CGHeroInstance.cpp 49 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 "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../gameState/CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../pathfinder/TurnInfo.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "../modding/ModScope.h"
  35. #include "../constants/StringConstants.h"
  36. #include "../battle/Unit.h"
  37. #include "../bonuses/BonusSubtypes.h"
  38. VCMI_LIB_NAMESPACE_BEGIN
  39. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  40. {
  41. bool isHeroType = heroType.has_value();
  42. handler.serializeBool("placeholderType", isHeroType, false);
  43. if(!handler.saving)
  44. {
  45. if(isHeroType)
  46. heroType = HeroTypeID::NONE;
  47. else
  48. powerRank = 0;
  49. }
  50. if(isHeroType)
  51. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  52. else
  53. handler.serializeInt("powerRank", powerRank.value());
  54. }
  55. static int lowestSpeed(const CGHeroInstance * chi)
  56. {
  57. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  58. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  59. if(!chi->stacksCount())
  60. {
  61. if(chi->commander && chi->commander->alive)
  62. {
  63. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  64. }
  65. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  66. return 20;
  67. }
  68. auto i = chi->Slots().begin();
  69. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  70. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  71. for(; i != chi->Slots().end(); i++)
  72. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  73. return ret;
  74. }
  75. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  76. {
  77. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  78. //if there is road both on dest and src tiles - use src road movement cost
  79. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  80. {
  81. ret = from.roadType->movementCost;
  82. }
  83. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  84. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  85. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, TBonusSubtype(from.terType->getId()))) //no special movement bonus
  86. {
  87. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  88. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  89. if(ret < GameConstants::BASE_MOVEMENT_COST)
  90. ret = GameConstants::BASE_MOVEMENT_COST;
  91. }
  92. return static_cast<ui32>(ret);
  93. }
  94. FactionID CGHeroInstance::getFaction() const
  95. {
  96. return FactionID(type->heroClass->faction);
  97. }
  98. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  99. {
  100. return this;
  101. }
  102. TerrainId CGHeroInstance::getNativeTerrain() const
  103. {
  104. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  105. // This is clearly bug in H3 however intended behaviour is not clear.
  106. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  107. // will always have best penalty without any influence from player-defined stacks order
  108. // and army that consist solely from neutral will always be considered to be on native terrain
  109. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  110. for(const auto & stack : stacks)
  111. {
  112. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  113. if(stackNativeTerrain == ETerrainId::NONE)
  114. continue;
  115. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  116. nativeTerrain = stackNativeTerrain;
  117. else if(nativeTerrain != stackNativeTerrain)
  118. return ETerrainId::NONE;
  119. }
  120. return nativeTerrain;
  121. }
  122. bool CGHeroInstance::isCoastVisitable() const
  123. {
  124. return true;
  125. }
  126. BattleField CGHeroInstance::getBattlefield() const
  127. {
  128. return BattleField::NONE;
  129. }
  130. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  131. {
  132. for(const auto & elem : secSkills)
  133. if(elem.first == skill)
  134. return elem.second;
  135. return 0;
  136. }
  137. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  138. {
  139. if(getSecSkillLevel(which) == 0)
  140. {
  141. secSkills.emplace_back(which, val);
  142. updateSkillBonus(which, val);
  143. }
  144. else
  145. {
  146. for (auto & elem : secSkills)
  147. {
  148. if(elem.first == which)
  149. {
  150. if(abs)
  151. elem.second = val;
  152. else
  153. elem.second += val;
  154. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  155. {
  156. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  157. elem.second = 3;
  158. }
  159. updateSkillBonus(which, elem.second); //when we know final value
  160. }
  161. }
  162. }
  163. }
  164. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  165. {
  166. return position - getVisitableOffset();
  167. }
  168. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  169. {
  170. return position + getVisitableOffset();
  171. }
  172. bool CGHeroInstance::canLearnSkill() const
  173. {
  174. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  175. }
  176. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  177. {
  178. if ( !canLearnSkill())
  179. return false;
  180. if (!cb->isAllowed(2, which))
  181. return false;
  182. if (getSecSkillLevel(which) > 0)
  183. return false;
  184. if (type->heroClass->secSkillProbability[which] == 0)
  185. return false;
  186. return true;
  187. }
  188. int CGHeroInstance::movementPointsRemaining() const
  189. {
  190. return movement;
  191. }
  192. void CGHeroInstance::setMovementPoints(int points)
  193. {
  194. movement = std::max(0, points);
  195. }
  196. int CGHeroInstance::movementPointsLimit(bool onLand) const
  197. {
  198. TurnInfo ti(this);
  199. return movementPointsLimitCached(onLand, &ti);
  200. }
  201. int CGHeroInstance::getLowestCreatureSpeed() const
  202. {
  203. return lowestCreatureSpeed;
  204. }
  205. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  206. {
