if (getSecSkillLevel(which) > 0)
  150. return false;
  151. if (type->heroClass->secSkillProbability[which] == 0)
  152. return false;
  153. return true;
  154. }
  155. int CGHeroInstance::maxMovePoints(bool onLand) const
  156. {
  157. TurnInfo ti(this);
  158. return maxMovePointsCached(onLand, &ti);
  159. }
  160. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  161. {
  162. int base = 0;
  163. if(onLand)
  164. {
  165. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  166. static constexpr int baseSpeed = 1300; // base speed from creature with 0 speed
  167. int armySpeed = lowestSpeed(this) * 20 / 3;
  168. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  169. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  170. }
  171. else
  172. {
  173. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  174. }
  175. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  176. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  177. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  178. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  179. return static_cast<int>(base * (1 + modifier)) + bonus;
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max())
  192. {
  193. setNodeType(HERO);
  194. ID = Obj::HERO;
  195. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  196. }
  197. PlayerColor CGHeroInstance::getOwner() const
  198. {
  199. return tempOwner;
  200. }
  201. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  202. {
  203. subID = SUBID.getNum();
  204. initHero(rand);
  205. }
  206. void CGHeroInstance::setType(si32 ID, si32 subID)
  207. {
  208. assert(ID == Obj::HERO); // just in case
  209. type = VLC->heroh->objects[subID];
  210. portrait = type->imageIndex;
  211. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  212. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  213. randomizeArmy(type->heroClass->faction);
  214. }
  215. void CGHeroInstance::initHero(CRandomGenerator & rand)
  216. {
  217. assert(validTypes(true));
  218. if(!type)
  219. type = VLC->heroh->objects[subID];
  220. if (ID == Obj::HERO)
  221. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  222. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  223. {
  224. for(const auto & spellID : type->spells)
  225. spells.insert(spellID);
  226. }
  227. else //remove placeholder
  228. spells -= SpellID::PRESET;
  229. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  230. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  231. if(!getArt(ArtifactPosition::MACH4))
  232. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  233. if(portrait < 0 || portrait == 255)
  234. portrait = type->imageIndex;
  235. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  236. {
  237. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  238. {
  239. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  240. }
  241. }
  242. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  243. secSkills = type->secSkillsInit;
  244. if (sex == 0xFF)//sex is default
  245. sex = type->sex;
  246. setFormation(false);
  247. if (!stacksCount()) //standard army//initial army
  248. {
  249. initArmy(rand);
  250. }
  251. assert(validTypes());
  252. if (patrol.patrolling)
  253. patrol.initialPos = visitablePos();
  254. if(exp == UNINITIALIZED_EXPERIENCE)
  255. {
  256. initExp(rand);
  257. }
  258. else
  259. {
  260. levelUpAutomatically(rand);
  261. }
  262. if (VLC->modh->modules.COMMANDERS && !commander)
  263. {
  264. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  265. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  266. commander->giveStackExp (exp); //after our exp is set
  267. }
  268. if (mana < 0)
  269. mana = manaLimit();
  270. }
  271. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  272. {
  273. if(!dst)
  274. dst = this;
  275. int warMachinesGiven = 0;
  276. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  277. const int zeroStacksAllowingValue = -1;
  278. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  279. if(allowZeroStacksArmy)
  280. stacksCountChances.pop_back();
  281. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  282. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  283. if(stacksCountElementIndex == -1)
  284. stacksCountElementIndex = stacksCountChances.size();
  285. int howManyStacks = stacksCountElementIndex;
  286. if(!allowZeroStacksArmy)
  287. howManyStacks++;
  288. vstd::amin(howManyStacks, type->initialArmy.size());
  289. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  290. {
  291. auto & stack = type->initialArmy[stackNo];
  292. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  293. const CCreature * creature = stack.creature.toCreature();
  294. if(creature == nullptr)
  295. {
  296. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  297. continue;
  298. }
  299. if(creature->warMachine != ArtifactID::NONE) //war machine
  300. {
  301. warMachinesGiven++;
  302. if(dst != this)
  303. continue;
  304. ArtifactID aid = creature->warMachine;
  305. const CArtifact * art = aid.toArtifact();
  306. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  307. {
  308. //TODO: should we try another possible slots?
