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 "../CGeneralTextHandler.h"
  15. #include "../ArtifactUtils.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../GameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../CTownHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "CGTownInstance.h"
  29. #include "../pathfinder/TurnInfo.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  32. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  33. #include "../modding/ModScope.h"
  34. #include "../networkPacks/PacksForClient.h"
  35. #include "../networkPacks/PacksForClientBattle.h"
  36. #include "../constants/StringConstants.h"
  37. #include "../battle/Unit.h"
  38. #include "CConfigHandler.h"
  39. VCMI_LIB_NAMESPACE_BEGIN
  40. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  41. {
  42. serializeJsonOwner(handler);
  43. bool isHeroType = heroType.has_value();
  44. handler.serializeBool("placeholderType", isHeroType, false);
  45. if(!handler.saving)
  46. {
  47. if(isHeroType)
  48. heroType = HeroTypeID::NONE;
  49. else
  50. powerRank = 0;
  51. }
  52. if(isHeroType)
  53. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  54. else
  55. handler.serializeInt("powerRank", powerRank.value());
  56. }
  57. static int lowestSpeed(const CGHeroInstance * chi)
  58. {
  59. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  60. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  61. if(!chi->stacksCount())
  62. {
  63. if(chi->commander && chi->commander->alive)
  64. {
  65. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  66. }
  67. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  68. return 20;
  69. }
  70. auto i = chi->Slots().begin();
  71. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  72. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  73. for(; i != chi->Slots().end(); i++)
  74. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  75. return ret;
  76. }
  77. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  78. {
  79. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  80. //if there is road both on dest and src tiles - use src road movement cost
  81. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  82. {
  83. ret = from.roadType->movementCost;
  84. }
  85. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  86. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  87. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  88. {
  89. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  90. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  91. if(ret < GameConstants::BASE_MOVEMENT_COST)
  92. ret = GameConstants::BASE_MOVEMENT_COST;
  93. }
  94. return static_cast<ui32>(ret);
  95. }
  96. FactionID CGHeroInstance::getFaction() const
  97. {
  98. return FactionID(type->heroClass->faction);
  99. }
  100. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  101. {
  102. return this;
  103. }
  104. TerrainId CGHeroInstance::getNativeTerrain() const
  105. {
  106. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  107. // This is clearly bug in H3 however intended behaviour is not clear.
  108. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  109. // will always have best penalty without any influence from player-defined stacks order
  110. // and army that consist solely from neutral will always be considered to be on native terrain
  111. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  112. for(const auto & stack : stacks)
  113. {
  114. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  115. if(stackNativeTerrain == ETerrainId::NONE)
  116. continue;
  117. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  118. nativeTerrain = stackNativeTerrain;
  119. else if(nativeTerrain != stackNativeTerrain)
  120. return ETerrainId::NONE;
  121. }
  122. return nativeTerrain;
  123. }
  124. bool CGHeroInstance::isCoastVisitable() const
  125. {
  126. return true;
  127. }
  128. BattleField CGHeroInstance::getBattlefield() const
  129. {
  130. return BattleField::NONE;
  131. }
  132. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  133. {
  134. for(const auto & elem : secSkills)
  135. if(elem.first == skill)
  136. return elem.second;
  137. return 0;
  138. }
  139. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  140. {
  141. if(getSecSkillLevel(which) == 0)
  142. {
  143. secSkills.emplace_back(which, val);
  144. updateSkillBonus(which, val);
  145. }
  146. else
  147. {
  148. for (auto & elem : secSkills)
  149. {
  150. if(elem.first == which)
  151. {
  152. if(abs)
  153. elem.second = val;
  154. else
  155. elem.second += val;
  156. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  157. {
  158. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  159. elem.second = 3;
  160. }
  161. updateSkillBonus(which, elem.second); //when we know final value
  162. }
  163. }
  164. }
  165. }
  166. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  167. {
  168. return position - getVisitableOffset();
  169. }
  170. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  171. {
  172. return position + getVisitableOffset();
  173. }
  174. bool CGHeroInstance::canLearnSkill() const
  175. {
  176. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  177. }
  178. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  179. {
  180. if ( !canLearnSkill())
  181. return false;
  182. if (!cb->isAllowed(which))
  183. return false;
  184. if (getSecSkillLevel(which) > 0)
  185. return false;
  186. if (type->heroClass->secSkillProbability.count(which) == 0)
  187. return false;
  188. if (type->heroClass->secSkillProbability.at(which) == 0)
  189. return false;
  190. return true;
  191. }
  192. int CGHeroInstance::movementPointsRemaining() const
  193. {
  194. return movement;
  195. }
  196. void CGHeroInstance::setMovementPoints(int points)
  197. {
  198. movement = std::max(0, points);
  199. }
  200. int CGHeroInstance::movementPointsLimit(bool onLand) const
  201. {
  202. TurnInfo ti(this);
  203. return movementPointsLimitCached(onLand, &ti);