  207. auto realLowestSpeed = lowestSpeed(this);
  208. if(lowestCreatureSpeed != realLowestSpeed)
  209. {
  210. lowestCreatureSpeed = realLowestSpeed;
  211. //Let updaters run again
  212. treeHasChanged();
  213. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusSubtypes::heroMovementLand : BonusSubtypes::heroMovementSea));
  214. }
  215. }
  216. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  217. {
  218. updateArmyMovementBonus(onLand, ti);
  219. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusSubtypes::heroMovementLand : BonusSubtypes::heroMovementSea);
  220. }
  221. CGHeroInstance::CGHeroInstance():
  222. tacticFormationEnabled(false),
  223. inTownGarrison(false),
  224. moveDir(4),
  225. mana(UNINITIALIZED_MANA),
  226. movement(UNINITIALIZED_MOVEMENT),
  227. level(1),
  228. exp(UNINITIALIZED_EXPERIENCE),
  229. gender(EHeroGender::DEFAULT),
  230. lowestCreatureSpeed(0)
  231. {
  232. setNodeType(HERO);
  233. ID = Obj::HERO;
  234. secSkills.emplace_back(SecondarySkill::NONE, -1);
  235. blockVisit = true;
  236. }
  237. PlayerColor CGHeroInstance::getOwner() const
  238. {
  239. return tempOwner;
  240. }
  241. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  242. {
  243. subID = SUBID.getNum();
  244. initHero(rand);
  245. }
  246. void CGHeroInstance::setType(si32 ID, si32 subID)
  247. {
  248. assert(ID == Obj::HERO); // just in case
  249. type = VLC->heroh->objects[subID];
  250. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  251. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  252. randomizeArmy(type->heroClass->faction);
  253. }
  254. void CGHeroInstance::initHero(CRandomGenerator & rand)
  255. {
  256. assert(validTypes(true));
  257. if(!type)
  258. type = VLC->heroh->objects[subID];
  259. if (ID == Obj::HERO)
  260. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  261. if(!vstd::contains(spells, SpellID::PRESET))
  262. {
  263. // hero starts with default spells
  264. for(const auto & spellID : type->spells)
  265. spells.insert(spellID);
  266. }
  267. else //remove placeholder
  268. spells -= SpellID::PRESET;
  269. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  270. {
  271. // hero starts with default spellbook presence status
  272. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  273. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  274. }
  275. else
  276. spells -= SpellID::SPELLBOOK_PRESET;
  277. if(!getArt(ArtifactPosition::MACH4))
  278. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  279. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  280. {
  281. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  282. {
  283. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  284. }
  285. }
  286. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  287. secSkills = type->secSkillsInit;
  288. if (gender == EHeroGender::DEFAULT)
  289. gender = type->gender;
  290. setFormation(false);
  291. if (!stacksCount()) //standard army//initial army
  292. {
  293. initArmy(rand);
  294. }
  295. assert(validTypes());
  296. if (patrol.patrolling)
  297. patrol.initialPos = visitablePos();
  298. if(exp == UNINITIALIZED_EXPERIENCE)
  299. {
  300. initExp(rand);
  301. }
  302. else
  303. {
  304. levelUpAutomatically(rand);
  305. }
  306. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  307. // must be done separately from global bonuses since recruitable heroes in taverns
  308. // are not attached to global bonus node but need access to some global bonuses
  309. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  310. // or MOVEMENT to compute initial movement before recruiting is finished
  311. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  312. for(const auto & b : baseBonuses.Struct())
  313. {
  314. auto bonus = JsonUtils::parseBonus(b.second);
  315. bonus->source = BonusSource::HERO_BASE_SKILL;
  316. bonus->sid = id.getNum();
  317. bonus->duration = BonusDuration::PERMANENT;
  318. addNewBonus(bonus);
  319. }
  320. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  321. {
  322. commander = new CCommanderInstance(type->heroClass->commander->getId());
  323. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  324. commander->giveStackExp (exp); //after our exp is set
  325. }
  326. skillsInfo.rand.setSeed(rand.nextInt());
  327. skillsInfo.resetMagicSchoolCounter();
  328. skillsInfo.resetWisdomCounter();
  329. //copy active (probably growing) bonuses from hero prototype to hero object
  330. for(const std::shared_ptr<Bonus> & b : type->specialty)
  331. addNewBonus(b);
  332. //initialize bonuses
  333. recreateSecondarySkillsBonuses();
  334. movement = movementPointsLimit(true);
  335. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  336. }
  337. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  338. {
  339. if(!dst)
  340. dst = this;
  341. int warMachinesGiven = 0;
  342. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  343. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  344. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  345. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  346. {
  347. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  348. continue;
  349. auto & stack = type->initialArmy[stackNo];
  350. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  351. const CCreature * creature = stack.creature.toCreature();
  352. if(creature == nullptr)
  353. {
  354. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  355. continue;
  356. }
  357. if(creature->warMachine != ArtifactID::NONE) //war machine
  358. {
  359. warMachinesGiven++;
  360. if(dst != this)
  361. continue;
  362. ArtifactID aid = creature->warMachine;
  363. const CArtifact * art = aid.toArtifact();
  364. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  365. {
  366. //TODO: should we try another possible slots?
