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- /*
- * CGHeroInstance.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CGHeroInstance.h"
- #include <vcmi/ServerCallback.h>
- #include <vcmi/spells/Spell.h>
- #include "../NetPacks.h"
- #include "../CGeneralTextHandler.h"
- #include "../CHeroHandler.h"
- #include "../TerrainHandler.h"
- #include "../RoadHandler.h"
- #include "../GameSettings.h"
- #include "../CModHandler.h"
- #include "../CSoundBase.h"
- #include "../spells/CSpellHandler.h"
- #include "../CSkillHandler.h"
- #include "CObjectClassesHandler.h"
- #include "../IGameCallback.h"
- #include "../CGameState.h"
- #include "../CCreatureHandler.h"
- #include "../CTownHandler.h"
- #include "../mapping/CMap.h"
- #include "CGTownInstance.h"
- #include "../serializer/JsonSerializeFormat.h"
- #include "../StringConstants.h"
- #include "../battle/Unit.h"
- VCMI_LIB_NAMESPACE_BEGIN
- static int lowestSpeed(const CGHeroInstance * chi)
- {
- static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
- static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
- if(!chi->stacksCount())
- {
- if(chi->commander && chi->commander->alive)
- {
- return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
- }
- logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
- return 20;
- }
- auto i = chi->Slots().begin();
- //TODO? should speed modifiers (eg from artifacts) affect hero movement?
- int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
- for(; i != chi->Slots().end(); i++)
- ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
- return ret;
- }
- ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
- {
- int64_t ret = GameConstants::BASE_MOVEMENT_COST;
- //if there is road both on dest and src tiles - use src road movement cost
- if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
- {
- ret = from.roadType->movementCost;
- }
- else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
- ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
- !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
- {
- ret = VLC->heroh->terrCosts[from.terType->getId()];
- ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
- if(ret < GameConstants::BASE_MOVEMENT_COST)
- ret = GameConstants::BASE_MOVEMENT_COST;
- }
- return static_cast<ui32>(ret);
- }
- FactionID CGHeroInstance::getFaction() const
- {
- return FactionID(type->heroClass->faction);
- }
- const IBonusBearer* CGHeroInstance::getBonusBearer() const
- {
- return this;
- }
- TerrainId CGHeroInstance::getNativeTerrain() const
- {
- // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
- // This is clearly bug in H3 however intended behaviour is not clear.
- // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
- // will always have best penalty without any influence from player-defined stacks order
- // and army that consist solely from neutral will always be considered to be on native terrain
- TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
- for(const auto & stack : stacks)
- {
- TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
- if(stackNativeTerrain == ETerrainId::NONE)
- continue;
- if(nativeTerrain == ETerrainId::ANY_TERRAIN)
- nativeTerrain = stackNativeTerrain;
- else if(nativeTerrain != stackNativeTerrain)
- return ETerrainId::NONE;
- }
- return nativeTerrain;
- }
- BattleField CGHeroInstance::getBattlefield() const
- {
- return BattleField::NONE;
- }
- ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
- {
- for(const auto & elem : secSkills)
- if(elem.first == skill)
- return elem.second;
- return 0;
- }
- void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
- {
- if(getSecSkillLevel(which) == 0)
- {
- secSkills.emplace_back(which, val);
- updateSkillBonus(which, val);
- }
- else
- {
- for (auto & elem : secSkills)
- {
- if(elem.first == which)
- {
- if(abs)
- elem.second = val;
- else
- elem.second += val;
- if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
- {
- logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
- elem.second = 3;
- }
- updateSkillBonus(which, elem.second); //when we know final value
- }
- }
- }
- }
- int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
- {
- return position - getVisitableOffset();
- }
- int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
- {
- return position + getVisitableOffset();
- }
- bool CGHeroInstance::canLearnSkill() const
- {
- return secSkills.size() < GameConstants::SKILL_PER_HERO;
- }
- bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
- {
- if ( !canLearnSkill())
- return false;
- if (!cb->isAllowed(2, which))
- return false;
- if (getSecSkillLevel(which) > 0)
- return false;
- if (type->heroClass->secSkillProbability[which] == 0)
- return false;
- return true;
- }
- int CGHeroInstance::maxMovePoints(bool onLand) const
- {
- TurnInfo ti(this);
