CGHeroInstance.cpp 51 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 "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../campaign/CampaignState.h"
  31. #include "../pathfinder/TurnInfo.h"
  32. #include "../serializer/JsonSerializeFormat.h"
  33. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  34. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  35. #include "../mapObjects/MiscObjects.h"
  36. #include "../modding/ModScope.h"
  37. #include "../networkPacks/PacksForClient.h"
  38. #include "../networkPacks/PacksForClientBattle.h"
  39. #include "../constants/StringConstants.h"
  40. #include "../battle/Unit.h"
  41. #include "CConfigHandler.h"
  42. VCMI_LIB_NAMESPACE_BEGIN
  43. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  44. {
  45. serializeJsonOwner(handler);
  46. bool isHeroType = heroType.has_value();
  47. handler.serializeBool("placeholderType", isHeroType, false);
  48. if(!handler.saving)
  49. {
  50. if(isHeroType)
  51. heroType = HeroTypeID::NONE;
  52. else
  53. powerRank = 0;
  54. }
  55. if(isHeroType)
  56. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  57. else
  58. handler.serializeInt("powerRank", powerRank.value());
  59. }
  60. static int lowestSpeed(const CGHeroInstance * chi)
  61. {
  62. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  63. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  64. if(!chi->stacksCount())
  65. {
  66. if(chi->commander && chi->commander->alive)
  67. {
  68. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  69. }
  70. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  71. return 20;
  72. }
  73. auto i = chi->Slots().begin();
  74. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  75. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  76. for(; i != chi->Slots().end(); i++)
  77. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  78. return ret;
  79. }
  80. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  81. {
  82. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  83. //if there is road both on dest and src tiles - use src road movement cost
  84. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  85. {
  86. ret = from.roadType->movementCost;
  87. }
  88. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  89. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  90. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  91. {
  92. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  93. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  94. if(ret < GameConstants::BASE_MOVEMENT_COST)
  95. ret = GameConstants::BASE_MOVEMENT_COST;
  96. }
  97. return static_cast<ui32>(ret);
  98. }
  99. FactionID CGHeroInstance::getFaction() const
  100. {
  101. return FactionID(type->heroClass->faction);
  102. }
  103. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  104. {
  105. return this;
  106. }
  107. TerrainId CGHeroInstance::getNativeTerrain() const
  108. {
  109. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  110. // This is clearly bug in H3 however intended behaviour is not clear.
  111. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  112. // will always have best penalty without any influence from player-defined stacks order
  113. // and army that consist solely from neutral will always be considered to be on native terrain
  114. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  115. for(const auto & stack : stacks)
  116. {
  117. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  118. if(stackNativeTerrain == ETerrainId::NONE)
  119. continue;
  120. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  121. nativeTerrain = stackNativeTerrain;
  122. else if(nativeTerrain != stackNativeTerrain)
  123. return ETerrainId::NONE;
  124. }
  125. return nativeTerrain;
  126. }
  127. bool CGHeroInstance::isCoastVisitable() const
  128. {
  129. return true;
  130. }
  131. bool CGHeroInstance::isBlockedVisitable() const
  132. {
  133. return true;
  134. }
  135. BattleField CGHeroInstance::getBattlefield() const
  136. {
  137. return BattleField::NONE;
  138. }
  139. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  140. {
  141. for(const auto & elem : secSkills)
  142. if(elem.first == skill)
  143. return elem.second;
  144. return 0;
  145. }
  146. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  147. {
  148. if(getSecSkillLevel(which) == 0)
  149. {
  150. secSkills.emplace_back(which, val);
  151. updateSkillBonus(which, val);
  152. }
  153. else
  154. {
  155. for (auto & elem : secSkills)
  156. {
  157. if(elem.first == which)
  158. {
  159. if(abs)
  160. elem.second = val;
  161. else
  162. elem.second += val;
  163. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  164. {
  165. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  166. elem.second = 3;
  167. }
  168. updateSkillBonus(which, elem.second); //when we know final value
  169. }
  170. }
  171. }
  172. }
  173. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  174. {
  175. return position - getVisitableOffset();
  176. }
  177. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  178. {
  179. return position + getVisitableOffset();
  180. }
  181. bool CGHeroInstance::canLearnSkill() const
  182. {
  183. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  184. }
  185. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  186. {
  187. if ( !canLearnSkill())
  188. return false;
  189. if (!cb->isAllowed(which))
  190. return false;
  191. if (getSecSkillLevel(which) > 0)
  192. return false;
  193. if (type->heroClass->secSkillProbability.count(which) == 0)
  194. return false;
  195. if (type->heroClass->secSkillProbability.at(which) == 0)
  196. return false;
  197. return true;
  198. }
  199. int CGHeroInstance::movementPointsRemaining() const
  200. {
  201. return movement;
  202. }
  203. void CGHeroInstance::setMovementPoints(int points)
  204. {
  205. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  206. movement = 1000000;
  207. else
  208. movement = std::max(0, points);
  209. }
  210. int CGHeroInstance::movementPointsLimit(bool onLand) const