  367. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  368. if(!getArt(slot))
  369. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  370. else
  371. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  372. }
  373. else
  374. {
  375. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  376. }
  377. }
  378. else
  379. {
  380. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  381. }
  382. }
  383. }
  384. CGHeroInstance::~CGHeroInstance()
  385. {
  386. commander.dellNull();
  387. }
  388. bool CGHeroInstance::needsLastStack() const
  389. {
  390. return true;
  391. }
  392. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  393. {
  394. if(h == this) return; //exclude potential self-visiting
  395. if (ID == Obj::HERO)
  396. {
  397. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  398. {
  399. //exchange
  400. cb->heroExchange(h->id, id);
  401. }
  402. else //battle
  403. {
  404. if(visitedTown) //we're in town
  405. visitedTown->onHeroVisit(h); //town will handle attacking
  406. else
  407. cb->startBattleI(h, this);
  408. }
  409. }
  410. else if(ID == Obj::PRISON)
  411. {
  412. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  413. {
  414. //update hero parameters
  415. SetMovePoints smp;
  416. smp.hid = id;
  417. cb->setManaPoints (id, manaLimit());
  418. ObjectInstanceID boatId;
  419. const auto boatPos = visitablePos();
  420. if (cb->gameState()->map->getTile(boatPos).isWater())
  421. {
  422. smp.val = movementPointsLimit(false);
  423. if (!boat)
  424. {
  425. //Create a new boat for hero
  426. cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
  427. boatId = cb->getTopObj(boatPos)->id;
  428. }
  429. }
  430. else
  431. {
  432. smp.val = movementPointsLimit(true);
  433. }
  434. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  435. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  436. cb->setMovePoints (&smp);
  437. h->showInfoDialog(102);
  438. }
  439. else //already 8 wandering heroes
  440. {
  441. h->showInfoDialog(103);
  442. }
  443. }
  444. }
  445. std::string CGHeroInstance::getObjectName() const
  446. {
  447. if(ID != Obj::PRISON)
  448. {
  449. std::string hoverName = VLC->generaltexth->allTexts[15];
  450. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  451. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  452. return hoverName;
  453. }
  454. else
  455. return VLC->objtypeh->getObjectName(ID, 0);
  456. }
  457. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  458. {
  459. return type->heroClass->isMagicHero() ? 3 : 4;
  460. }
  461. ui8 CGHeroInstance::maxlevelsToWisdom() const
  462. {
  463. return type->heroClass->isMagicHero() ? 3 : 6;
  464. }
  465. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  466. magicSchoolCounter(1),
  467. wisdomCounter(1)
  468. {
  469. rand.setSeed(0);
  470. }
  471. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  472. {
  473. magicSchoolCounter = 1;
  474. }
  475. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  476. {
  477. wisdomCounter = 1;
  478. }
  479. void CGHeroInstance::initObj(CRandomGenerator & rand)
  480. {
  481. if(!type)
  482. initHero(rand); //TODO: set up everything for prison before specialties are configured
  483. if (ID != Obj::PRISON)
  484. {
  485. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  486. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  487. if (customApp)
  488. appearance = customApp;
  489. }
  490. }
  491. void CGHeroInstance::recreateSecondarySkillsBonuses()
  492. {
  493. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  494. for(const auto & bonus : *secondarySkillsBonuses)
  495. removeBonus(bonus);
  496. for(const auto & skill_info : secSkills)
  497. if(skill_info.second > 0)
  498. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  499. }
  500. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  501. {
  502. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
  503. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  504. for(const auto & b : skillBonus)
  505. addNewBonus(std::make_shared<Bonus>(*b));
  506. }
  507. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  508. {
  509. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  510. setStackCount(SlotID(0), val);
  511. }
  512. double CGHeroInstance::getFightingStrength() const
  513. {
  514. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  515. }
  516. double CGHeroInstance::getMagicStrength() const
  517. {
  518. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  519. }
  520. double CGHeroInstance::getHeroStrength() const
  521. {
  522. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  523. }
  524. ui64 CGHeroInstance::getTotalStrength() const
  525. {
  526. double ret = getFightingStrength() * getArmyStrength();
  527. return static_cast<ui64>(ret);
  528. }
  529. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  530. {
  531. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  532. }
  533. int32_t CGHeroInstance::getCasterUnitId() const
  534. {
  535. return id.getNum();
  536. }
  537. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  538. {
  539. int32_t skill = -1; //skill level
  540. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  541. {
  542. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, TBonusSubtype(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  543. if(thisSchool > skill)
  544. {
  545. skill = thisSchool;
  546. if(outSelectedSchool)
  547. *outSelectedSchool = cnf;
  548. }
  549. });
  550. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, TBonusSubtype(SpellSchool::ANY))); //any school bonus
  551. vstd::amax(skill, valOfBonuses(BonusType::SPELL, TBonusSubtype(spell->getId()))); //given by artifact or other effect
  552. vstd::amax(skill, 0); //in case we don't know any school
  553. vstd::amin(skill, 3);
  554. return skill;
  555. }
  556. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  557. {
  558. //applying sorcery secondary skill
  559. if(spell->isMagical())
  560. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, TBonusSubtype(SpellSchool::ANY))) / 100.0);
  561. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, TBonusSubtype(spell->getId()))) / 100.0);
  562. int maxSchoolBonus = 0;
  563. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  564. {
  565. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, TBonusSubtype(cnf)));
  566. });
  567. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  568. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  569. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, TBonusSubtype(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  570. return base;
  571. }
  572. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  573. {
  574. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, TBonusSubtype(spell->getId()))) / 100.0);