- return maxMovePointsCached(onLand, &ti);
- }
- int CGHeroInstance::getLowestCreatureSpeed() const
- {
- return lowestCreatureSpeed;
- }
- void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
- {
- auto realLowestSpeed = lowestSpeed(this);
- if(lowestCreatureSpeed != realLowestSpeed)
- {
- lowestCreatureSpeed = realLowestSpeed;
- //Let updaters run again
- treeHasChanged();
- ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand));
- }
- }
- int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
- {
- updateArmyMovementBonus(onLand, ti);
- return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
- }
- CGHeroInstance::CGHeroInstance():
- IBoatGenerator(this),
- tacticFormationEnabled(false),
- inTownGarrison(false),
- moveDir(4),
- mana(UNINITIALIZED_MANA),
- movement(UNINITIALIZED_MOVEMENT),
- portrait(UNINITIALIZED_PORTRAIT),
- level(1),
- exp(UNINITIALIZED_EXPERIENCE),
- gender(EHeroGender::DEFAULT),
- lowestCreatureSpeed(0)
- {
- setNodeType(HERO);
- ID = Obj::HERO;
- secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
- }
- PlayerColor CGHeroInstance::getOwner() const
- {
- return tempOwner;
- }
- void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
- {
- subID = SUBID.getNum();
- initHero(rand);
- }
- void CGHeroInstance::setType(si32 ID, si32 subID)
- {
- assert(ID == Obj::HERO); // just in case
- type = VLC->heroh->objects[subID];
- portrait = type->imageIndex;
- CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
- this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
- randomizeArmy(type->heroClass->faction);
- }
- void CGHeroInstance::initHero(CRandomGenerator & rand)
- {
- assert(validTypes(true));
- if(!type)
- type = VLC->heroh->objects[subID];
- if (ID == Obj::HERO)
- appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
- if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
- {
- for(const auto & spellID : type->spells)
- spells.insert(spellID);
- }
- else //remove placeholder
- spells -= SpellID::PRESET;
- if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
- putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
- if(!getArt(ArtifactPosition::MACH4))
- putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
- if(portrait < 0 || portrait == 255)
- portrait = type->imageIndex;
- if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
- {
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
- }
- }
- if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
- secSkills = type->secSkillsInit;
- if (gender == EHeroGender::DEFAULT)
- gender = type->gender;
- setFormation(false);
- if (!stacksCount()) //standard army//initial army
- {
- initArmy(rand);
- }
- assert(validTypes());
- if (patrol.patrolling)
- patrol.initialPos = visitablePos();
- if(exp == UNINITIALIZED_EXPERIENCE)
- {
- initExp(rand);
- }
- else
- {
- levelUpAutomatically(rand);
- }
- // load base hero bonuses, TODO: per-map loading of base hero bonuses
- // must be done separately from global bonuses since recruitable heroes in taverns
- // are not attached to global bonus node but need access to some global bonuses
- // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
- // or MOVEMENT to compute initial movement before recruiting is finished
- const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
- for(const auto & b : baseBonuses.Struct())
- {
- auto bonus = JsonUtils::parseBonus(b.second);
- bonus->source = Bonus::HERO_BASE_SKILL;
- bonus->sid = id.getNum();
- bonus->duration = Bonus::PERMANENT;
- addNewBonus(bonus);
- }
- if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
- {
- commander = new CCommanderInstance(type->heroClass->commander->getId());
- commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
- commander->giveStackExp (exp); //after our exp is set
- }
- if (mana < 0)
- mana = manaLimit();
- }
- void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
- {
- if(!dst)
- dst = this;
- int warMachinesGiven = 0;
- auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
- int stacksCountInitRandomNumber = rand.nextInt(1, 100);
- size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
- for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
- {
- if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
- continue;
- auto & stack = type->initialArmy[stackNo];
- int count = rand.nextInt(stack.minAmount, stack.maxAmount);
- const CCreature * creature = stack.creature.toCreature();
- if(creature == nullptr)
- {
- logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
- continue;
- }
- if(creature->warMachine != ArtifactID::NONE) //war machine
- {
- warMachinesGiven++;
- if(dst != this)
- continue;
- ArtifactID aid = creature->warMachine;
- const CArtifact * art = aid.toArtifact();
- if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
- {
- //TODO: should we try another possible slots?
- ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
- if(!getArt(slot))
- putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
- else
- logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
- }
- else
- {
- logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
- }
- }
- else
- {
- dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
- }
- }
- }
- CGHeroInstance::~CGHeroInstance()
- {
- commander.dellNull();
- }
- bool CGHeroInstance::needsLastStack() const
- {
- return true;
- }
- void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
- {
- if(h == this) return; //exclude potential self-visiting
- if (ID == Obj::HERO)
- {
- if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
- {
- //exchange
- cb->heroExchange(h->id, id);
- }
- else //battle
- {
- if(visitedTown) //we're in town
- visitedTown->onHeroVisit(h); //town will handle attacking
- else
- cb->startBattleI(h, this);
- }
- }
- else if(ID == Obj::PRISON)
- {
- int txt_id;
- if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
- {
- //update hero parameters
- SetMovePoints smp;
- smp.hid = id;
- smp.val = maxMovePoints (true); //TODO: hota prison on water?
- cb->setMovePoints (&smp);
- cb->setManaPoints (id, manaLimit());
- cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
- cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
- txt_id = 102;
- }
- else //already 8 wandering heroes
- {
- txt_id = 103;
- }
- h->showInfoDialog(txt_id);
- }
- }
- std::string CGHeroInstance::getObjectName() const
- {
- if(ID != Obj::PRISON)
- {
- std::string hoverName = VLC->generaltexth->allTexts[15];
- boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
- boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
- return hoverName;
- }
- else
- return VLC->objtypeh->getObjectName(ID, 0);
- }
- ui8 CGHeroInstance::maxlevelsToMagicSchool() const
- {
- return type->heroClass->isMagicHero() ? 3 : 4;
- }
- ui8 CGHeroInstance::maxlevelsToWisdom() const
- {
- return type->heroClass->isMagicHero() ? 3 : 6;
- }
- CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
- magicSchoolCounter(1),
- wisdomCounter(1)
- {
- rand.setSeed(0);
- }
- void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
- {
- magicSchoolCounter = 1;
- }
- void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
- {
- wisdomCounter = 1;
- }
- void CGHeroInstance::initObj(CRandomGenerator & rand)
- {
- blockVisit = true;
- if(!type)
- initHero(rand); //TODO: set up everything for prison before specialties are configured
- skillsInfo.rand.setSeed(rand.nextInt());
- skillsInfo.resetMagicSchoolCounter();
- skillsInfo.resetWisdomCounter();
- if (ID != Obj::PRISON)
- {
- auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
- auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
- if (customApp)
- appearance = customApp;
- }
- //copy active (probably growing) bonuses from hero prototype to hero object
- for(const std::shared_ptr<Bonus> & b : type->specialty)
- addNewBonus(b);
- //initialize bonuses
- recreateSecondarySkillsBonuses();
- mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
- }
- void CGHeroInstance::recreateSecondarySkillsBonuses()
- {
- auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
- for(const auto & bonus : *secondarySkillsBonuses)
- removeBonus(bonus);
- for(const auto & skill_info : secSkills)
- if(skill_info.second > 0)
- updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
- }
- void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
- {
- removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
- auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
- for(const auto & b : skillBonus)
- addNewBonus(std::make_shared<Bonus>(*b));
- }
- void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
- {
- if(what == ObjProperty::PRIMARY_STACK_COUNT)
- setStackCount(SlotID(0), val);
- }
- double CGHeroInstance::getFightingStrength() const
- {
- return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
- }
- double CGHeroInstance::getMagicStrength() const
- {
- return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
- }
- double CGHeroInstance::getHeroStrength() const
- {
- return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
- }
- ui64 CGHeroInstance::getTotalStrength() const
- {
- double ret = getFightingStrength() * getArmyStrength();
- return static_cast<ui64>(ret);
- }
- TExpType CGHeroInstance::calculateXp(TExpType exp) const
- {
- return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
- }
- int32_t CGHeroInstance::getCasterUnitId() const
- {
- return id.getNum();
- }
- int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
- {
- int32_t skill = -1; //skill level
- spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
- {
- int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
- if(thisSchool > skill)
- {
- skill = thisSchool;
- if(outSelectedSchool)
- *outSelectedSchool = static_cast<ui8>(cnf.id);
- }
- });
- vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
- vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
- vstd::amax(skill, 0); //in case we don't know any school
- vstd::amin(skill, 3);
- return skill;
- }
- int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
- {
- //applying sorcery secondary skill
- if(spell->isMagical())
- base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
- base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
- int maxSchoolBonus = 0;
- spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
- {
- vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
- });
- base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
- if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
- base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
- return base;
- }
- int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
- {
- base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
- return base;
- }
- int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
- {
- return getSpellSchoolLevel(spell);
- }
- int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
- {