  204. }
  205. int CGHeroInstance::getLowestCreatureSpeed() const
  206. {
  207. return lowestCreatureSpeed;
  208. }
  209. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  210. {
  211. auto realLowestSpeed = lowestSpeed(this);
  212. if(lowestCreatureSpeed != realLowestSpeed)
  213. {
  214. lowestCreatureSpeed = realLowestSpeed;
  215. //Let updaters run again
  216. treeHasChanged();
  217. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  218. }
  219. }
  220. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  221. {
  222. updateArmyMovementBonus(onLand, ti);
  223. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  224. }
  225. CGHeroInstance::CGHeroInstance():
  226. tacticFormationEnabled(false),
  227. inTownGarrison(false),
  228. moveDir(4),
  229. mana(UNINITIALIZED_MANA),
  230. movement(UNINITIALIZED_MOVEMENT),
  231. level(1),
  232. exp(UNINITIALIZED_EXPERIENCE),
  233. gender(EHeroGender::DEFAULT),
  234. lowestCreatureSpeed(0)
  235. {
  236. setNodeType(HERO);
  237. ID = Obj::HERO;
  238. secSkills.emplace_back(SecondarySkill::NONE, -1);
  239. blockVisit = true;
  240. }
  241. PlayerColor CGHeroInstance::getOwner() const
  242. {
  243. return tempOwner;
  244. }
  245. HeroTypeID CGHeroInstance::getHeroType() const
  246. {
  247. return HeroTypeID(getObjTypeIndex().getNum());
  248. }
  249. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  250. {
  251. assert(type == nullptr);
  252. subID = heroType;
  253. }
  254. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  255. {
  256. subID = SUBID.getNum();
  257. initHero(rand);
  258. }
  259. void CGHeroInstance::initHero(CRandomGenerator & rand)
  260. {
  261. assert(validTypes(true));
  262. if(!type)
  263. type = VLC->heroh->objects[getHeroType().getNum()];
  264. if (ID == Obj::HERO)
  265. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  266. if(!vstd::contains(spells, SpellID::PRESET))
  267. {
  268. // hero starts with default spells
  269. for(const auto & spellID : type->spells)
  270. spells.insert(spellID);
  271. }
  272. else //remove placeholder
  273. spells -= SpellID::PRESET;
  274. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  275. {
  276. // hero starts with default spellbook presence status
  277. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  278. {
  279. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK);
  280. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  281. }
  282. }
  283. else
  284. spells -= SpellID::SPELLBOOK_PRESET;
  285. if(!getArt(ArtifactPosition::MACH4))
  286. {
  287. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT);
  288. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  289. }
  290. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  291. {
  292. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  293. {
  294. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  295. }
  296. }
  297. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  298. secSkills = type->secSkillsInit;
  299. if (gender == EHeroGender::DEFAULT)
  300. gender = type->gender;
  301. setFormation(EArmyFormation::LOOSE);
  302. if (!stacksCount()) //standard army//initial army
  303. {
  304. initArmy(rand);
  305. }
  306. assert(validTypes());
  307. if (patrol.patrolling)
  308. patrol.initialPos = visitablePos();
  309. if(exp == UNINITIALIZED_EXPERIENCE)
  310. {
  311. initExp(rand);
  312. }
  313. else
  314. {
  315. levelUpAutomatically(rand);
  316. }
  317. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  318. // must be done separately from global bonuses since recruitable heroes in taverns
  319. // are not attached to global bonus node but need access to some global bonuses
  320. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  321. // or MOVEMENT to compute initial movement before recruiting is finished
  322. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  323. for(const auto & b : baseBonuses.Struct())
  324. {
  325. auto bonus = JsonUtils::parseBonus(b.second);
  326. bonus->source = BonusSource::HERO_BASE_SKILL;
  327. bonus->sid = BonusSourceID(id);
  328. bonus->duration = BonusDuration::PERMANENT;
  329. addNewBonus(bonus);
  330. }
  331. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  332. {
  333. commander = new CCommanderInstance(type->heroClass->commander->getId());
  334. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  335. commander->giveStackExp (exp); //after our exp is set
  336. }
  337. skillsInfo.rand.setSeed(rand.nextInt());
  338. skillsInfo.resetMagicSchoolCounter();
  339. skillsInfo.resetWisdomCounter();
  340. //copy active (probably growing) bonuses from hero prototype to hero object
  341. for(const std::shared_ptr<Bonus> & b : type->specialty)
  342. addNewBonus(b);
  343. //initialize bonuses
  344. recreateSecondarySkillsBonuses();
  345. movement = movementPointsLimit(true);
  346. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  347. }
  348. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  349. {
  350. if(!dst)
  351. dst = this;
  352. int warMachinesGiven = 0;
  353. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  354. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  355. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  356. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  357. {
  358. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  359. continue;
  360. auto & stack = type->initialArmy[stackNo];
  361. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  362. const CCreature * creature = stack.creature.toCreature();
  363. if(creature == nullptr)
  364. {
  365. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  366. continue;
  367. }
  368. if(creature->warMachine != ArtifactID::NONE) //war machine
  369. {
  370. warMachinesGiven++;
  371. if(dst != this)
  372. continue;
  373. ArtifactID aid = creature->warMachine;
  374. const CArtifact * art = aid.toArtifact();
  375. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  376. {
  377. //TODO: should we try another possible slots?