  575. return base;
  576. }
  577. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  578. {
  579. return getSpellSchoolLevel(spell);
  580. }
  581. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  582. {
  583. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  584. }
  585. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  586. {
  587. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  588. }
  589. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  590. {
  591. return 0;
  592. }
  593. PlayerColor CGHeroInstance::getCasterOwner() const
  594. {
  595. return tempOwner;
  596. }
  597. void CGHeroInstance::getCasterName(MetaString & text) const
  598. {
  599. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  600. text.replaceRawString(getNameTranslated());
  601. }
  602. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  603. {
  604. const bool singleTarget = attacked.size() == 1;
  605. const int textIndex = singleTarget ? 195 : 196;
  606. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  607. getCasterName(text);
  608. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  609. if(singleTarget)
  610. attacked.at(0)->addNameReplacement(text, true);
  611. }
  612. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  613. {
  614. return this;
  615. }
  616. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  617. {
  618. if(spellCost != 0)
  619. {
  620. SetMana sm;
  621. sm.absolute = false;
  622. sm.hid = id;
  623. sm.val = -spellCost;
  624. server->apply(&sm);
  625. }
  626. }
  627. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  628. {
  629. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  630. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  631. const bool specificBonus = hasBonusOfType(BonusType::SPELL, TBonusSubtype(spell->getId()));
  632. bool schoolBonus = false;
  633. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  634. {
  635. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, TBonusSubtype(cnf)))
  636. {
  637. schoolBonus = stop = true;
  638. }
  639. });
  640. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusSubtypes::spellLevel(spell->getLevel()));
  641. if(spell->isSpecial())
  642. {
  643. if(inSpellBook)
  644. {//hero has this spell in spellbook
  645. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  646. }
  647. return specificBonus;
  648. }
  649. else if(!isAllowed)
  650. {
  651. if(inSpellBook)
  652. {
  653. //hero has this spell in spellbook
  654. //it is normal if set in map editor, but trace it to possible debug of magic guild
  655. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  656. }
  657. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  658. }
  659. else
  660. {
  661. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  662. }
  663. }
  664. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  665. {
  666. if(!hasSpellbook())
  667. return false;
  668. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  669. return false;
  670. if(vstd::contains(spells, spell->getId()))//already known
  671. return false;
  672. if(spell->isSpecial())
  673. {
  674. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  675. return false;//special spells can not be learned
  676. }
  677. if(spell->isCreatureAbility())
  678. {
  679. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  680. return false;//creature abilities can not be learned
  681. }
  682. if(!allowBanned && !IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  683. {
  684. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  685. return false;//banned spells should not be learned
  686. }
  687. return true;
  688. }
  689. /**
  690. * Calculates what creatures and how many to be raised from a battle.
  691. * @param battleResult The results of the battle.
  692. * @return Returns a pair with the first value indicating the ID of the creature
  693. * type and second value the amount. Both values are returned as -1 if necromancy
  694. * could not be applied.
  695. */
  696. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  697. {
  698. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  699. // need skill or cloak of undead king - lesser artifacts don't work without skill
  700. if (hasImprovedNecromancy)
  701. {
  702. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  703. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  704. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  705. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  706. // figure out what to raise - pick strongest creature meeting requirements
  707. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  708. int requiredCasualtyLevel = 1;
  709. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  710. if(!improvedNecromancy->empty())
  711. {
  712. int maxCasualtyLevel = 1;
  713. for(const auto & casualty : casualties)
  714. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  715. // pick best bonus available
  716. std::shared_ptr<Bonus> topPick;
  717. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  718. {
  719. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  720. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  721. continue;
  722. if(!topPick)
  723. {
  724. topPick = newPick;
  725. }
  726. else
  727. {
  728. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  729. {
  730. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  731. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  732. };
  733. if(quality(topPick) < quality(newPick))
  734. topPick = newPick;
  735. }
  736. }
  737. if(topPick)
  738. {
  739. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  740. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  741. }
  742. }
  743. assert(creatureTypeRaised != CreatureID::NONE);
  744. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  745. if(getSlotFor(creatureTypeRaised) == SlotID())
  746. {
  747. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  748. {
  749. if(getSlotFor(upgraded) != SlotID())
  750. {
  751. creatureTypeRaised = upgraded;
  752. necromancySkill *= 2/3.0;
  753. break;
  754. }
  755. }
  756. }
  757. // calculate number of creatures raised - low level units contribute at 50% rate
  758. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  759. double raisedUnits = 0;
  760. for(const auto & casualty : casualties)
  761. {
  762. const CCreature * c = VLC->creh->objects[casualty.first];
  763. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  764. if(c->getLevel() < requiredCasualtyLevel)
  765. raisedFromCasualty *= 0.5;
  766. raisedUnits += raisedFromCasualty;
  767. }
  768. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  769. }
  770. return CStackBasicDescriptor();
  771. }
  772. /**
  773. * Show the necromancy dialog with information about units raised.