- return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- }
- int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
- {
- return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
- }
- int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
- {
- return 0;
- }
- PlayerColor CGHeroInstance::getCasterOwner() const
- {
- return tempOwner;
- }
- void CGHeroInstance::getCasterName(MetaString & text) const
- {
- //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
- text.addReplacement(getNameTranslated());
- }
- void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
- {
- const bool singleTarget = attacked.size() == 1;
- const int textIndex = singleTarget ? 195 : 196;
- text.addTxt(MetaString::GENERAL_TXT, textIndex);
- getCasterName(text);
- text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
- if(singleTarget)
- attacked.at(0)->addNameReplacement(text, true);
- }
- const CGHeroInstance * CGHeroInstance::getHeroCaster() const
- {
- return this;
- }
- void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
- {
- if(spellCost != 0)
- {
- SetMana sm;
- sm.absolute = false;
- sm.hid = id;
- sm.val = -spellCost;
- server->apply(&sm);
- }
- }
- bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
- {
- const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
- const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
- const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
- bool schoolBonus = false;
- spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
- {
- if(hasBonusOfType(cnf.knoledgeBonus))
- {
- schoolBonus = stop = true;
- }
- });
- const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
- if(spell->isSpecial())
- {
- if(inSpellBook)
- {//hero has this spell in spellbook
- logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
- }
- return specificBonus;
- }
- else if(!isAllowed)
- {
- if(inSpellBook)
- {
- //hero has this spell in spellbook
- //it is normal if set in map editor, but trace it to possible debug of magic guild
- logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
- }
- return inSpellBook || specificBonus || schoolBonus || levelBonus;
- }
- else
- {
- return inSpellBook || schoolBonus || specificBonus || levelBonus;
- }
- }
- bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
- {
- if(!hasSpellbook())
- return false;
- if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
- return false;
- if(vstd::contains(spells, spell->getId()))//already known
- return false;
- if(spell->isSpecial())
- {
- logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
- return false;//special spells can not be learned
- }
- if(spell->isCreatureAbility())
- {
- logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
- return false;//creature abilities can not be learned
- }
- if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
- {
- logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
- return false;//banned spells should not be learned
- }
- return true;
- }
- /**
- * Calculates what creatures and how many to be raised from a battle.
- * @param battleResult The results of the battle.
- * @return Returns a pair with the first value indicating the ID of the creature
- * type and second value the amount. Both values are returned as -1 if necromancy
- * could not be applied.
- */
- CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
- {
- bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
- // need skill or cloak of undead king - lesser artifacts don't work without skill
- if (hasImprovedNecromancy)
- {
- double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
- const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
- vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
- const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
- // figure out what to raise - pick strongest creature meeting requirements
- auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
- int requiredCasualtyLevel = 1;
- TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
- if(!improvedNecromancy->empty())
- {
- auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
- {
- assert(bonus->subtype >=0);
- if(bonus->subtype >= 0)
- return CreatureID(bonus->subtype);
- return CreatureID::NONE;
- };
- int maxCasualtyLevel = 1;
- for(const auto & casualty : casualties)
- vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
- // pick best bonus available
- std::shared_ptr<Bonus> topPick;
- for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
- {
- // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
- if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
- continue;
- if(!topPick)
- {
- topPick = newPick;
- }
- else
- {
- auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
- {
- const auto * c = getCreatureID(pick).toCreature();
- return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
- };
- if(quality(topPick) < quality(newPick))
- topPick = newPick;
- }
- }
- if(topPick)
- {
- creatureTypeRaised = getCreatureID(topPick);
- requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
- }
- }
- assert(creatureTypeRaised != CreatureID::NONE);
- // raise upgraded creature (at 2/3 rate) if no space available otherwise
- if(getSlotFor(creatureTypeRaised) == SlotID())
- {
- for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
- {
- if(getSlotFor(upgraded) != SlotID())
- {
- creatureTypeRaised = upgraded;
- necromancySkill *= 2/3.0;
- break;
- }
- }
- }
- // calculate number of creatures raised - low level units contribute at 50% rate
- const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
- double raisedUnits = 0;
- for(const auto & casualty : casualties)
- {
- const CCreature * c = VLC->creh->objects[casualty.first];
- double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
- if(c->getLevel() < requiredCasualtyLevel)
- raisedFromCasualty *= 0.5;
- raisedUnits += raisedFromCasualty;
- }
- return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
- }
- return CStackBasicDescriptor();
- }
- /**
- * Show the necromancy dialog with information about units raised.