  211. {
  212. TurnInfo ti(this);
  213. return movementPointsLimitCached(onLand, &ti);
  214. }
  215. int CGHeroInstance::getLowestCreatureSpeed() const
  216. {
  217. return lowestCreatureSpeed;
  218. }
  219. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  220. {
  221. auto realLowestSpeed = lowestSpeed(this);
  222. if(lowestCreatureSpeed != realLowestSpeed)
  223. {
  224. lowestCreatureSpeed = realLowestSpeed;
  225. //Let updaters run again
  226. treeHasChanged();
  227. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  228. }
  229. }
  230. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  231. {
  232. updateArmyMovementBonus(onLand, ti);
  233. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  234. }
  235. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  236. : CArmedInstance(cb),
  237. type(nullptr),
  238. tacticFormationEnabled(false),
  239. inTownGarrison(false),
  240. moveDir(4),
  241. mana(UNINITIALIZED_MANA),
  242. movement(UNINITIALIZED_MOVEMENT),
  243. level(1),
  244. exp(UNINITIALIZED_EXPERIENCE),
  245. gender(EHeroGender::DEFAULT),
  246. lowestCreatureSpeed(0)
  247. {
  248. setNodeType(HERO);
  249. ID = Obj::HERO;
  250. secSkills.emplace_back(SecondarySkill::NONE, -1);
  251. }
  252. PlayerColor CGHeroInstance::getOwner() const
  253. {
  254. return tempOwner;
  255. }
  256. HeroTypeID CGHeroInstance::getHeroType() const
  257. {
  258. return HeroTypeID(getObjTypeIndex().getNum());
  259. }
  260. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  261. {
  262. assert(type == nullptr);
  263. subID = heroType;
  264. }
  265. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  266. {
  267. subID = SUBID.getNum();
  268. initHero(rand);
  269. }
  270. void CGHeroInstance::initHero(CRandomGenerator & rand)
  271. {
  272. assert(validTypes(true));
  273. if(!type)
  274. type = getHeroType().toHeroType();
  275. if (ID == Obj::HERO)
  276. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  277. if(!vstd::contains(spells, SpellID::PRESET))
  278. {
  279. // hero starts with default spells
  280. for(const auto & spellID : type->spells)
  281. spells.insert(spellID);
  282. }
  283. else //remove placeholder
  284. spells -= SpellID::PRESET;
  285. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  286. {
  287. // hero starts with default spellbook presence status
  288. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  289. {
  290. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK);
  291. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  292. }
  293. }
  294. else
  295. spells -= SpellID::SPELLBOOK_PRESET;
  296. if(!getArt(ArtifactPosition::MACH4))
  297. {
  298. auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT);
  299. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  300. }
  301. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  302. {
  303. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  304. {
  305. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  306. }
  307. }
  308. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  309. secSkills = type->secSkillsInit;
  310. if (gender == EHeroGender::DEFAULT)
  311. gender = type->gender;
  312. setFormation(EArmyFormation::LOOSE);
  313. if (!stacksCount()) //standard army//initial army
  314. {
  315. initArmy(rand);
  316. }
  317. assert(validTypes());
  318. if (patrol.patrolling)
  319. patrol.initialPos = visitablePos();
  320. if(exp == UNINITIALIZED_EXPERIENCE)
  321. {
  322. initExp(rand);
  323. }
  324. else
  325. {
  326. levelUpAutomatically(rand);
  327. }
  328. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  329. // must be done separately from global bonuses since recruitable heroes in taverns
  330. // are not attached to global bonus node but need access to some global bonuses
  331. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  332. // or MOVEMENT to compute initial movement before recruiting is finished
  333. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  334. for(const auto & b : baseBonuses.Struct())
  335. {
  336. auto bonus = JsonUtils::parseBonus(b.second);
  337. bonus->source = BonusSource::HERO_BASE_SKILL;
  338. bonus->sid = BonusSourceID(id);
  339. bonus->duration = BonusDuration::PERMANENT;
  340. addNewBonus(bonus);
  341. }
  342. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  343. {
  344. commander = new CCommanderInstance(type->heroClass->commander->getId());
  345. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  346. commander->giveStackExp (exp); //after our exp is set
  347. }
  348. skillsInfo = SecondarySkillsInfo();
  349. //copy active (probably growing) bonuses from hero prototype to hero object
  350. for(const std::shared_ptr<Bonus> & b : type->specialty)
  351. addNewBonus(b);
  352. //initialize bonuses
  353. recreateSecondarySkillsBonuses();
  354. movement = movementPointsLimit(true);
  355. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  356. }
  357. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  358. {
  359. if(!dst)
  360. dst = this;
  361. int warMachinesGiven = 0;
  362. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  363. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  364. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  365. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  366. {
  367. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  368. continue;
  369. auto & stack = type->initialArmy[stackNo];
  370. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  371. if(stack.creature == CreatureID::NONE)
  372. {
  373. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  374. continue;
  375. }
  376. const CCreature * creature = stack.creature.toCreature();
  377. if(creature->warMachine != ArtifactID::NONE) //war machine
  378. {
  379. warMachinesGiven++;
  380. if(dst != this)
  381. continue;
  382. ArtifactID aid = creature->warMachine;
  383. const CArtifact * art = aid.toArtifact();
  384. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  385. {
  386. //TODO: should we try another possible slots?