  774. * @param raisedStack Pair where the first element represents ID of the raised creature
  775. * and the second element the amount.
  776. */
  777. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  778. {
  779. InfoWindow iw;
  780. iw.type = EInfoWindowMode::AUTO;
  781. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  782. iw.player = tempOwner;
  783. iw.components.emplace_back(raisedStack);
  784. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  785. {
  786. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  787. iw.text.replaceNumber(raisedStack.count);
  788. }
  789. else // Practicing the dark arts of necromancy, ... (singular)
  790. {
  791. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  792. }
  793. iw.text.replaceCreatureName(raisedStack);
  794. cb->showInfoDialog(&iw);
  795. }
  796. /*
  797. int3 CGHeroInstance::getSightCenter() const
  798. {
  799. return getPosition(false);
  800. }*/
  801. int CGHeroInstance::getSightRadius() const
  802. {
  803. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  804. }
  805. si32 CGHeroInstance::manaRegain() const
  806. {
  807. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  808. return manaLimit();
  809. return valOfBonuses(BonusType::MANA_REGENERATION);
  810. }
  811. si32 CGHeroInstance::getManaNewTurn() const
  812. {
  813. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  814. {
  815. //if hero starts turn in town with mage guild - restore all mana
  816. return std::max(mana, manaLimit());
  817. }
  818. si32 res = mana + manaRegain();
  819. res = std::min(res, manaLimit());
  820. res = std::max(res, mana);
  821. res = std::max(res, 0);
  822. return res;
  823. }
  824. // /**
  825. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  826. // * or discards it if it cannot be equipped.
  827. // */
  828. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  829. // {
  830. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  831. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  832. // ai->putAt(this, ai->firstAvailableSlot(this));
  833. // }
  834. BoatId CGHeroInstance::getBoatType() const
  835. {
  836. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  837. }
  838. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  839. {
  840. offsets = {
  841. {0, -1, 0},
  842. {+1, -1, 0},
  843. {+1, 0, 0},
  844. {+1, +1, 0},
  845. {0, +1, 0},
  846. {-1, +1, 0},
  847. {-1, 0, 0},
  848. {-1, -1, 0},
  849. };
  850. }
  851. const IObjectInterface * CGHeroInstance::getObject() const
  852. {
  853. return this;
  854. }
  855. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  856. {
  857. return sp->getCost(getSpellSchoolLevel(sp));
  858. }
  859. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  860. {
  861. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(which))
  862. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  863. if(hasBonus(sel))
  864. removeBonuses(sel);
  865. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), TBonusSubtype(which)));
  866. }
  867. EAlignment CGHeroInstance::getAlignment() const
  868. {
  869. return type->heroClass->getAlignment();
  870. }
  871. void CGHeroInstance::initExp(CRandomGenerator & rand)
  872. {
  873. exp = rand.nextInt(40, 89);
  874. }
  875. std::string CGHeroInstance::nodeName() const
  876. {
  877. return "Hero " + getNameTextID();
  878. }
  879. si32 CGHeroInstance::manaLimit() const
  880. {
  881. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  882. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  883. }
  884. HeroTypeID CGHeroInstance::getPortraitSource() const
  885. {
  886. if (customPortraitSource.isValid())
  887. return customPortraitSource;
  888. else
  889. return HeroTypeID(subID);
  890. }
  891. int32_t CGHeroInstance::getIconIndex() const
  892. {
  893. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  894. }
  895. std::string CGHeroInstance::getNameTranslated() const
  896. {
  897. return VLC->generaltexth->translate(getNameTextID());
  898. }
  899. std::string CGHeroInstance::getNameTextID() const
  900. {
  901. if (!nameCustomTextId.empty())
  902. return nameCustomTextId;
  903. if (type)
  904. return type->getNameTextID();
  905. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  906. // assert(0);
  907. return "";
  908. }
  909. std::string CGHeroInstance::getBiographyTranslated() const
  910. {
  911. return VLC->generaltexth->translate(getBiographyTextID());
  912. }
  913. std::string CGHeroInstance::getBiographyTextID() const
  914. {
  915. if (!biographyCustomTextId.empty())
  916. return biographyCustomTextId;
  917. if (type)
  918. return type->getBiographyTextID();
  919. return ""; //for random hero
  920. }
  921. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  922. {
  923. assert(art->artType->canBePutAt(this, pos));
  924. if(ArtifactUtils::isSlotEquipment(pos))
  925. attachTo(*art);
  926. return CArtifactSet::putArtifact(pos, art);
  927. }
  928. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  929. {
  930. auto art = getArt(pos);
  931. assert(art);
  932. CArtifactSet::removeArtifact(pos);
  933. if(ArtifactUtils::isSlotEquipment(pos))
  934. detachFrom(*art);
  935. }
  936. bool CGHeroInstance::hasSpellbook() const
  937. {
  938. return getArt(ArtifactPosition::SPELLBOOK);
  939. }
  940. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  941. {
  942. spells.insert(spell);
  943. }
  944. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  945. {
  946. spells.erase(spell);
  947. }
  948. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  949. {
  950. return vstd::contains(spells, spell);
  951. }
  952. void CGHeroInstance::removeSpellbook()
  953. {
  954. spells.clear();
  955. if(hasSpellbook())
  956. {
  957. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  958. }
  959. }
  960. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  961. {
  962. return spells;
  963. }
  964. int CGHeroInstance::maxSpellLevel() const
  965. {
  966. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  967. }
  968. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  969. {