  309. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  310. if(!getArt(slot))
  311. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  312. else
  313. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  314. }
  315. else
  316. {
  317. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  318. }
  319. }
  320. else
  321. {
  322. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  323. }
  324. }
  325. }
  326. CGHeroInstance::~CGHeroInstance()
  327. {
  328. commander.dellNull();
  329. }
  330. bool CGHeroInstance::needsLastStack() const
  331. {
  332. return true;
  333. }
  334. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  335. {
  336. if(h == this) return; //exclude potential self-visiting
  337. if (ID == Obj::HERO)
  338. {
  339. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  340. {
  341. //exchange
  342. cb->heroExchange(h->id, id);
  343. }
  344. else //battle
  345. {
  346. if(visitedTown) //we're in town
  347. visitedTown->onHeroVisit(h); //town will handle attacking
  348. else
  349. cb->startBattleI(h, this);
  350. }
  351. }
  352. else if(ID == Obj::PRISON)
  353. {
  354. int txt_id;
  355. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  356. {
  357. //update hero parameters
  358. SetMovePoints smp;
  359. smp.hid = id;
  360. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  361. cb->setMovePoints (&smp);
  362. cb->setManaPoints (id, manaLimit());
  363. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  364. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  365. txt_id = 102;
  366. }
  367. else //already 8 wandering heroes
  368. {
  369. txt_id = 103;
  370. }
  371. h->showInfoDialog(txt_id);
  372. }
  373. }
  374. std::string CGHeroInstance::getObjectName() const
  375. {
  376. if(ID != Obj::PRISON)
  377. {
  378. std::string hoverName = VLC->generaltexth->allTexts[15];
  379. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  380. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  381. return hoverName;
  382. }
  383. else
  384. return VLC->objtypeh->getObjectName(ID, 0);
  385. }
  386. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  387. {
  388. return type->heroClass->isMagicHero() ? 3 : 4;
  389. }
  390. ui8 CGHeroInstance::maxlevelsToWisdom() const
  391. {
  392. return type->heroClass->isMagicHero() ? 3 : 6;
  393. }
  394. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  395. magicSchoolCounter(1),
  396. wisdomCounter(1)
  397. {
  398. rand.setSeed(0);
  399. }
  400. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  401. {
  402. magicSchoolCounter = 1;
  403. }
  404. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  405. {
  406. wisdomCounter = 1;
  407. }
  408. void CGHeroInstance::initObj(CRandomGenerator & rand)
  409. {
  410. blockVisit = true;
  411. if(!type)
  412. initHero(rand); //TODO: set up everything for prison before specialties are configured
  413. skillsInfo.rand.setSeed(rand.nextInt());
  414. skillsInfo.resetMagicSchoolCounter();
  415. skillsInfo.resetWisdomCounter();
  416. if (ID != Obj::PRISON)
  417. {
  418. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  419. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  420. if (customApp)
  421. appearance = customApp;
  422. }
  423. //copy active (probably growing) bonuses from hero prototype to hero object
  424. for(const std::shared_ptr<Bonus> & b : type->specialty)
  425. addNewBonus(b);
  426. //dito for old-style bonuses -> compatibility for old savegames
  427. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  428. for(const std::shared_ptr<Bonus> & b : sb.bonuses)
  429. addNewBonus(b);
  430. for(SSpecialtyInfo & spec : type->specDeprecated)
  431. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  432. addNewBonus(b);
  433. //initialize bonuses
  434. recreateSecondarySkillsBonuses();
  435. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  436. }
  437. void CGHeroInstance::recreateSecondarySkillsBonuses()
  438. {
  439. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  440. for(const auto & bonus : *secondarySkillsBonuses)
  441. removeBonus(bonus);
  442. for(const auto & skill_info : secSkills)
  443. if(skill_info.second > 0)
  444. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  445. }
  446. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  447. {
  448. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  449. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  450. for(const auto & b : skillBonus)
  451. addNewBonus(std::make_shared<Bonus>(*b));
  452. }
  453. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  454. {
  455. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  456. setStackCount(SlotID(0), val);
  457. }
  458. double CGHeroInstance::getFightingStrength() const
  459. {
  460. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  461. }
  462. double CGHeroInstance::getMagicStrength() const
  463. {
  464. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  465. }
  466. double CGHeroInstance::getHeroStrength() const
  467. {
  468. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  469. }
  470. ui64 CGHeroInstance::getTotalStrength() const
  471. {
  472. double ret = getFightingStrength() * getArmyStrength();
  473. return static_cast<ui64>(ret);
  474. }
  475. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  476. {
  477. return static_cast<TExpType>(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING)) / 100.0);