  378. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  379. if(!getArt(slot))
  380. {
  381. auto artifact = ArtifactUtils::createNewArtifactInstance(aid);
  382. putArtifact(slot, artifact);
  383. }
  384. else
  385. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  386. }
  387. else
  388. {
  389. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  390. }
  391. }
  392. else
  393. {
  394. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  395. }
  396. }
  397. }
  398. CGHeroInstance::~CGHeroInstance()
  399. {
  400. commander.dellNull();
  401. }
  402. bool CGHeroInstance::needsLastStack() const
  403. {
  404. return true;
  405. }
  406. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  407. {
  408. if(h == this) return; //exclude potential self-visiting
  409. if (ID == Obj::HERO)
  410. {
  411. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  412. {
  413. //exchange
  414. cb->heroExchange(h->id, id);
  415. }
  416. else //battle
  417. {
  418. if(visitedTown) //we're in town
  419. visitedTown->onHeroVisit(h); //town will handle attacking
  420. else
  421. cb->startBattleI(h, this);
  422. }
  423. }
  424. else if(ID == Obj::PRISON)
  425. {
  426. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  427. {
  428. //update hero parameters
  429. SetMovePoints smp;
  430. smp.hid = id;
  431. cb->setManaPoints (id, manaLimit());
  432. ObjectInstanceID boatId;
  433. const auto boatPos = visitablePos();
  434. if (cb->gameState()->map->getTile(boatPos).isWater())
  435. {
  436. smp.val = movementPointsLimit(false);
  437. if (!boat)
  438. {
  439. //Create a new boat for hero
  440. cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
  441. boatId = cb->getTopObj(boatPos)->id;
  442. }
  443. }
  444. else
  445. {
  446. smp.val = movementPointsLimit(true);
  447. }
  448. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  449. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  450. cb->setMovePoints (&smp);
  451. h->showInfoDialog(102);
  452. }
  453. else //already 8 wandering heroes
  454. {
  455. h->showInfoDialog(103);
  456. }
  457. }
  458. }
  459. std::string CGHeroInstance::getObjectName() const
  460. {
  461. if(ID != Obj::PRISON)
  462. {
  463. std::string hoverName = VLC->generaltexth->allTexts[15];
  464. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  465. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  466. return hoverName;
  467. }
  468. else
  469. return VLC->objtypeh->getObjectName(ID, 0);
  470. }
  471. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  472. {
  473. return type->heroClass->isMagicHero() ? 3 : 4;
  474. }
  475. ui8 CGHeroInstance::maxlevelsToWisdom() const
  476. {
  477. return type->heroClass->isMagicHero() ? 3 : 6;
  478. }
  479. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  480. magicSchoolCounter(1),
  481. wisdomCounter(1)
  482. {
  483. rand.setSeed(0);
  484. }
  485. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  486. {
  487. magicSchoolCounter = 1;
  488. }
  489. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  490. {
  491. wisdomCounter = 1;
  492. }
  493. void CGHeroInstance::pickRandomObject(CRandomGenerator & rand)
  494. {
  495. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  496. if (ID == Obj::RANDOM_HERO)
  497. {
  498. ID = Obj::HERO;
  499. subID = cb->gameState()->pickNextHeroType(getOwner());
  500. type = VLC->heroh->objects[getHeroType().getNum()];
  501. randomizeArmy(type->heroClass->faction);
  502. }
  503. else
  504. type = VLC->heroh->objects[getHeroType().getNum()];
  505. auto oldSubID = subID;
  506. // to find object handler we must use heroClass->id
  507. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  508. if (ID != Obj::PRISON)
  509. setType(ID, type->heroClass->getIndex());
  510. else
  511. setType(ID, 0);
  512. this->subID = oldSubID;
  513. }
  514. void CGHeroInstance::initObj(CRandomGenerator & rand)
  515. {
  516. }
  517. void CGHeroInstance::recreateSecondarySkillsBonuses()
  518. {
  519. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  520. for(const auto & bonus : *secondarySkillsBonuses)
  521. removeBonus(bonus);
  522. for(const auto & skill_info : secSkills)
  523. if(skill_info.second > 0)
  524. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  525. }
  526. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  527. {
  528. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  529. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  530. for(const auto & b : skillBonus)
  531. addNewBonus(std::make_shared<Bonus>(*b));
  532. }
  533. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  534. {
  535. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  536. setStackCount(SlotID(0), identifier.getNum());
  537. }
  538. double CGHeroInstance::getFightingStrength() const
  539. {
  540. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  541. }
  542. double CGHeroInstance::getMagicStrength() const
  543. {
  544. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  545. }
  546. double CGHeroInstance::getHeroStrength() const
  547. {
  548. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  549. }
  550. ui64 CGHeroInstance::getTotalStrength() const
  551. {
  552. double ret = getFightingStrength() * getArmyStrength();
  553. return static_cast<ui64>(ret);
  554. }
  555. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  556. {
  557. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  558. }
  559. int32_t CGHeroInstance::getCasterUnitId() const
  560. {
  561. return id.getNum();
  562. }
  563. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  564. {
  565. int32_t skill = -1; //skill level
  566. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  567. {
  568. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  569. if(thisSchool > skill)
  570. {
  571. skill = thisSchool;
  572. if(outSelectedSchool)
  573. *outSelectedSchool = cnf;
  574. }
  575. });
  576. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  577. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  578. vstd::amax(skill, 0); //in case we don't know any school
  579. vstd::amin(skill, 3);
  580. return skill;
  581. }
  582. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  583. {
  584. //applying sorcery secondary skill
  585. if(spell->isMagical())
  586. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  587. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  588. int maxSchoolBonus = 0;
  589. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  590. {
  591. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  592. });
  593. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  594. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  595. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  596. return base;
  597. }
  598. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  599. {