  970. assert(newBoat);
  971. boat = newBoat;
  972. attachTo(const_cast<CGBoat&>(*boat));
  973. const_cast<CGBoat*>(boat)->hero = this;
  974. }
  975. void CGHeroInstance::deserializationFix()
  976. {
  977. artDeserializationFix(this);
  978. boatDeserializationFix();
  979. }
  980. void CGHeroInstance::boatDeserializationFix()
  981. {
  982. if (boat)
  983. attachTo(const_cast<CGBoat&>(*boat));
  984. }
  985. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  986. {
  987. if(!visitedTown)
  988. return nullptr;
  989. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  990. : (CBonusSystemNode *)(visitedTown.get());
  991. }
  992. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  993. {
  994. if(visitedTown)
  995. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  996. return &CArmedInstance::whereShouldBeAttached(gs);
  997. }
  998. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  999. {
  1000. if(visitedTown)
  1001. {
  1002. if(inTownGarrison)
  1003. return *visitedTown;
  1004. else
  1005. return visitedTown->townAndVis;
  1006. }
  1007. else
  1008. return CArmedInstance::whereShouldBeAttached(gs);
  1009. }
  1010. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1011. {
  1012. std::unique_ptr<TurnInfo> turnInfoLocal;
  1013. if(!ti)
  1014. {
  1015. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1016. ti = turnInfoLocal.get();
  1017. }
  1018. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1019. return 0; // take all MPs by default
  1020. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1021. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1022. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1023. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1024. return ret;
  1025. }
  1026. EDiggingStatus CGHeroInstance::diggingStatus() const
  1027. {
  1028. if(static_cast<int>(movement) < movementPointsLimit(true))
  1029. return EDiggingStatus::LACK_OF_MOVEMENT;
  1030. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  1031. return EDiggingStatus::BACKPACK_IS_FULL;
  1032. return cb->getTileDigStatus(visitablePos());
  1033. }
  1034. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1035. {
  1036. return ArtBearer::HERO;
  1037. }
  1038. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1039. {
  1040. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1041. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1042. std::vector<SecondarySkill> obligatory = {};
  1043. for(auto i = 0; i < VLC->skillh->size(); i++)
  1044. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1045. obligatory.emplace_back(i); //Always return all obligatory skills
  1046. return obligatory;
  1047. };
  1048. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1049. {
  1050. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1051. for(const auto & skill : ss)
  1052. {
  1053. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1054. {
  1055. obligatorySkills.push_back(skill);
  1056. break; //only one
  1057. }
  1058. }
  1059. };
  1060. if (!skillsInfo.wisdomCounter)
  1061. {
  1062. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1063. selectObligatorySkill(obligatory);
  1064. }
  1065. if (!skillsInfo.magicSchoolCounter)
  1066. {
  1067. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1068. selectObligatorySkill(obligatory);
  1069. }
  1070. std::vector<SecondarySkill> skills;
  1071. //picking sec. skills for choice
  1072. std::set<SecondarySkill> basicAndAdv;
  1073. std::set<SecondarySkill> expert;
  1074. std::set<SecondarySkill> none;
  1075. for(int i = 0; i < VLC->skillh->size(); i++)
  1076. if (canLearnSkill(SecondarySkill(i)))
  1077. none.insert(SecondarySkill(i));
  1078. for(const auto & elem : secSkills)
  1079. {
  1080. if(elem.second < MasteryLevel::EXPERT)
  1081. basicAndAdv.insert(elem.first);
  1082. else
  1083. expert.insert(elem.first);
  1084. none.erase(elem.first);
  1085. }
  1086. for(const auto & s : obligatorySkills) //don't duplicate them
  1087. {
  1088. none.erase (s);
  1089. basicAndAdv.erase (s);
  1090. expert.erase (s);
  1091. }
  1092. //first offered skill:
  1093. // 1) give obligatory skill
  1094. // 2) give any other new skill
  1095. // 3) upgrade existing
  1096. if(canLearnSkill() && !obligatorySkills.empty())
  1097. {
  1098. skills.push_back (obligatorySkills[0]);
  1099. }
  1100. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1101. {
  1102. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1103. none.erase(skills.back());
  1104. }
  1105. else if(!basicAndAdv.empty())
  1106. {
  1107. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1108. basicAndAdv.erase(skills.back());
  1109. }
  1110. //second offered skill:
  1111. //1) upgrade existing
  1112. //2) give obligatory skill
  1113. //3) give any other new skill
  1114. if(!basicAndAdv.empty())
  1115. {
  1116. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1117. skills.push_back(s);
  1118. basicAndAdv.erase(s);
  1119. }
  1120. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1121. {
  1122. skills.push_back (obligatorySkills[1]);
  1123. }
  1124. else if(!none.empty() && canLearnSkill())
  1125. {
  1126. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1127. none.erase(skills.back());
  1128. }
  1129. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1130. std::swap(skills[0], skills[1]);
  1131. return skills;
  1132. }
  1133. PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1134. {
  1135. assert(gainsLevel());
  1136. int randomValue = rand.nextInt(99);
  1137. int pom = 0;
  1138. int primarySkill = 0;
  1139. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1140. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1141. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1142. {
  1143. pom += skillChances[primarySkill];
  1144. if(randomValue < pom)
  1145. {
  1146. break;
  1147. }
  1148. }
  1149. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1150. {
  1151. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1152. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1153. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1154. }