  478. }
  479. int32_t CGHeroInstance::getCasterUnitId() const
  480. {
  481. return -1; //TODO: special value for attacker/defender hero
  482. }
  483. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  484. {
  485. int32_t skill = -1; //skill level
  486. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  487. {
  488. int32_t thisSchool = std::max<int32_t>(
  489. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  490. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id)))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  491. if(thisSchool > skill)
  492. {
  493. skill = thisSchool;
  494. if(outSelectedSchool)
  495. *outSelectedSchool = static_cast<ui8>(cnf.id);
  496. }
  497. });
  498. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  499. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  500. vstd::amax(skill, 0); //in case we don't know any school
  501. vstd::amin(skill, 3);
  502. return skill;
  503. }
  504. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  505. {
  506. //applying sorcery secondary skill
  507. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  508. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  509. int maxSchoolBonus = 0;
  510. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  511. {
  512. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  513. });
  514. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  515. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  516. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  517. return base;
  518. }
  519. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  520. {
  521. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  522. return base;
  523. }
  524. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  525. {
  526. return getSpellSchoolLevel(spell);
  527. }
  528. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  529. {
  530. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  531. }
  532. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  533. {
  534. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  535. }
  536. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  537. {
  538. return 0;
  539. }
  540. PlayerColor CGHeroInstance::getCasterOwner() const
  541. {
  542. return tempOwner;
  543. }
  544. void CGHeroInstance::getCasterName(MetaString & text) const
  545. {
  546. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  547. text.addReplacement(getNameTranslated());
  548. }
  549. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  550. {
  551. const bool singleTarget = attacked.size() == 1;
  552. const int textIndex = singleTarget ? 195 : 196;
  553. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  554. getCasterName(text);
  555. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  556. if(singleTarget)
  557. attacked.at(0)->addNameReplacement(text, true);
  558. }
  559. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  560. {
  561. if(spellCost != 0)
  562. {
  563. SetMana sm;
  564. sm.absolute = false;
  565. sm.hid = id;
  566. sm.val = -spellCost;
  567. server->apply(&sm);
  568. }
  569. }
  570. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  571. {
  572. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  573. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  574. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  575. bool schoolBonus = false;
  576. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  577. {
  578. if(hasBonusOfType(cnf.knoledgeBonus))
  579. {
  580. schoolBonus = stop = true;
  581. }
  582. });
  583. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  584. if(spell->isSpecial())
  585. {
  586. if(inSpellBook)
  587. {//hero has this spell in spellbook
  588. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  589. }
  590. return specificBonus;
  591. }
  592. else if(!isAllowed)
  593. {
  594. if(inSpellBook)
  595. {
  596. //hero has this spell in spellbook
  597. //it is normal if set in map editor, but trace it to possible debug of magic guild
  598. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  599. }
  600. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  601. }
  602. else
  603. {
  604. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  605. }
  606. }
  607. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  608. {
  609. if(!hasSpellbook())
  610. return false;
  611. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  612. return false;
  613. if(vstd::contains(spells, spell->getId()))//already known
  614. return false;
  615. if(spell->isSpecial())
  616. {
  617. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  618. return false;//special spells can not be learned
  619. }
  620. if(spell->isCreatureAbility())
  621. {
  622. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  623. return false;//creature abilities can not be learned
  624. }
  625. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  626. {
  627. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  628. return false;//banned spells should not be learned
  629. }
  630. return true;
  631. }
  632. /**
  633. * Calculates what creatures and how many to be raised from a battle.
  634. * @param battleResult The results of the battle.
  635. * @return Returns a pair with the first value indicating the ID of the creature
  636. * type and second value the amount. Both values are returned as -1 if necromancy
  637. * could not be applied.