  600. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  601. return base;
  602. }
  603. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  604. {
  605. return getSpellSchoolLevel(spell);
  606. }
  607. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  608. {
  609. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  610. }
  611. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  612. {
  613. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  614. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  615. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  616. return spellpower + durationCommon + durationSpecific;
  617. }
  618. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  619. {
  620. return 0;
  621. }
  622. PlayerColor CGHeroInstance::getCasterOwner() const
  623. {
  624. return tempOwner;
  625. }
  626. void CGHeroInstance::getCasterName(MetaString & text) const
  627. {
  628. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  629. text.replaceRawString(getNameTranslated());
  630. }
  631. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  632. {
  633. const bool singleTarget = attacked.size() == 1;
  634. const int textIndex = singleTarget ? 195 : 196;
  635. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  636. getCasterName(text);
  637. text.replaceName(spell->getId());
  638. if(singleTarget)
  639. attacked.at(0)->addNameReplacement(text, true);
  640. }
  641. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  642. {
  643. return this;
  644. }
  645. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  646. {
  647. if(spellCost != 0)
  648. {
  649. SetMana sm;
  650. sm.absolute = false;
  651. sm.hid = id;
  652. sm.val = -spellCost;
  653. server->apply(&sm);
  654. }
  655. }
  656. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  657. {
  658. const bool isAllowed = IObjectInterface::cb->isAllowed(spell->getId());
  659. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  660. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  661. bool schoolBonus = false;
  662. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  663. {
  664. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  665. {
  666. schoolBonus = stop = true;
  667. }
  668. });
  669. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  670. if(spell->isSpecial())
  671. {
  672. if(inSpellBook)
  673. {//hero has this spell in spellbook
  674. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  675. }
  676. return specificBonus;
  677. }
  678. else if(!isAllowed)
  679. {
  680. if(inSpellBook)
  681. {
  682. //hero has this spell in spellbook
  683. //it is normal if set in map editor, but trace it to possible debug of magic guild
  684. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  685. }
  686. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  687. }
  688. else
  689. {
  690. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  691. }
  692. }
  693. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  694. {
  695. if(!hasSpellbook())
  696. return false;
  697. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  698. return false;
  699. if(vstd::contains(spells, spell->getId()))//already known
  700. return false;
  701. if(spell->isSpecial())
  702. {
  703. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  704. return false;//special spells can not be learned
  705. }
  706. if(spell->isCreatureAbility())
  707. {
  708. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  709. return false;//creature abilities can not be learned
  710. }
  711. if(!allowBanned && !IObjectInterface::cb->isAllowed(spell->getId()))
  712. {
  713. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  714. return false;//banned spells should not be learned
  715. }
  716. return true;
  717. }
  718. /**
  719. * Calculates what creatures and how many to be raised from a battle.
  720. * @param battleResult The results of the battle.
  721. * @return Returns a pair with the first value indicating the ID of the creature
  722. * type and second value the amount. Both values are returned as -1 if necromancy
  723. * could not be applied.
  724. */
  725. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  726. {
  727. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  728. // need skill or cloak of undead king - lesser artifacts don't work without skill
  729. if (hasImprovedNecromancy)
  730. {
  731. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  732. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  733. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  734. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  735. // figure out what to raise - pick strongest creature meeting requirements
  736. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  737. int requiredCasualtyLevel = 1;
  738. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  739. if(!improvedNecromancy->empty())
  740. {
  741. int maxCasualtyLevel = 1;
  742. for(const auto & casualty : casualties)
  743. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  744. // pick best bonus available
  745. std::shared_ptr<Bonus> topPick;
  746. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  747. {
  748. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  749. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  750. continue;
  751. if(!topPick)
  752. {
  753. topPick = newPick;
  754. }
  755. else
  756. {
  757. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  758. {
  759. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  760. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  761. };
  762. if(quality(topPick) < quality(newPick))
  763. topPick = newPick;
  764. }
  765. }
  766. if(topPick)
  767. {
  768. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  769. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  770. }
  771. }
  772. assert(creatureTypeRaised != CreatureID::NONE);
  773. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  774. if(getSlotFor(creatureTypeRaised) == SlotID())
  775. {
  776. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  777. {
  778. if(getSlotFor(upgraded) != SlotID())
  779. {
  780. creatureTypeRaised = upgraded;
  781. necromancySkill *= 2/3.0;
  782. break;
  783. }
  784. }
  785. }
  786. // calculate number of creatures raised - low level units contribute at 50% rate
  787. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  788. double raisedUnits = 0;
  789. for(const auto & casualty : casualties)
  790. {
  791. const CCreature * c = VLC->creh->objects[casualty.first];
  792. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  793. if(c->getLevel() < requiredCasualtyLevel)
  794. raisedFromCasualty *= 0.5;
  795. raisedUnits += raisedFromCasualty;
  796. }
  797. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  798. }
  799. return CStackBasicDescriptor();
  800. }
  801. /**
  802. * Show the necromancy dialog with information about units raised.