  1155. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1156. return static_cast<PrimarySkill>(primarySkill);
  1157. }
  1158. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1159. {
  1160. assert(gainsLevel());
  1161. std::optional<SecondarySkill> chosenSecondarySkill;
  1162. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1163. if(!proposedSecondarySkills.empty())
  1164. {
  1165. std::vector<SecondarySkill> learnedSecondarySkills;
  1166. for(const auto & secondarySkill : proposedSecondarySkills)
  1167. {
  1168. if(getSecSkillLevel(secondarySkill) > 0)
  1169. {
  1170. learnedSecondarySkills.push_back(secondarySkill);
  1171. }
  1172. }
  1173. if(learnedSecondarySkills.empty())
  1174. {
  1175. // there are only new skills to learn, so choose anyone of them
  1176. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1177. }
  1178. else
  1179. {
  1180. // preferably upgrade a already learned secondary skill
  1181. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1182. }
  1183. }
  1184. return chosenSecondarySkill;
  1185. }
  1186. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1187. {
  1188. if(primarySkill < PrimarySkill::EXPERIENCE)
  1189. {
  1190. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1191. .And(Selector::subtype()(TBonusSubtype(primarySkill)))
  1192. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1193. assert(skill);
  1194. if(abs)
  1195. {
  1196. skill->val = static_cast<si32>(value);
  1197. }
  1198. else
  1199. {
  1200. skill->val += static_cast<si32>(value);
  1201. }
  1202. CBonusSystemNode::treeHasChanged();
  1203. }
  1204. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1205. {
  1206. if(abs)
  1207. {
  1208. exp = value;
  1209. }
  1210. else
  1211. {
  1212. exp += value;
  1213. }
  1214. }
  1215. }
  1216. bool CGHeroInstance::gainsLevel() const
  1217. {
  1218. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1219. }
  1220. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1221. {
  1222. ++level;
  1223. //deterministic secondary skills
  1224. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1225. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1226. for(const auto & skill : skills)
  1227. {
  1228. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1229. skillsInfo.resetWisdomCounter();
  1230. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1231. skillsInfo.resetMagicSchoolCounter();
  1232. }
  1233. //update specialty and other bonuses that scale with level
  1234. treeHasChanged();
  1235. }
  1236. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1237. {
  1238. while(gainsLevel())
  1239. {
  1240. const auto primarySkill = nextPrimarySkill(rand);
  1241. setPrimarySkill(primarySkill, 1, false);
  1242. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1243. const auto secondarySkill = nextSecondarySkill(rand);
  1244. if(secondarySkill)
  1245. {
  1246. setSecSkillLevel(*secondarySkill, 1, false);
  1247. }
  1248. //TODO why has the secondary skills to be passed to the method?
  1249. levelUp(proposedSecondarySkills);
  1250. }
  1251. }
  1252. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, TBonusSubtype subtype) const
  1253. {
  1254. //VISIONS spell support
  1255. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1256. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1257. if (visionsMultiplier > 0)
  1258. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1259. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1260. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1261. return (distance < visionsRange) && (target->pos.z == pos.z);
  1262. }
  1263. std::string CGHeroInstance::getHeroTypeName() const
  1264. {
  1265. if(ID == Obj::HERO || ID == Obj::PRISON)
  1266. {
  1267. if(type)
  1268. {
  1269. return type->getJsonKey();
  1270. }
  1271. else
  1272. {
  1273. return VLC->heroh->objects[subID]->getJsonKey();
  1274. }
  1275. }
  1276. return "";
  1277. }
  1278. void CGHeroInstance::afterAddToMap(CMap * map)
  1279. {
  1280. if(ID == Obj::HERO)
  1281. map->heroesOnMap.emplace_back(this);
  1282. }
  1283. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1284. {
  1285. if (ID == Obj::HERO)
  1286. vstd::erase_if_present(map->heroesOnMap, this);
  1287. }
  1288. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1289. {
  1290. if(ID == Obj::HERO || ID == Obj::PRISON)
  1291. {
  1292. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1293. if(rawId)
  1294. subID = rawId.value();
  1295. else
  1296. {
  1297. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1298. }
  1299. }
  1300. }
  1301. void CGHeroInstance::updateFrom(const JsonNode & data)
  1302. {
  1303. CGObjectInstance::updateFrom(data);
  1304. }
  1305. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1306. {
  1307. handler.serializeString("biography", biographyCustomTextId);
  1308. handler.serializeInt("experience", exp, 0);
  1309. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1310. {
  1311. while (gainsLevel())
  1312. {
  1313. ++level;
  1314. }
  1315. }
  1316. handler.serializeString("name", nameCustomTextId);
  1317. handler.serializeInt("gender", gender, 0);
  1318. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1319. //primary skills
  1320. if(handler.saving)
  1321. {
  1322. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1323. if(haveSkills)
  1324. {
  1325. auto primarySkills = handler.enterStruct("primarySkills");
  1326. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1327. {
  1328. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1329. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1330. }
  1331. }
  1332. }
  1333. else
  1334. {
  1335. auto primarySkills = handler.enterStruct("primarySkills");
  1336. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1337. {
  1338. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1339. {
  1340. int value = 0;
  1341. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1342. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1343. }
  1344. }
  1345. }
  1346. //secondary skills
  1347. if(handler.saving)
  1348. {
  1349. //does hero have default skills?