  638. */
  639. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  640. {
  641. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  642. // need skill or cloak of undead king - lesser artifacts don't work without skill
  643. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  644. {
  645. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  646. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  647. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  648. // figure out what to raise - pick strongest creature meeting requirements
  649. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  650. int requiredCasualtyLevel = 1;
  651. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  652. if(!improvedNecromancy->empty())
  653. {
  654. auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  655. {
  656. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  657. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  658. };
  659. int maxCasualtyLevel = 1;
  660. for(const auto & casualty : casualties)
  661. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  662. // pick best bonus available
  663. std::shared_ptr<Bonus> topPick;
  664. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  665. {
  666. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  667. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  668. continue;
  669. if(!topPick)
  670. {
  671. topPick = newPick;
  672. }
  673. else
  674. {
  675. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  676. {
  677. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  678. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  679. };
  680. if(quality(topPick) < quality(newPick))
  681. topPick = newPick;
  682. }
  683. }
  684. if(topPick)
  685. {
  686. creatureTypeRaised = getCreatureID(topPick);
  687. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  688. }
  689. }
  690. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  691. if(getSlotFor(creatureTypeRaised) == SlotID())
  692. {
  693. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  694. {
  695. if(getSlotFor(upgraded) != SlotID())
  696. {
  697. creatureTypeRaised = upgraded;
  698. necromancySkill *= 2/3.0;
  699. break;
  700. }
  701. }
  702. }
  703. // calculate number of creatures raised - low level units contribute at 50% rate
  704. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  705. double raisedUnits = 0;
  706. for(const auto & casualty : casualties)
  707. {
  708. const CCreature * c = VLC->creh->objects[casualty.first];
  709. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  710. if(c->level < requiredCasualtyLevel)
  711. raisedFromCasualty *= 0.5;
  712. raisedUnits += raisedFromCasualty;
  713. }
  714. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  715. }
  716. return CStackBasicDescriptor();
  717. }
  718. /**
  719. * Show the necromancy dialog with information about units raised.
  720. * @param raisedStack Pair where the first element represents ID of the raised creature
  721. * and the second element the amount.
  722. */
  723. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  724. {
  725. InfoWindow iw;
  726. iw.type = EInfoWindowMode::AUTO;
  727. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  728. iw.player = tempOwner;
  729. iw.components.emplace_back(raisedStack);
  730. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  731. {
  732. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  733. iw.text.addReplacement(raisedStack.count);
  734. }
  735. else // Practicing the dark arts of necromancy, ... (singular)
  736. {
  737. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  738. }
  739. iw.text.addReplacement(raisedStack);
  740. cb->showInfoDialog(&iw);
  741. }
  742. /*
  743. int3 CGHeroInstance::getSightCenter() const
  744. {
  745. return getPosition(false);
  746. }*/
  747. int CGHeroInstance::getSightRadius() const
  748. {
  749. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  750. }
  751. si32 CGHeroInstance::manaRegain() const
  752. {
  753. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  754. return manaLimit();
  755. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  756. }
  757. si32 CGHeroInstance::getManaNewTurn() const
  758. {
  759. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  760. {
  761. //if hero starts turn in town with mage guild - restore all mana
  762. return std::max(mana, manaLimit());
  763. }
  764. si32 res = mana + manaRegain();
  765. res = std::min(res, manaLimit());
  766. res = std::max(res, mana);
  767. res = std::max(res, 0);
  768. return res;
  769. }
  770. // /**
  771. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  772. // * or discards it if it cannot be equipped.