  803. * @param raisedStack Pair where the first element represents ID of the raised creature
  804. * and the second element the amount.
  805. */
  806. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  807. {
  808. InfoWindow iw;
  809. iw.type = EInfoWindowMode::AUTO;
  810. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  811. iw.player = tempOwner;
  812. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  813. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  814. {
  815. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  816. iw.text.replaceNumber(raisedStack.count);
  817. }
  818. else // Practicing the dark arts of necromancy, ... (singular)
  819. {
  820. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  821. }
  822. iw.text.replaceName(raisedStack);
  823. cb->showInfoDialog(&iw);
  824. }
  825. /*
  826. int3 CGHeroInstance::getSightCenter() const
  827. {
  828. return getPosition(false);
  829. }*/
  830. int CGHeroInstance::getSightRadius() const
  831. {
  832. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  833. }
  834. si32 CGHeroInstance::manaRegain() const
  835. {
  836. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  837. return manaLimit();
  838. return valOfBonuses(BonusType::MANA_REGENERATION);
  839. }
  840. si32 CGHeroInstance::getManaNewTurn() const
  841. {
  842. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  843. {
  844. //if hero starts turn in town with mage guild - restore all mana
  845. return std::max(mana, manaLimit());
  846. }
  847. si32 res = mana + manaRegain();
  848. res = std::min(res, manaLimit());
  849. res = std::max(res, mana);
  850. res = std::max(res, 0);
  851. return res;
  852. }
  853. // /**
  854. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  855. // * or discards it if it cannot be equipped.
  856. // */
  857. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  858. // {
  859. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  860. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  861. // ai->putAt(this, ai->firstAvailableSlot(this));
  862. // }
  863. BoatId CGHeroInstance::getBoatType() const
  864. {
  865. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  866. }
  867. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  868. {
  869. offsets = {
  870. {0, -1, 0},
  871. {+1, -1, 0},
  872. {+1, 0, 0},
  873. {+1, +1, 0},
  874. {0, +1, 0},
  875. {-1, +1, 0},
  876. {-1, 0, 0},
  877. {-1, -1, 0},
  878. };
  879. }
  880. const IObjectInterface * CGHeroInstance::getObject() const
  881. {
  882. return this;
  883. }
  884. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  885. {
  886. return sp->getCost(getSpellSchoolLevel(sp));
  887. }
  888. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  889. {
  890. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  891. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  892. if(hasBonus(sel))
  893. removeBonuses(sel);
  894. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  895. }
  896. EAlignment CGHeroInstance::getAlignment() const
  897. {
  898. return type->heroClass->getAlignment();
  899. }
  900. void CGHeroInstance::initExp(CRandomGenerator & rand)
  901. {
  902. exp = rand.nextInt(40, 89);
  903. }
  904. std::string CGHeroInstance::nodeName() const
  905. {
  906. return "Hero " + getNameTextID();
  907. }
  908. si32 CGHeroInstance::manaLimit() const
  909. {
  910. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  911. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  912. }
  913. HeroTypeID CGHeroInstance::getPortraitSource() const
  914. {
  915. if (customPortraitSource.isValid())
  916. return customPortraitSource;
  917. else
  918. return getHeroType();
  919. }
  920. int32_t CGHeroInstance::getIconIndex() const
  921. {
  922. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  923. }
  924. std::string CGHeroInstance::getNameTranslated() const
  925. {
  926. return VLC->generaltexth->translate(getNameTextID());
  927. }
  928. std::string CGHeroInstance::getNameTextID() const
  929. {
  930. if (!nameCustomTextId.empty())
  931. return nameCustomTextId;
  932. if (type)
  933. return type->getNameTextID();
  934. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  935. // assert(0);
  936. return "";
  937. }
  938. std::string CGHeroInstance::getBiographyTranslated() const
  939. {
  940. return VLC->generaltexth->translate(getBiographyTextID());
  941. }
  942. std::string CGHeroInstance::getBiographyTextID() const
  943. {
  944. if (!biographyCustomTextId.empty())
  945. return biographyCustomTextId;
  946. if (type)
  947. return type->getBiographyTextID();
  948. return ""; //for random hero
  949. }
  950. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  951. {
  952. assert(art->canBePutAt(this, pos));
  953. if(ArtifactUtils::isSlotEquipment(pos))
  954. attachTo(*art);
  955. return CArtifactSet::putArtifact(pos, art);
  956. }
  957. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  958. {
  959. auto art = getArt(pos);
  960. assert(art);
  961. CArtifactSet::removeArtifact(pos);
  962. if(ArtifactUtils::isSlotEquipment(pos))
  963. detachFrom(*art);
  964. }
  965. bool CGHeroInstance::hasSpellbook() const
  966. {
  967. return getArt(ArtifactPosition::SPELLBOOK);
  968. }
  969. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  970. {
  971. spells.insert(spell);
  972. }
  973. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  974. {
  975. spells.erase(spell);
  976. }
  977. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  978. {
  979. return vstd::contains(spells, spell);
  980. }
  981. void CGHeroInstance::removeSpellbook()
  982. {
  983. spells.clear();
  984. if(hasSpellbook())
  985. {
  986. getArt(ArtifactPosition::SPELLBOOK)->removeFrom(*this, ArtifactPosition::SPELLBOOK);
  987. }
  988. }
  989. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  990. {
  991. return spells;
  992. }
  993. int CGHeroInstance::maxSpellLevel() const
  994. {
  995. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  996. }
  997. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  998. {
  999. assert(newBoat);
  1000. boat = newBoat;
  1001. attachTo(const_cast<CGBoat&>(*boat));
  1002. const_cast<CGBoat*>(boat)->hero = this;
  1003. }
  1004. void CGHeroInstance::deserializationFix()
  1005. {
  1006. artDeserializationFix(this);