  387. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  388. if(!getArt(slot))
  389. {
  390. auto artifact = ArtifactUtils::createNewArtifactInstance(aid);
  391. putArtifact(slot, artifact);
  392. }
  393. else
  394. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  395. }
  396. else
  397. {
  398. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  399. }
  400. }
  401. else
  402. {
  403. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  404. }
  405. }
  406. }
  407. CGHeroInstance::~CGHeroInstance()
  408. {
  409. commander.dellNull();
  410. }
  411. bool CGHeroInstance::needsLastStack() const
  412. {
  413. return true;
  414. }
  415. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  416. {
  417. if(h == this) return; //exclude potential self-visiting
  418. if (ID == Obj::HERO)
  419. {
  420. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  421. {
  422. //exchange
  423. cb->heroExchange(h->id, id);
  424. }
  425. else //battle
  426. {
  427. if(visitedTown) //we're in town
  428. visitedTown->onHeroVisit(h); //town will handle attacking
  429. else
  430. cb->startBattleI(h, this);
  431. }
  432. }
  433. else if(ID == Obj::PRISON)
  434. {
  435. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  436. {
  437. //update hero parameters
  438. SetMovePoints smp;
  439. smp.hid = id;
  440. cb->setManaPoints (id, manaLimit());
  441. ObjectInstanceID boatId;
  442. const auto boatPos = visitablePos();
  443. if (cb->gameState()->map->getTile(boatPos).isWater())
  444. {
  445. smp.val = movementPointsLimit(false);
  446. if (!boat)
  447. {
  448. //Create a new boat for hero
  449. cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
  450. boatId = cb->getTopObj(boatPos)->id;
  451. }
  452. }
  453. else
  454. {
  455. smp.val = movementPointsLimit(true);
  456. }
  457. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  458. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  459. cb->setMovePoints (&smp);
  460. h->showInfoDialog(102);
  461. }
  462. else //already 8 wandering heroes
  463. {
  464. h->showInfoDialog(103);
  465. }
  466. }
  467. }
  468. std::string CGHeroInstance::getObjectName() const
  469. {
  470. if(ID != Obj::PRISON)
  471. {
  472. std::string hoverName = VLC->generaltexth->allTexts[15];
  473. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  474. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  475. return hoverName;
  476. }
  477. else
  478. return VLC->objtypeh->getObjectName(ID, 0);
  479. }
  480. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  481. {
  482. return type->heroClass->isMagicHero() ? 3 : 4;
  483. }
  484. ui8 CGHeroInstance::maxlevelsToWisdom() const
  485. {
  486. return type->heroClass->isMagicHero() ? 3 : 6;
  487. }
  488. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  489. magicSchoolCounter(1),
  490. wisdomCounter(1)
  491. {}
  492. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  493. {
  494. magicSchoolCounter = 0;
  495. }
  496. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  497. {
  498. wisdomCounter = 0;
  499. }
  500. void CGHeroInstance::pickRandomObject(CRandomGenerator & rand)
  501. {
  502. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  503. if (ID == Obj::RANDOM_HERO)
  504. {
  505. ID = Obj::HERO;
  506. subID = cb->gameState()->pickNextHeroType(getOwner());
  507. type = getHeroType().toHeroType();
  508. randomizeArmy(type->heroClass->faction);
  509. }
  510. else
  511. type = getHeroType().toHeroType();
  512. auto oldSubID = subID;
  513. // to find object handler we must use heroClass->id
  514. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  515. if (ID != Obj::PRISON)
  516. setType(ID, type->heroClass->getIndex());
  517. else
  518. setType(ID, 0);
  519. this->subID = oldSubID;
  520. }
  521. void CGHeroInstance::initObj(CRandomGenerator & rand)
  522. {
  523. }
  524. void CGHeroInstance::recreateSecondarySkillsBonuses()
  525. {
  526. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  527. for(const auto & bonus : *secondarySkillsBonuses)
  528. removeBonus(bonus);
  529. for(const auto & skill_info : secSkills)
  530. if(skill_info.second > 0)
  531. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  532. }
  533. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  534. {
  535. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  536. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  537. for(const auto & b : skillBonus)
  538. addNewBonus(std::make_shared<Bonus>(*b));
  539. }
  540. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  541. {
  542. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  543. setStackCount(SlotID(0), identifier.getNum());
  544. }
  545. double CGHeroInstance::getFightingStrength() const
  546. {
  547. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  548. }
  549. double CGHeroInstance::getMagicStrength() const
  550. {
  551. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  552. }
  553. double CGHeroInstance::getHeroStrength() const
  554. {
  555. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  556. }
  557. ui64 CGHeroInstance::getTotalStrength() const
  558. {
  559. double ret = getFightingStrength() * getArmyStrength();
  560. return static_cast<ui64>(ret);
  561. }
  562. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  563. {
  564. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  565. }
  566. int32_t CGHeroInstance::getCasterUnitId() const
  567. {
  568. return id.getNum();
  569. }
  570. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  571. {
  572. int32_t skill = -1; //skill level
  573. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  574. {
  575. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  576. if(thisSchool > skill)
  577. {
  578. skill = thisSchool;
  579. if(outSelectedSchool)
  580. *outSelectedSchool = cnf;
  581. }
  582. });
  583. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  584. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  585. vstd::amax(skill, 0); //in case we don't know any school
  586. vstd::amin(skill, 3);
  587. return skill;
  588. }
  589. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  590. {
  591. //applying sorcery secondary skill
  592. if(spell->isMagical())
  593. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  594. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  595. int maxSchoolBonus = 0;
  596. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  597. {
  598. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  599. });
  600. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  601. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  602. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  603. return base;
  604. }
  605. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  606. {
  607. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  608. return base;