  1350. bool defaultSkills = false;
  1351. bool normalSkills = false;
  1352. for(const auto & p : secSkills)
  1353. {
  1354. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1355. defaultSkills = true;
  1356. else
  1357. normalSkills = true;
  1358. }
  1359. if(defaultSkills && normalSkills)
  1360. logGlobal->error("Mixed default and normal secondary skills");
  1361. //in json default skills means no field/null
  1362. if(!defaultSkills)
  1363. {
  1364. //enter array here as handler initialize it
  1365. auto secondarySkills = handler.enterArray("secondarySkills");
  1366. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1367. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1368. {
  1369. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1370. const si32 rawId = secSkills.at(skillIndex).first;
  1371. if(rawId < 0 || rawId >= VLC->skillh->size())
  1372. logGlobal->error("Invalid secondary skill %d", rawId);
  1373. auto value = (*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey();
  1374. handler.serializeString("skill", value);
  1375. value = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1376. handler.serializeString("level", value);
  1377. }
  1378. }
  1379. }
  1380. else
  1381. {
  1382. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1383. secSkills.clear();
  1384. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1385. {
  1386. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1387. }
  1388. else
  1389. {
  1390. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1391. {
  1392. const int rawId = CSkillHandler::decodeSkill(skillId);
  1393. if(rawId < 0)
  1394. {
  1395. logGlobal->error("Invalid secondary skill %s", skillId);
  1396. return;
  1397. }
  1398. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1399. if(level < 0)
  1400. {
  1401. logGlobal->error("Invalid secondary skill level%s", levelId);
  1402. return;
  1403. }
  1404. secSkills.emplace_back(SecondarySkill(rawId), level);
  1405. };
  1406. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1407. {
  1408. for(const auto & p : secondarySkills.Vector())
  1409. {
  1410. auto skillMap = p.Struct();
  1411. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1412. }
  1413. }
  1414. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1415. {
  1416. for(const auto & p : secondarySkills.Struct())
  1417. {
  1418. addSkill(p.first, p.second.String());
  1419. };
  1420. }
  1421. }
  1422. }
  1423. handler.serializeIdArray("spellBook", spells);
  1424. if(handler.saving)
  1425. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1426. }
  1427. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1428. {
  1429. serializeCommonOptions(handler);
  1430. serializeJsonOwner(handler);
  1431. if(ID == Obj::HERO || ID == Obj::PRISON)
  1432. {
  1433. std::string typeName;
  1434. if(handler.saving)
  1435. typeName = getHeroTypeName();
  1436. handler.serializeString("type", typeName);
  1437. if(!handler.saving)
  1438. setHeroTypeName(typeName);
  1439. }
  1440. CArmedInstance::serializeJsonOptions(handler);
  1441. {
  1442. static constexpr int NO_PATROLING = -1;
  1443. int rawPatrolRadius = NO_PATROLING;
  1444. if(handler.saving)
  1445. {
  1446. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1447. }
  1448. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1449. if(!handler.saving)
  1450. {
  1451. if(!appearance)
  1452. {
  1453. // crossoverDeserialize
  1454. type = VLC->heroh->objects[subID];
  1455. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1456. }
  1457. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1458. patrol.initialPos = visitablePos();
  1459. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1460. }
  1461. }
  1462. }
  1463. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1464. {
  1465. serializeCommonOptions(handler);
  1466. }
  1467. bool CGHeroInstance::isMissionCritical() const
  1468. {
  1469. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1470. {
  1471. if (event.effect.type != EventEffect::DEFEAT)
  1472. continue;
  1473. auto const & testFunctor = [&](const EventCondition & condition)
  1474. {
  1475. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1476. {
  1477. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1478. return (hero != this);
  1479. }
  1480. if(condition.condition == EventCondition::IS_HUMAN)
  1481. return true;
  1482. return false;
  1483. };
  1484. if(event.trigger.test(testFunctor))
  1485. return true;
  1486. }
  1487. return false;
  1488. }
  1489. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1490. {
  1491. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, TBonusSubtype(stack.type->getId())));
  1492. for(const auto & it : *lista)
  1493. {
  1494. auto nid = CreatureID(it->additionalInfo[0]);
  1495. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1496. {
  1497. info.newID.push_back(nid);
  1498. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1499. }
  1500. }
  1501. }
  1502. VCMI_LIB_NAMESPACE_END