  1007. boatDeserializationFix();
  1008. }
  1009. void CGHeroInstance::boatDeserializationFix()
  1010. {
  1011. if (boat)
  1012. attachTo(const_cast<CGBoat&>(*boat));
  1013. }
  1014. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1015. {
  1016. if(!visitedTown)
  1017. return nullptr;
  1018. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1019. : (CBonusSystemNode *)(visitedTown.get());
  1020. }
  1021. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1022. {
  1023. if(visitedTown)
  1024. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1025. return &CArmedInstance::whereShouldBeAttached(gs);
  1026. }
  1027. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1028. {
  1029. if(visitedTown)
  1030. {
  1031. if(inTownGarrison)
  1032. return *visitedTown;
  1033. else
  1034. return visitedTown->townAndVis;
  1035. }
  1036. else
  1037. return CArmedInstance::whereShouldBeAttached(gs);
  1038. }
  1039. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1040. {
  1041. std::unique_ptr<TurnInfo> turnInfoLocal;
  1042. if(!ti)
  1043. {
  1044. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1045. ti = turnInfoLocal.get();
  1046. }
  1047. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1048. return 0; // take all MPs by default
  1049. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1050. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1051. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1052. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1053. return ret;
  1054. }
  1055. EDiggingStatus CGHeroInstance::diggingStatus() const
  1056. {
  1057. if(static_cast<int>(movement) < movementPointsLimit(true))
  1058. return EDiggingStatus::LACK_OF_MOVEMENT;
  1059. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  1060. return EDiggingStatus::BACKPACK_IS_FULL;
  1061. return cb->getTileDigStatus(visitablePos());
  1062. }
  1063. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1064. {
  1065. return ArtBearer::HERO;
  1066. }
  1067. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1068. {
  1069. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1070. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1071. std::vector<SecondarySkill> obligatory = {};
  1072. for(auto i = 0; i < VLC->skillh->size(); i++)
  1073. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1074. obligatory.emplace_back(i); //Always return all obligatory skills
  1075. return obligatory;
  1076. };
  1077. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1078. {
  1079. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1080. for(const auto & skill : ss)
  1081. {
  1082. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1083. {
  1084. obligatorySkills.push_back(skill);
  1085. break; //only one
  1086. }
  1087. }
  1088. };
  1089. if (!skillsInfo.wisdomCounter)
  1090. {
  1091. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1092. selectObligatorySkill(obligatory);
  1093. }
  1094. if (!skillsInfo.magicSchoolCounter)
  1095. {
  1096. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1097. selectObligatorySkill(obligatory);
  1098. }
  1099. std::vector<SecondarySkill> skills;
  1100. //picking sec. skills for choice
  1101. std::set<SecondarySkill> basicAndAdv;
  1102. std::set<SecondarySkill> expert;
  1103. std::set<SecondarySkill> none;
  1104. for(int i = 0; i < VLC->skillh->size(); i++)
  1105. if (canLearnSkill(SecondarySkill(i)))
  1106. none.insert(SecondarySkill(i));
  1107. for(const auto & elem : secSkills)
  1108. {
  1109. if(elem.second < MasteryLevel::EXPERT)
  1110. basicAndAdv.insert(elem.first);
  1111. else
  1112. expert.insert(elem.first);
  1113. none.erase(elem.first);
  1114. }
  1115. for(const auto & s : obligatorySkills) //don't duplicate them
  1116. {
  1117. none.erase (s);
  1118. basicAndAdv.erase (s);
  1119. expert.erase (s);
  1120. }
  1121. //first offered skill:
  1122. // 1) give obligatory skill
  1123. // 2) give any other new skill
  1124. // 3) upgrade existing
  1125. if(canLearnSkill() && !obligatorySkills.empty())
  1126. {
  1127. skills.push_back (obligatorySkills[0]);
  1128. }
  1129. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1130. {
  1131. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1132. none.erase(skills.back());
  1133. }
  1134. else if(!basicAndAdv.empty())
  1135. {
  1136. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1137. basicAndAdv.erase(skills.back());
  1138. }
  1139. //second offered skill:
  1140. //1) upgrade existing
  1141. //2) give obligatory skill
  1142. //3) give any other new skill
  1143. if(!basicAndAdv.empty())
  1144. {
  1145. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1146. skills.push_back(s);
  1147. basicAndAdv.erase(s);
  1148. }
  1149. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1150. {
  1151. skills.push_back (obligatorySkills[1]);
  1152. }
  1153. else if(!none.empty() && canLearnSkill())
  1154. {
  1155. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1156. none.erase(skills.back());
  1157. }
  1158. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1159. std::swap(skills[0], skills[1]);
  1160. return skills;
  1161. }
  1162. PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1163. {
  1164. assert(gainsLevel());
  1165. int randomValue = rand.nextInt(99);
  1166. int pom = 0;
  1167. int primarySkill = 0;
  1168. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1169. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1170. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1171. {
  1172. pom += skillChances[primarySkill];
  1173. if(randomValue < pom)
  1174. {
  1175. break;
  1176. }
  1177. }
  1178. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1179. {
  1180. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1181. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1182. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1183. }
  1184. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1185. return static_cast<PrimarySkill>(primarySkill);
  1186. }
  1187. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1188. {
  1189. assert(gainsLevel());
  1190. std::optional<SecondarySkill> chosenSecondarySkill;
  1191. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1192. if(!proposedSecondarySkills.empty())
  1193. {
  1194. std::vector<SecondarySkill> learnedSecondarySkills;