  773. // */
  774. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  775. // {
  776. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  777. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  778. // ai->putAt(this, ai->firstAvailableSlot(this));
  779. // }
  780. int CGHeroInstance::getBoatType() const
  781. {
  782. switch(type->heroClass->getAlignment())
  783. {
  784. case EAlignment::GOOD:
  785. return 1;
  786. case EAlignment::EVIL:
  787. return 0;
  788. case EAlignment::NEUTRAL:
  789. return 2;
  790. default:
  791. throw std::runtime_error("Wrong alignment!");
  792. }
  793. }
  794. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  795. {
  796. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  797. // Check issue 515 for details
  798. offsets =
  799. {
  800. 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)
  801. };
  802. }
  803. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  804. {
  805. return sp->getCost(getSpellSchoolLevel(sp));
  806. }
  807. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  808. {
  809. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  810. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  811. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  812. }
  813. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  814. {
  815. return type->heroClass->getAlignment();
  816. }
  817. void CGHeroInstance::initExp(CRandomGenerator & rand)
  818. {
  819. exp = rand.nextInt(40, 89);
  820. }
  821. std::string CGHeroInstance::nodeName() const
  822. {
  823. return "Hero " + getNameTranslated();
  824. }
  825. std::string CGHeroInstance::getNameTranslated() const
  826. {
  827. if (!nameCustom.empty())
  828. return nameCustom;
  829. return VLC->generaltexth->translate(getNameTextID());
  830. }
  831. std::string CGHeroInstance::getNameTextID() const
  832. {
  833. if (!nameCustom.empty())
  834. return nameCustom;
  835. if (type)
  836. return type->getNameTextID();
  837. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  838. // assert(0);
  839. return "";
  840. }
  841. std::string CGHeroInstance::getBiographyTranslated() const
  842. {
  843. if (!biographyCustom.empty())
  844. return biographyCustom;
  845. return VLC->generaltexth->translate(getBiographyTextID());
  846. }
  847. std::string CGHeroInstance::getBiographyTextID() const
  848. {
  849. if (!biographyCustom.empty())
  850. return biographyCustom;
  851. if (type)
  852. return type->getBiographyTextID();
  853. assert(0);
  854. return "";
  855. }
  856. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  857. {
  858. assert(!getArt(pos));
  859. art->putAt(ArtifactLocation(this, pos));
  860. }
  861. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  862. {
  863. putArtifact(art->firstBackpackSlot(this), art);
  864. }
  865. bool CGHeroInstance::hasSpellbook() const
  866. {
  867. return getArt(ArtifactPosition::SPELLBOOK);
  868. }
  869. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  870. {
  871. spells.insert(spell);
  872. }
  873. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  874. {
  875. spells.erase(spell);
  876. }
  877. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  878. {
  879. return vstd::contains(spells, spell);
  880. }
  881. void CGHeroInstance::removeSpellbook()
  882. {
  883. spells.clear();
  884. if(hasSpellbook())
  885. {
  886. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  887. }
  888. }
  889. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  890. {
  891. return spells;
  892. }
  893. int CGHeroInstance::maxSpellLevel() const
  894. {
  895. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  896. }
  897. void CGHeroInstance::deserializationFix()
  898. {
  899. artDeserializationFix(this);
  900. }
  901. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  902. {
  903. if(!visitedTown)
  904. return nullptr;
  905. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  906. : (CBonusSystemNode *)(visitedTown.get());
  907. }
  908. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  909. {
  910. if(visitedTown)
  911. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  912. return &CArmedInstance::whereShouldBeAttached(gs);
  913. }
  914. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  915. {
  916. if(visitedTown)
  917. {
  918. if(inTownGarrison)
  919. return *visitedTown;
  920. else
  921. return visitedTown->townAndVis;
  922. }
  923. else
  924. return CArmedInstance::whereShouldBeAttached(gs);
  925. }
  926. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  927. {
  928. int ret = 0; //take all MPs by default
  929. bool localTi = false;
  930. if(!ti)
  931. {
  932. localTi = true;
  933. ti = new TurnInfo(this);
  934. }
  935. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  936. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  937. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  938. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  939. if(localTi)
  940. delete ti;
  941. return ret;
  942. }
  943. EDiggingStatus CGHeroInstance::diggingStatus() const
  944. {
  945. if(static_cast<int>(movement) < maxMovePoints(true))
  946. return EDiggingStatus::LACK_OF_MOVEMENT;
  947. return cb->getTileDigStatus(visitablePos());