  609. }
  610. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  611. {
  612. return getSpellSchoolLevel(spell);
  613. }
  614. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  615. {
  616. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  617. }
  618. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  619. {
  620. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  621. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  622. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  623. return spellpower + durationCommon + durationSpecific;
  624. }
  625. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  626. {
  627. return 0;
  628. }
  629. PlayerColor CGHeroInstance::getCasterOwner() const
  630. {
  631. return tempOwner;
  632. }
  633. void CGHeroInstance::getCasterName(MetaString & text) const
  634. {
  635. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  636. text.replaceRawString(getNameTranslated());
  637. }
  638. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  639. {
  640. const bool singleTarget = attacked.size() == 1;
  641. const int textIndex = singleTarget ? 195 : 196;
  642. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  643. getCasterName(text);
  644. text.replaceName(spell->getId());
  645. if(singleTarget)
  646. attacked.at(0)->addNameReplacement(text, true);
  647. }
  648. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  649. {
  650. return this;
  651. }
  652. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  653. {
  654. if(spellCost != 0)
  655. {
  656. SetMana sm;
  657. sm.absolute = false;
  658. sm.hid = id;
  659. sm.val = -spellCost;
  660. server->apply(&sm);
  661. }
  662. }
  663. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  664. {
  665. const bool isAllowed = cb->isAllowed(spell->getId());
  666. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  667. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  668. bool schoolBonus = false;
  669. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  670. {
  671. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  672. {
  673. schoolBonus = stop = true;
  674. }
  675. });
  676. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  677. if(spell->isSpecial())
  678. {
  679. if(inSpellBook)
  680. {//hero has this spell in spellbook
  681. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  682. }
  683. return specificBonus;
  684. }
  685. else if(!isAllowed)
  686. {
  687. if(inSpellBook)
  688. {
  689. //hero has this spell in spellbook
  690. //it is normal if set in map editor, but trace it to possible debug of magic guild
  691. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  692. }
  693. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  694. }
  695. else
  696. {
  697. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  698. }
  699. }
  700. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  701. {
  702. if(!hasSpellbook())
  703. return false;
  704. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  705. return false;
  706. if(vstd::contains(spells, spell->getId()))//already known
  707. return false;
  708. if(spell->isSpecial())
  709. {
  710. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  711. return false;//special spells can not be learned
  712. }
  713. if(spell->isCreatureAbility())
  714. {
  715. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  716. return false;//creature abilities can not be learned
  717. }
  718. if(!allowBanned && !cb->isAllowed(spell->getId()))
  719. {
  720. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  721. return false;//banned spells should not be learned
  722. }
  723. return true;
  724. }
  725. /**
  726. * Calculates what creatures and how many to be raised from a battle.
  727. * @param battleResult The results of the battle.
  728. * @return Returns a pair with the first value indicating the ID of the creature
  729. * type and second value the amount. Both values are returned as -1 if necromancy
  730. * could not be applied.
  731. */
  732. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  733. {
  734. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  735. // need skill or cloak of undead king - lesser artifacts don't work without skill
  736. if (hasImprovedNecromancy)
  737. {
  738. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  739. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  740. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  741. const std::map<CreatureID,si32> &casualties = battleResult.casualties[!battleResult.winner];
  742. // figure out what to raise - pick strongest creature meeting requirements
  743. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  744. int requiredCasualtyLevel = 1;
  745. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  746. if(!improvedNecromancy->empty())
  747. {
  748. int maxCasualtyLevel = 1;
  749. for(const auto & casualty : casualties)
  750. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  751. // pick best bonus available
  752. std::shared_ptr<Bonus> topPick;
  753. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  754. {
  755. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  756. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  757. continue;
  758. if(!topPick)
  759. {
  760. topPick = newPick;
  761. }
  762. else
  763. {
  764. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  765. {
  766. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  767. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  768. };
  769. if(quality(topPick) < quality(newPick))
  770. topPick = newPick;
  771. }
  772. }
  773. if(topPick)
  774. {
  775. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  776. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  777. }
  778. }
  779. assert(creatureTypeRaised != CreatureID::NONE);
  780. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  781. if(getSlotFor(creatureTypeRaised) == SlotID())
  782. {
  783. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  784. {
  785. if(getSlotFor(upgraded) != SlotID())
  786. {
  787. creatureTypeRaised = upgraded;
  788. necromancySkill *= 2/3.0;
  789. break;
  790. }
  791. }
  792. }
  793. // calculate number of creatures raised - low level units contribute at 50% rate
  794. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  795. double raisedUnits = 0;
  796. for(const auto & casualty : casualties)
  797. {
  798. const CCreature * c = casualty.first.toCreature();
  799. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  800. if(c->getLevel() < requiredCasualtyLevel)
  801. raisedFromCasualty *= 0.5;
  802. raisedUnits += raisedFromCasualty;
  803. }
  804. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  805. }
  806. return CStackBasicDescriptor();
  807. }
  808. /**
  809. * Show the necromancy dialog with information about units raised.