  1195. for(const auto & secondarySkill : proposedSecondarySkills)
  1196. {
  1197. if(getSecSkillLevel(secondarySkill) > 0)
  1198. {
  1199. learnedSecondarySkills.push_back(secondarySkill);
  1200. }
  1201. }
  1202. if(learnedSecondarySkills.empty())
  1203. {
  1204. // there are only new skills to learn, so choose anyone of them
  1205. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1206. }
  1207. else
  1208. {
  1209. // preferably upgrade a already learned secondary skill
  1210. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1211. }
  1212. }
  1213. return chosenSecondarySkill;
  1214. }
  1215. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1216. {
  1217. if(primarySkill < PrimarySkill::EXPERIENCE)
  1218. {
  1219. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1220. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1221. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1222. assert(skill);
  1223. if(abs)
  1224. {
  1225. skill->val = static_cast<si32>(value);
  1226. }
  1227. else
  1228. {
  1229. skill->val += static_cast<si32>(value);
  1230. }
  1231. CBonusSystemNode::treeHasChanged();
  1232. }
  1233. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1234. {
  1235. if(abs)
  1236. {
  1237. exp = value;
  1238. }
  1239. else
  1240. {
  1241. exp += value;
  1242. }
  1243. }
  1244. }
  1245. bool CGHeroInstance::gainsLevel() const
  1246. {
  1247. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1248. }
  1249. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1250. {
  1251. ++level;
  1252. //deterministic secondary skills
  1253. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1254. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1255. for(const auto & skill : skills)
  1256. {
  1257. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1258. skillsInfo.resetWisdomCounter();
  1259. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1260. skillsInfo.resetMagicSchoolCounter();
  1261. }
  1262. //update specialty and other bonuses that scale with level
  1263. treeHasChanged();
  1264. }
  1265. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1266. {
  1267. while(gainsLevel())
  1268. {
  1269. const auto primarySkill = nextPrimarySkill(rand);
  1270. setPrimarySkill(primarySkill, 1, false);
  1271. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1272. const auto secondarySkill = nextSecondarySkill(rand);
  1273. if(secondarySkill)
  1274. {
  1275. setSecSkillLevel(*secondarySkill, 1, false);
  1276. }
  1277. //TODO why has the secondary skills to be passed to the method?
  1278. levelUp(proposedSecondarySkills);
  1279. }
  1280. }
  1281. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1282. {
  1283. //VISIONS spell support
  1284. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1285. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1286. if (visionsMultiplier > 0)
  1287. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1288. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1289. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1290. return (distance < visionsRange) && (target->pos.z == pos.z);
  1291. }
  1292. std::string CGHeroInstance::getHeroTypeName() const
  1293. {
  1294. if(ID == Obj::HERO || ID == Obj::PRISON)
  1295. {
  1296. if(type)
  1297. {
  1298. return type->getJsonKey();
  1299. }
  1300. else
  1301. {
  1302. return getHeroType().toEntity(VLC)->getJsonKey();
  1303. }
  1304. }
  1305. return "";
  1306. }
  1307. void CGHeroInstance::afterAddToMap(CMap * map)
  1308. {
  1309. if(ID != Obj::RANDOM_HERO)
  1310. {
  1311. auto existingHero = std::find_if(map->objects.begin(), map->objects.end(), [&](const CGObjectInstance * o) ->bool
  1312. {
  1313. return o && (o->ID == Obj::HERO || o->ID == Obj::PRISON) && o->subID == subID && o != this;
  1314. });
  1315. if(existingHero != map->objects.end())
  1316. {
  1317. if(settings["session"]["editor"].Bool())
  1318. {
  1319. logGlobal->warn("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
  1320. }
  1321. else
  1322. {
  1323. logGlobal->error("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
  1324. throw std::runtime_error("Hero is already on the map");
  1325. }
  1326. }
  1327. }
  1328. if(ID != Obj::PRISON)
  1329. {
  1330. map->heroesOnMap.emplace_back(this);
  1331. }
  1332. }
  1333. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1334. {
  1335. if (ID == Obj::PRISON)
  1336. vstd::erase_if_present(map->heroesOnMap, this);
  1337. }
  1338. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1339. {
  1340. if(ID == Obj::HERO || ID == Obj::PRISON)
  1341. {
  1342. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1343. if(rawId)
  1344. subID = rawId.value();
  1345. else
  1346. {
  1347. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1348. }
  1349. }
  1350. }
  1351. void CGHeroInstance::updateFrom(const JsonNode & data)
  1352. {
  1353. CGObjectInstance::updateFrom(data);
  1354. }
  1355. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1356. {
  1357. handler.serializeString("biography", biographyCustomTextId);
  1358. handler.serializeInt("experience", exp, 0);
  1359. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1360. {
  1361. while (gainsLevel())
  1362. {
  1363. ++level;
  1364. }
  1365. }
  1366. handler.serializeString("name", nameCustomTextId);
  1367. handler.serializeInt("gender", gender, 0);
  1368. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1369. //primary skills
  1370. if(handler.saving)
  1371. {
  1372. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1373. if(haveSkills)
  1374. {
  1375. auto primarySkills = handler.enterStruct("primarySkills");
  1376. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1377. {
  1378. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1379. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1380. }
  1381. }
  1382. }
  1383. else
  1384. {
  1385. auto primarySkills = handler.enterStruct("primarySkills");
  1386. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1387. {
  1388. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1389. {
  1390. int value = 0;
  1391. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1392. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1393. }
  1394. }
  1395. }
  1396. //secondary skills
  1397. if(handler.saving)
  1398. {
  1399. //does hero have default skills?