  948. }
  949. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  950. {
  951. return ArtBearer::HERO;
  952. }
  953. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  954. {
  955. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  956. if (!skillsInfo.wisdomCounter)
  957. {
  958. if (canLearnSkill(SecondarySkill::WISDOM))
  959. obligatorySkills.emplace_back(SecondarySkill::WISDOM);
  960. }
  961. if (!skillsInfo.magicSchoolCounter)
  962. {
  963. std::vector<SecondarySkill> ss =
  964. {
  965. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  966. };
  967. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  968. for(const auto & skill : ss)
  969. {
  970. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  971. {
  972. obligatorySkills.push_back(skill);
  973. break; //only one
  974. }
  975. }
  976. }
  977. std::vector<SecondarySkill> skills;
  978. //picking sec. skills for choice
  979. std::set<SecondarySkill> basicAndAdv;
  980. std::set<SecondarySkill> expert;
  981. std::set<SecondarySkill> none;
  982. for(int i = 0; i < VLC->skillh->size(); i++)
  983. if (canLearnSkill(SecondarySkill(i)))
  984. none.insert(SecondarySkill(i));
  985. for(const auto & elem : secSkills)
  986. {
  987. if(elem.second < SecSkillLevel::EXPERT)
  988. basicAndAdv.insert(elem.first);
  989. else
  990. expert.insert(elem.first);
  991. none.erase(elem.first);
  992. }
  993. for(const auto & s : obligatorySkills) //don't duplicate them
  994. {
  995. none.erase (s);
  996. basicAndAdv.erase (s);
  997. expert.erase (s);
  998. }
  999. //first offered skill:
  1000. // 1) give obligatory skill
  1001. // 2) give any other new skill
  1002. // 3) upgrade existing
  1003. if(canLearnSkill() && !obligatorySkills.empty())
  1004. {
  1005. skills.push_back (obligatorySkills[0]);
  1006. }
  1007. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1008. {
  1009. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1010. none.erase(skills.back());
  1011. }
  1012. else if(!basicAndAdv.empty())
  1013. {
  1014. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1015. basicAndAdv.erase(skills.back());
  1016. }
  1017. //second offered skill:
  1018. //1) upgrade existing
  1019. //2) give obligatory skill
  1020. //3) give any other new skill
  1021. if(!basicAndAdv.empty())
  1022. {
  1023. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1024. skills.push_back(s);
  1025. basicAndAdv.erase(s);
  1026. }
  1027. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1028. {
  1029. skills.push_back (obligatorySkills[1]);
  1030. }
  1031. else if(!none.empty() && canLearnSkill())
  1032. {
  1033. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1034. none.erase(skills.back());
  1035. }
  1036. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1037. std::swap(skills[0], skills[1]);
  1038. return skills;
  1039. }
  1040. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1041. {
  1042. assert(gainsLevel());
  1043. int randomValue = rand.nextInt(99);
  1044. int pom = 0;
  1045. int primarySkill = 0;
  1046. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1047. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1048. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1049. {
  1050. pom += skillChances[primarySkill];
  1051. if(randomValue < pom)
  1052. {
  1053. break;
  1054. }
  1055. }
  1056. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1057. {
  1058. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1059. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1060. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1061. }
  1062. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1063. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1064. }
  1065. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1066. {
  1067. assert(gainsLevel());
  1068. boost::optional<SecondarySkill> chosenSecondarySkill;
  1069. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1070. if(!proposedSecondarySkills.empty())
  1071. {
  1072. std::vector<SecondarySkill> learnedSecondarySkills;
  1073. for(const auto & secondarySkill : proposedSecondarySkills)
  1074. {
  1075. if(getSecSkillLevel(secondarySkill) > 0)
  1076. {
  1077. learnedSecondarySkills.push_back(secondarySkill);
  1078. }
  1079. }
  1080. if(learnedSecondarySkills.empty())
  1081. {
  1082. // there are only new skills to learn, so choose anyone of them
  1083. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1084. }
  1085. else
  1086. {
  1087. // preferably upgrade a already learned secondary skill
  1088. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1089. }
  1090. }
  1091. return chosenSecondarySkill;
  1092. }
  1093. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1094. {
  1095. if(primarySkill < PrimarySkill::EXPERIENCE)
  1096. {
  1097. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1098. .And(Selector::subtype()(primarySkill))
  1099. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1100. assert(skill);
  1101. if(abs)
  1102. {
  1103. skill->val = static_cast<si32>(value);
  1104. }
  1105. else
  1106. {
  1107. skill->val += static_cast<si32>(value);
  1108. }
  1109. CBonusSystemNode::treeHasChanged();
  1110. }
  1111. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1112. {