  810. * @param raisedStack Pair where the first element represents ID of the raised creature
  811. * and the second element the amount.
  812. */
  813. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  814. {
  815. InfoWindow iw;
  816. iw.type = EInfoWindowMode::AUTO;
  817. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  818. iw.player = tempOwner;
  819. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  820. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  821. {
  822. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  823. iw.text.replaceNumber(raisedStack.count);
  824. }
  825. else // Practicing the dark arts of necromancy, ... (singular)
  826. {
  827. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  828. }
  829. iw.text.replaceName(raisedStack);
  830. cb->showInfoDialog(&iw);
  831. }
  832. /*
  833. int3 CGHeroInstance::getSightCenter() const
  834. {
  835. return getPosition(false);
  836. }*/
  837. int CGHeroInstance::getSightRadius() const
  838. {
  839. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  840. }
  841. si32 CGHeroInstance::manaRegain() const
  842. {
  843. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  844. return manaLimit();
  845. return valOfBonuses(BonusType::MANA_REGENERATION);
  846. }
  847. si32 CGHeroInstance::getManaNewTurn() const
  848. {
  849. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  850. {
  851. //if hero starts turn in town with mage guild - restore all mana
  852. return std::max(mana, manaLimit());
  853. }
  854. si32 res = mana + manaRegain();
  855. res = std::min(res, manaLimit());
  856. res = std::max(res, mana);
  857. res = std::max(res, 0);
  858. return res;
  859. }
  860. // /**
  861. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  862. // * or discards it if it cannot be equipped.
  863. // */
  864. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  865. // {
  866. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  867. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  868. // ai->putAt(this, ai->firstAvailableSlot(this));
  869. // }
  870. BoatId CGHeroInstance::getBoatType() const
  871. {
  872. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  873. }
  874. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  875. {
  876. offsets = {
  877. {0, -1, 0},
  878. {+1, -1, 0},
  879. {+1, 0, 0},
  880. {+1, +1, 0},
  881. {0, +1, 0},
  882. {-1, +1, 0},
  883. {-1, 0, 0},
  884. {-1, -1, 0},
  885. };
  886. }
  887. const IObjectInterface * CGHeroInstance::getObject() const
  888. {
  889. return this;
  890. }
  891. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  892. {
  893. return sp->getCost(getSpellSchoolLevel(sp));
  894. }
  895. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  896. {
  897. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  898. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  899. if(hasBonus(sel))
  900. removeBonuses(sel);
  901. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  902. }
  903. EAlignment CGHeroInstance::getAlignment() const
  904. {
  905. return type->heroClass->getAlignment();
  906. }
  907. void CGHeroInstance::initExp(CRandomGenerator & rand)
  908. {
  909. exp = rand.nextInt(40, 89);
  910. }
  911. std::string CGHeroInstance::nodeName() const
  912. {
  913. return "Hero " + getNameTextID();
  914. }
  915. si32 CGHeroInstance::manaLimit() const
  916. {
  917. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  918. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  919. }
  920. HeroTypeID CGHeroInstance::getPortraitSource() const
  921. {
  922. if (customPortraitSource.isValid())
  923. return customPortraitSource;
  924. else
  925. return getHeroType();
  926. }
  927. int32_t CGHeroInstance::getIconIndex() const
  928. {
  929. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  930. }
  931. std::string CGHeroInstance::getNameTranslated() const
  932. {
  933. return VLC->generaltexth->translate(getNameTextID());
  934. }
  935. std::string CGHeroInstance::getClassNameTranslated() const
  936. {
  937. return VLC->generaltexth->translate(getClassNameTextID());
  938. }
  939. std::string CGHeroInstance::getClassNameTextID() const
  940. {
  941. if (isCampaignGem())
  942. return "core.genrltxt.735";
  943. return type->heroClass->getNameTranslated();
  944. }
  945. std::string CGHeroInstance::getNameTextID() const
  946. {
  947. if (!nameCustomTextId.empty())
  948. return nameCustomTextId;
  949. if (type)
  950. return type->getNameTextID();
  951. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  952. // assert(0);
  953. return "";
  954. }
  955. std::string CGHeroInstance::getBiographyTranslated() const
  956. {
  957. return VLC->generaltexth->translate(getBiographyTextID());
  958. }
  959. std::string CGHeroInstance::getBiographyTextID() const
  960. {
  961. if (!biographyCustomTextId.empty())
  962. return biographyCustomTextId;
  963. if (type)
  964. return type->getBiographyTextID();
  965. return ""; //for random hero
  966. }
  967. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  968. {
  969. assert(art->canBePutAt(this, pos));
  970. if(ArtifactUtils::isSlotEquipment(pos))
  971. attachTo(*art);
  972. return CArtifactSet::putArtifact(pos, art);
  973. }
  974. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  975. {
  976. auto art = getArt(pos);
  977. assert(art);
  978. CArtifactSet::removeArtifact(pos);
  979. if(ArtifactUtils::isSlotEquipment(pos))
  980. detachFrom(*art);
  981. }
  982. bool CGHeroInstance::hasSpellbook() const
  983. {
  984. return getArt(ArtifactPosition::SPELLBOOK);
  985. }
  986. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  987. {
  988. spells.insert(spell);
  989. }
  990. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  991. {
  992. spells.erase(spell);
  993. }
  994. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  995. {
  996. return vstd::contains(spells, spell);
  997. }
  998. void CGHeroInstance::removeSpellbook()
  999. {
  1000. spells.clear();
  1001. if(hasSpellbook())
  1002. {
  1003. getArt(ArtifactPosition::SPELLBOOK)->removeFrom(*this, ArtifactPosition::SPELLBOOK);