  1400. bool defaultSkills = false;
  1401. bool normalSkills = false;
  1402. for(const auto & p : secSkills)
  1403. {
  1404. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1405. defaultSkills = true;
  1406. else
  1407. normalSkills = true;
  1408. }
  1409. if(defaultSkills && normalSkills)
  1410. logGlobal->error("Mixed default and normal secondary skills");
  1411. //in json default skills means no field/null
  1412. if(!defaultSkills)
  1413. {
  1414. //enter array here as handler initialize it
  1415. auto secondarySkills = handler.enterArray("secondarySkills");
  1416. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1417. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1418. {
  1419. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1420. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1421. handler.serializeId("skill", skillId);
  1422. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1423. handler.serializeString("level", skillLevel);
  1424. }
  1425. }
  1426. }
  1427. else
  1428. {
  1429. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1430. secSkills.clear();
  1431. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1432. {
  1433. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1434. }
  1435. else
  1436. {
  1437. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1438. {
  1439. const int rawId = SecondarySkill::decode(skillId);
  1440. if(rawId < 0)
  1441. {
  1442. logGlobal->error("Invalid secondary skill %s", skillId);
  1443. return;
  1444. }
  1445. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1446. if(level < 0)
  1447. {
  1448. logGlobal->error("Invalid secondary skill level%s", levelId);
  1449. return;
  1450. }
  1451. secSkills.emplace_back(SecondarySkill(rawId), level);
  1452. };
  1453. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1454. {
  1455. for(const auto & p : secondarySkills.Vector())
  1456. {
  1457. auto skillMap = p.Struct();
  1458. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1459. }
  1460. }
  1461. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1462. {
  1463. for(const auto & p : secondarySkills.Struct())
  1464. {
  1465. addSkill(p.first, p.second.String());
  1466. };
  1467. }
  1468. }
  1469. }
  1470. handler.serializeIdArray("spellBook", spells);
  1471. if(handler.saving)
  1472. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1473. }
  1474. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1475. {
  1476. serializeCommonOptions(handler);
  1477. serializeJsonOwner(handler);
  1478. if(ID == Obj::HERO || ID == Obj::PRISON)
  1479. {
  1480. std::string typeName;
  1481. if(handler.saving)
  1482. typeName = getHeroTypeName();
  1483. handler.serializeString("type", typeName);
  1484. if(!handler.saving)
  1485. setHeroTypeName(typeName);
  1486. }
  1487. CArmedInstance::serializeJsonOptions(handler);
  1488. {
  1489. static constexpr int NO_PATROLING = -1;
  1490. int rawPatrolRadius = NO_PATROLING;
  1491. if(handler.saving)
  1492. {
  1493. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1494. }
  1495. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1496. if(!handler.saving)
  1497. {
  1498. if(!appearance)
  1499. {
  1500. // crossoverDeserialize
  1501. type = VLC->heroh->objects[getHeroType().getNum()];
  1502. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1503. }
  1504. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1505. patrol.initialPos = visitablePos();
  1506. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1507. }
  1508. }
  1509. }
  1510. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1511. {
  1512. serializeCommonOptions(handler);
  1513. }
  1514. bool CGHeroInstance::isMissionCritical() const
  1515. {
  1516. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1517. {
  1518. if (event.effect.type != EventEffect::DEFEAT)
  1519. continue;
  1520. auto const & testFunctor = [&](const EventCondition & condition)
  1521. {
  1522. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1523. return (id != condition.objectID);
  1524. if(condition.condition == EventCondition::IS_HUMAN)
  1525. return true;
  1526. return false;
  1527. };
  1528. if(event.trigger.test(testFunctor))
  1529. return true;
  1530. }
  1531. return false;
  1532. }
  1533. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1534. {
  1535. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1536. for(const auto & it : *lista)
  1537. {
  1538. auto nid = CreatureID(it->additionalInfo[0]);
  1539. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1540. {
  1541. info.newID.push_back(nid);
  1542. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1543. }
  1544. }
  1545. }
  1546. VCMI_LIB_NAMESPACE_END