  1113. if(abs)
  1114. {
  1115. exp = value;
  1116. }
  1117. else
  1118. {
  1119. exp += value;
  1120. }
  1121. }
  1122. }
  1123. bool CGHeroInstance::gainsLevel() const
  1124. {
  1125. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1126. }
  1127. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1128. {
  1129. ++level;
  1130. //deterministic secondary skills
  1131. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1132. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1133. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1134. {
  1135. skillsInfo.resetWisdomCounter();
  1136. }
  1137. SecondarySkill spellSchools[] = {
  1138. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1139. for(const auto & skill : spellSchools)
  1140. {
  1141. if(vstd::contains(skills, skill))
  1142. {
  1143. skillsInfo.resetMagicSchoolCounter();
  1144. break;
  1145. }
  1146. }
  1147. //update specialty and other bonuses that scale with level
  1148. treeHasChanged();
  1149. }
  1150. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1151. {
  1152. while(gainsLevel())
  1153. {
  1154. const auto primarySkill = nextPrimarySkill(rand);
  1155. setPrimarySkill(primarySkill, 1, false);
  1156. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1157. const auto secondarySkill = nextSecondarySkill(rand);
  1158. if(secondarySkill)
  1159. {
  1160. setSecSkillLevel(*secondarySkill, 1, false);
  1161. }
  1162. //TODO why has the secondary skills to be passed to the method?
  1163. levelUp(proposedSecondarySkills);
  1164. }
  1165. }
  1166. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1167. {
  1168. //VISIONS spell support
  1169. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1170. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1171. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1172. if (visionsMultiplier > 0)
  1173. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1174. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1175. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1176. return (distance < visionsRange) && (target->pos.z == pos.z);
  1177. }
  1178. std::string CGHeroInstance::getHeroTypeName() const
  1179. {
  1180. if(ID == Obj::HERO || ID == Obj::PRISON)
  1181. {
  1182. if(type)
  1183. {
  1184. return type->getJsonKey();
  1185. }
  1186. else
  1187. {
  1188. return VLC->heroh->objects[subID]->getJsonKey();
  1189. }
  1190. }
  1191. return "";
  1192. }
  1193. void CGHeroInstance::afterAddToMap(CMap * map)
  1194. {
  1195. if(ID == Obj::HERO)
  1196. map->heroesOnMap.emplace_back(this);
  1197. }
  1198. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1199. {
  1200. if (ID == Obj::HERO)
  1201. vstd::erase_if_present(map->heroesOnMap, this);
  1202. }
  1203. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1204. {
  1205. if(ID == Obj::HERO || ID == Obj::PRISON)
  1206. {
  1207. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1208. if(rawId)
  1209. subID = rawId.get();
  1210. else
  1211. {
  1212. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1213. }
  1214. }
  1215. }
  1216. void CGHeroInstance::updateFrom(const JsonNode & data)
  1217. {
  1218. CGObjectInstance::updateFrom(data);
  1219. }
  1220. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1221. {
  1222. handler.serializeString("biography", biographyCustom);
  1223. handler.serializeInt("experience", exp, 0);
  1224. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1225. {
  1226. while (gainsLevel())
  1227. {
  1228. ++level;
  1229. }
  1230. }
  1231. handler.serializeString("name", nameCustom);
  1232. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1233. {
  1234. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1235. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1236. if(handler.saving)
  1237. {
  1238. if(portrait >= 0)
  1239. {
  1240. if(portrait < legacyHeroes || portrait >= moddedStart)
  1241. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1242. else
  1243. handler.serializeInt("portrait", portrait, -1);
  1244. }
  1245. }
  1246. else
  1247. {
  1248. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1249. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1250. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1251. else
  1252. handler.serializeInt("portrait", portrait, -1);
  1253. }
  1254. }
  1255. //primary skills
  1256. if(handler.saving)
  1257. {
  1258. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1259. if(haveSkills)
  1260. {
  1261. auto primarySkills = handler.enterStruct("primarySkills");
  1262. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1263. {
  1264. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1265. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1266. }
  1267. }
  1268. }
  1269. else
  1270. {
  1271. auto primarySkills = handler.enterStruct("primarySkills");
  1272. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1273. {
  1274. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1275. {
  1276. int value = 0;
  1277. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1278. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1279. }
  1280. }
  1281. }
  1282. //secondary skills
  1283. if(handler.saving)
  1284. {
  1285. //does hero have default skills?