  1004. }
  1005. }
  1006. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1007. {
  1008. return spells;
  1009. }
  1010. int CGHeroInstance::maxSpellLevel() const
  1011. {
  1012. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1013. }
  1014. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1015. {
  1016. assert(newBoat);
  1017. boat = newBoat;
  1018. attachTo(const_cast<CGBoat&>(*boat));
  1019. const_cast<CGBoat*>(boat)->hero = this;
  1020. }
  1021. void CGHeroInstance::deserializationFix()
  1022. {
  1023. artDeserializationFix(this);
  1024. boatDeserializationFix();
  1025. }
  1026. void CGHeroInstance::boatDeserializationFix()
  1027. {
  1028. if (boat)
  1029. attachTo(const_cast<CGBoat&>(*boat));
  1030. }
  1031. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1032. {
  1033. if(!visitedTown)
  1034. return nullptr;
  1035. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1036. : (CBonusSystemNode *)(visitedTown.get());
  1037. }
  1038. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1039. {
  1040. if(visitedTown)
  1041. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1042. return &CArmedInstance::whereShouldBeAttached(gs);
  1043. }
  1044. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1045. {
  1046. if(visitedTown)
  1047. {
  1048. if(inTownGarrison)
  1049. return *visitedTown;
  1050. else
  1051. return visitedTown->townAndVis;
  1052. }
  1053. else
  1054. return CArmedInstance::whereShouldBeAttached(gs);
  1055. }
  1056. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1057. {
  1058. std::unique_ptr<TurnInfo> turnInfoLocal;
  1059. if(!ti)
  1060. {
  1061. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1062. ti = turnInfoLocal.get();
  1063. }
  1064. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1065. return 0; // take all MPs by default
  1066. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1067. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1068. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1069. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1070. return ret;
  1071. }
  1072. EDiggingStatus CGHeroInstance::diggingStatus() const
  1073. {
  1074. if(static_cast<int>(movement) < movementPointsLimit(true))
  1075. return EDiggingStatus::LACK_OF_MOVEMENT;
  1076. if(ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1077. return EDiggingStatus::BACKPACK_IS_FULL;
  1078. return cb->getTileDigStatus(visitablePos());
  1079. }
  1080. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1081. {
  1082. return ArtBearer::HERO;
  1083. }
  1084. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(CRandomGenerator & rand) const
  1085. {
  1086. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1087. std::set<SecondarySkill> obligatory;
  1088. for(auto i = 0; i < VLC->skillh->size(); i++)
  1089. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1090. obligatory.insert(i); //Always return all obligatory skills
  1091. return obligatory;
  1092. };
  1093. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1094. {
  1095. std::set<SecondarySkill> intersect;
  1096. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1097. std::inserter(intersect, intersect.begin()));
  1098. return intersect;
  1099. };
  1100. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1101. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1102. std::set<SecondarySkill> basicAndAdv;
  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. none.erase(elem.first);
  1112. }
  1113. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1114. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1115. std::vector<SecondarySkill> skills;
  1116. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1117. {
  1118. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1119. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1120. SecondarySkill selection;
  1121. if (selectWisdom)
  1122. selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand);
  1123. else if (selectSchool)
  1124. selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand);
  1125. else
  1126. selection = type->heroClass->chooseSecSkill(options, rand);
  1127. skills.push_back(selection);
  1128. options.erase(selection);
  1129. if (wisdomList.count(selection))
  1130. wisdomList.clear();
  1131. if (schoolList.count(selection))
  1132. schoolList.clear();
  1133. };
  1134. if (!basicAndAdv.empty())
  1135. chooseSkill(basicAndAdv);
  1136. if (canLearnSkill() && !none.empty())
  1137. chooseSkill(none);
  1138. if (!basicAndAdv.empty() && skills.size() < 2)
  1139. chooseSkill(basicAndAdv);
  1140. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1141. chooseSkill(none);
  1142. return skills;
  1143. }
  1144. PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1145. {
  1146. assert(gainsLevel());
  1147. int randomValue = rand.nextInt(99);
  1148. int pom = 0;
  1149. int primarySkill = 0;
  1150. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1151. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1152. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1153. {
  1154. pom += skillChances[primarySkill];
  1155. if(randomValue < pom)
  1156. {
  1157. break;
  1158. }
  1159. }
  1160. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1161. {
  1162. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1163. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", getClassNameTranslated());
  1164. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1165. }
  1166. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1167. return static_cast<PrimarySkill>(primarySkill);
  1168. }
  1169. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1170. {
  1171. assert(gainsLevel());
  1172. std::optional<SecondarySkill> chosenSecondarySkill;
  1173. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1174. if(!proposedSecondarySkills.empty())
  1175. {
  1176. std::vector<SecondarySkill> learnedSecondarySkills;
  1177. for(const auto & secondarySkill : proposedSecondarySkills)
  1178. {
  1179. if(getSecSkillLevel(secondarySkill) > 0)
  1180. {
  1181. learnedSecondarySkills.push_back(secondarySkill);