  1286. bool defaultSkills = false;
  1287. bool normalSkills = false;
  1288. for(const auto & p : secSkills)
  1289. {
  1290. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1291. defaultSkills = true;
  1292. else
  1293. normalSkills = true;
  1294. }
  1295. if(defaultSkills && normalSkills)
  1296. logGlobal->error("Mixed default and normal secondary skills");
  1297. //in json default skills means no field/null
  1298. if(!defaultSkills)
  1299. {
  1300. //enter structure here as handler initialize it
  1301. auto secondarySkills = handler.enterStruct("secondarySkills");
  1302. for(auto & p : secSkills)
  1303. {
  1304. const si32 rawId = p.first.num;
  1305. if(rawId < 0 || rawId >= VLC->skillh->size())
  1306. logGlobal->error("Invalid secondary skill %d", rawId);
  1307. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1308. }
  1309. }
  1310. }
  1311. else
  1312. {
  1313. auto secondarySkills = handler.enterStruct("secondarySkills");
  1314. const JsonNode & skillMap = handler.getCurrent();
  1315. secSkills.clear();
  1316. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1317. {
  1318. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1319. }
  1320. else
  1321. {
  1322. for(const auto & p : skillMap.Struct())
  1323. {
  1324. const std::string skillId = p.first;
  1325. const std::string levelId = p.second.String();
  1326. const int rawId = CSkillHandler::decodeSkill(skillId);
  1327. if(rawId < 0)
  1328. {
  1329. logGlobal->error("Invalid secondary skill %s", skillId);
  1330. continue;
  1331. }
  1332. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1333. if(level < 0)
  1334. {
  1335. logGlobal->error("Invalid secondary skill level%s", levelId);
  1336. continue;
  1337. }
  1338. secSkills.emplace_back(SecondarySkill(rawId), level);
  1339. }
  1340. }
  1341. }
  1342. handler.serializeIdArray("spellBook", spells);
  1343. if(handler.saving)
  1344. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1345. }
  1346. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1347. {
  1348. serializeCommonOptions(handler);
  1349. serializeJsonOwner(handler);
  1350. if(ID == Obj::HERO || ID == Obj::PRISON)
  1351. {
  1352. std::string typeName;
  1353. if(handler.saving)
  1354. typeName = getHeroTypeName();
  1355. handler.serializeString("type", typeName);
  1356. if(!handler.saving)
  1357. setHeroTypeName(typeName);
  1358. }
  1359. CCreatureSet::serializeJson(handler, "army", 7);
  1360. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1361. {
  1362. static constexpr int NO_PATROLING = -1;
  1363. int rawPatrolRadius = NO_PATROLING;
  1364. if(handler.saving)
  1365. {
  1366. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1367. }
  1368. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1369. if(!handler.saving)
  1370. {
  1371. if(!appearance)
  1372. {
  1373. // crossoverDeserialize
  1374. type = VLC->heroh->objects[subID];
  1375. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1376. }
  1377. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1378. patrol.initialPos = visitablePos();
  1379. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1380. }
  1381. }
  1382. }
  1383. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1384. {
  1385. serializeCommonOptions(handler);
  1386. }
  1387. bool CGHeroInstance::isMissionCritical() const
  1388. {
  1389. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1390. {
  1391. if(event.trigger.test([&](const EventCondition & condition)
  1392. {
  1393. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1394. {
  1395. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1396. return (hero != this);
  1397. }
  1398. else if(condition.condition == EventCondition::IS_HUMAN)
  1399. {
  1400. return true;
  1401. }
  1402. return false;
  1403. }))
  1404. {
  1405. return true;
  1406. }
  1407. }
  1408. return false;
  1409. }
  1410. VCMI_LIB_NAMESPACE_END