  1182. }
  1183. }
  1184. if(learnedSecondarySkills.empty())
  1185. {
  1186. // there are only new skills to learn, so choose anyone of them
  1187. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1188. }
  1189. else
  1190. {
  1191. // preferably upgrade a already learned secondary skill
  1192. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1193. }
  1194. }
  1195. return chosenSecondarySkill;
  1196. }
  1197. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1198. {
  1199. if(primarySkill < PrimarySkill::EXPERIENCE)
  1200. {
  1201. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1202. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1203. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1204. assert(skill);
  1205. if(abs)
  1206. {
  1207. skill->val = static_cast<si32>(value);
  1208. }
  1209. else
  1210. {
  1211. skill->val += static_cast<si32>(value);
  1212. }
  1213. CBonusSystemNode::treeHasChanged();
  1214. }
  1215. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1216. {
  1217. if(abs)
  1218. {
  1219. exp = value;
  1220. }
  1221. else
  1222. {
  1223. exp += value;
  1224. }
  1225. }
  1226. }
  1227. bool CGHeroInstance::gainsLevel() const
  1228. {
  1229. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1230. }
  1231. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1232. {
  1233. ++level;
  1234. //deterministic secondary skills
  1235. ++skillsInfo.magicSchoolCounter;
  1236. ++skillsInfo.wisdomCounter;
  1237. for(const auto & skill : skills)
  1238. {
  1239. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1240. skillsInfo.resetWisdomCounter();
  1241. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1242. skillsInfo.resetMagicSchoolCounter();
  1243. }
  1244. //update specialty and other bonuses that scale with level
  1245. treeHasChanged();
  1246. }
  1247. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1248. {
  1249. while(gainsLevel())
  1250. {
  1251. const auto primarySkill = nextPrimarySkill(rand);
  1252. setPrimarySkill(primarySkill, 1, false);
  1253. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1254. const auto secondarySkill = nextSecondarySkill(rand);
  1255. if(secondarySkill)
  1256. {
  1257. setSecSkillLevel(*secondarySkill, 1, false);
  1258. }
  1259. //TODO why has the secondary skills to be passed to the method?
  1260. levelUp(proposedSecondarySkills);
  1261. }
  1262. }
  1263. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1264. {
  1265. //VISIONS spell support
  1266. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1267. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1268. if (visionsMultiplier > 0)
  1269. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1270. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1271. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1272. return (distance < visionsRange) && (target->pos.z == pos.z);
  1273. }
  1274. std::string CGHeroInstance::getHeroTypeName() const
  1275. {
  1276. if(ID == Obj::HERO || ID == Obj::PRISON)
  1277. {
  1278. if(type)
  1279. {
  1280. return type->getJsonKey();
  1281. }
  1282. else
  1283. {
  1284. return getHeroType().toEntity(VLC)->getJsonKey();
  1285. }
  1286. }
  1287. return "";
  1288. }
  1289. void CGHeroInstance::afterAddToMap(CMap * map)
  1290. {
  1291. if(ID != Obj::RANDOM_HERO)
  1292. {
  1293. auto existingHero = std::find_if(map->objects.begin(), map->objects.end(), [&](const CGObjectInstance * o) ->bool
  1294. {
  1295. return o && (o->ID == Obj::HERO || o->ID == Obj::PRISON) && o->subID == subID && o != this;
  1296. });
  1297. if(existingHero != map->objects.end())
  1298. {
  1299. if(settings["session"]["editor"].Bool())
  1300. {
  1301. logGlobal->warn("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
  1302. }
  1303. else
  1304. {
  1305. logGlobal->error("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
  1306. throw std::runtime_error("Hero is already on the map");
  1307. }
  1308. }
  1309. }
  1310. if(ID != Obj::PRISON)
  1311. {
  1312. map->heroesOnMap.emplace_back(this);
  1313. }
  1314. }
  1315. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1316. {
  1317. if (ID == Obj::PRISON)
  1318. vstd::erase_if_present(map->heroesOnMap, this);
  1319. }
  1320. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1321. {
  1322. if(ID == Obj::HERO || ID == Obj::PRISON)
  1323. {
  1324. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1325. if(rawId)
  1326. subID = rawId.value();
  1327. else
  1328. {
  1329. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1330. }
  1331. }
  1332. }
  1333. void CGHeroInstance::updateFrom(const JsonNode & data)
  1334. {
  1335. CGObjectInstance::updateFrom(data);
  1336. }
  1337. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1338. {
  1339. handler.serializeString("biography", biographyCustomTextId);
  1340. handler.serializeInt("experience", exp, 0);
  1341. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1342. {
  1343. while (gainsLevel())
  1344. {
  1345. ++level;
  1346. }
  1347. }
  1348. handler.serializeString("name", nameCustomTextId);
  1349. handler.serializeInt("gender", gender, 0);
  1350. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1351. //primary skills
  1352. if(handler.saving)
  1353. {
  1354. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1355. if(haveSkills)
  1356. {
  1357. auto primarySkills = handler.enterStruct("primarySkills");
  1358. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1359. {
  1360. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1361. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1362. }
  1363. }
  1364. }
  1365. else
  1366. {
  1367. auto primarySkills = handler.enterStruct("primarySkills");
  1368. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1369. {
  1370. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1371. {
  1372. int value = 0;
  1373. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1374. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1375. }
  1376. }
  1377. }
  1378. //secondary skills
  1379. if(handler.saving)
  1380. {
  1381. //does hero have default skills?
  1382. bool defaultSkills = false;
  1383. bool normalSkills = false;
  1384. for(const auto & p : secSkills)
  1385. {
  1386. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1387. defaultSkills = true;
  1388. else
  1389. normalSkills = true;
  1390. }
  1391. if(defaultSkills && normalSkills)
  1392. logGlobal->error("Mixed default and normal secondary skills");
  1393. //in json default skills means no field/null
  1394. if(!defaultSkills)
  1395. {
  1396. //enter array here as handler initialize it
  1397. auto secondarySkills = handler.enterArray("secondarySkills");
  1398. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1399. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1400. {
  1401. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1402. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1403. handler.serializeId("skill", skillId);
  1404. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1405. handler.serializeString("level", skillLevel);
  1406. }
  1407. }
  1408. }
  1409. else
  1410. {
  1411. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1412. secSkills.clear();
  1413. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1414. {
  1415. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1416. }
  1417. else
  1418. {
  1419. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1420. {
  1421. const int rawId = SecondarySkill::decode(skillId);
  1422. if(rawId < 0)
  1423. {
  1424. logGlobal->error("Invalid secondary skill %s", skillId);
  1425. return;
  1426. }
  1427. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1428. if(level < 0)
  1429. {
  1430. logGlobal->error("Invalid secondary skill level%s", levelId);
  1431. return;
  1432. }
  1433. secSkills.emplace_back(SecondarySkill(rawId), level);
  1434. };
  1435. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1436. {
  1437. for(const auto & p : secondarySkills.Vector())
  1438. {
  1439. auto skillMap = p.Struct();
  1440. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1441. }
  1442. }
  1443. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1444. {
  1445. for(const auto & p : secondarySkills.Struct())
  1446. {
  1447. addSkill(p.first, p.second.String());
  1448. };
  1449. }
  1450. }
  1451. }
  1452. handler.serializeIdArray("spellBook", spells);
  1453. if(handler.saving)
  1454. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1455. }
  1456. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1457. {
  1458. serializeCommonOptions(handler);
  1459. serializeJsonOwner(handler);
  1460. if(ID == Obj::HERO || ID == Obj::PRISON)
  1461. {
  1462. std::string typeName;
  1463. if(handler.saving)
  1464. typeName = getHeroTypeName();
  1465. handler.serializeString("type", typeName);
  1466. if(!handler.saving)
  1467. setHeroTypeName(typeName);
  1468. }
  1469. CArmedInstance::serializeJsonOptions(handler);
  1470. {
  1471. static constexpr int NO_PATROLING = -1;
  1472. int rawPatrolRadius = NO_PATROLING;
  1473. if(handler.saving)
  1474. {
  1475. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1476. }
  1477. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1478. if(!handler.saving)
  1479. {
  1480. if(!appearance)
  1481. {
  1482. // crossoverDeserialize
  1483. type = getHeroType().toHeroType();
  1484. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1485. }
  1486. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1487. patrol.initialPos = visitablePos();
  1488. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1489. }
  1490. }
  1491. }
  1492. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1493. {
  1494. serializeCommonOptions(handler);
  1495. }
  1496. bool CGHeroInstance::isMissionCritical() const
  1497. {
  1498. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1499. {
  1500. if (event.effect.type != EventEffect::DEFEAT)
  1501. continue;
  1502. auto const & testFunctor = [&](const EventCondition & condition)
  1503. {
  1504. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1505. return (id != condition.objectID);
  1506. if(condition.condition == EventCondition::IS_HUMAN)
  1507. return true;
  1508. return false;
  1509. };
  1510. if(event.trigger.test(testFunctor))
  1511. return true;
  1512. }
  1513. return false;
  1514. }
  1515. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1516. {
  1517. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1518. for(const auto & it : *lista)
  1519. {
  1520. auto nid = CreatureID(it->additionalInfo[0]);
  1521. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1522. {
  1523. info.newID.push_back(nid);
  1524. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1525. }
  1526. }
  1527. }
  1528. bool CGHeroInstance::isCampaignYog() const
  1529. {
  1530. const StartInfo *si = cb->getStartInfo();
  1531. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1532. if(!si || !si->campState)
  1533. return false;
  1534. std::string campaign = si->campState->getFilename();
  1535. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1536. return false;
  1537. if (getHeroType() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1538. return false;
  1539. return true;
  1540. }
  1541. bool CGHeroInstance::isCampaignGem() const
  1542. {
  1543. const StartInfo *si = cb->getStartInfo();
  1544. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1545. if(!si || !si->campState)
  1546. return false;
  1547. std::string campaign = si->campState->getFilename();
  1548. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1549. return false;
  1550. if (getHeroType() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1551. return false;
  1552. return true;
  1553. }
  1554. VCMI_LIB_NAMESPACE_END