- * @param raisedStack Pair where the first element represents ID of the raised creature
- * and the second element the amount.
- */
- void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
- {
- InfoWindow iw;
- iw.type = EInfoWindowMode::AUTO;
- iw.soundID = soundBase::pickup01 + rand.nextInt(6);
- iw.player = tempOwner;
- iw.components.emplace_back(raisedStack);
- if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 145);
- iw.text.addReplacement(raisedStack.count);
- }
- else // Practicing the dark arts of necromancy, ... (singular)
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 146);
- }
- iw.text.addReplacement(raisedStack);
- cb->showInfoDialog(&iw);
- }
- /*
- int3 CGHeroInstance::getSightCenter() const
- {
- return getPosition(false);
- }*/
- int CGHeroInstance::getSightRadius() const
- {
- return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
- }
- si32 CGHeroInstance::manaRegain() const
- {
- if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
- return manaLimit();
- return valOfBonuses(Bonus::MANA_REGENERATION);
- }
- si32 CGHeroInstance::getManaNewTurn() const
- {
- if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
- {
- //if hero starts turn in town with mage guild - restore all mana
- return std::max(mana, manaLimit());
- }
- si32 res = mana + manaRegain();
- res = std::min(res, manaLimit());
- res = std::max(res, mana);
- res = std::max(res, 0);
- return res;
- }
- // /**
- // * Places an artifact in hero's backpack. If it's a big artifact equips it
- // * or discards it if it cannot be equipped.
- // */
- // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
- // {
- // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
- // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
- // ai->putAt(this, ai->firstAvailableSlot(this));
- // }
- int CGHeroInstance::getBoatType() const
- {
- switch(type->heroClass->getAlignment())
- {
- case EAlignment::GOOD:
- return 1;
- case EAlignment::EVIL:
- return 0;
- case EAlignment::NEUTRAL:
- return 2;
- default:
- throw std::runtime_error("Wrong alignment!");
- }
- }
- void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
- {
- // FIXME: Offsets need to be fixed once we get rid of convertPosition
- // Check issue 515 for details
- offsets =
- {
- int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
- };
- }
- int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
- {
- return sp->getCost(getSpellSchoolLevel(sp));
- }
- void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
- {
- assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
- .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
- addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
- }
- EAlignment CGHeroInstance::getAlignment() const
- {
- return type->heroClass->getAlignment();
- }
- void CGHeroInstance::initExp(CRandomGenerator & rand)
- {
- exp = rand.nextInt(40, 89);
- }
- std::string CGHeroInstance::nodeName() const
- {
- return "Hero " + getNameTextID();
- }
- si32 CGHeroInstance::manaLimit() const
- {
- return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
- * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
- }
- std::string CGHeroInstance::getNameTranslated() const
- {
- if (!nameCustom.empty())
- return nameCustom;
- return VLC->generaltexth->translate(getNameTextID());
- }
- std::string CGHeroInstance::getNameTextID() const
- {
- if (!nameCustom.empty())
- return nameCustom;
- if (type)
- return type->getNameTextID();
- // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
- // assert(0);
- return "";
- }
- std::string CGHeroInstance::getBiographyTranslated() const
- {
- if (!biographyCustom.empty())
- return biographyCustom;
- return VLC->generaltexth->translate(getBiographyTextID());
- }
- std::string CGHeroInstance::getBiographyTextID() const
- {
- if (!biographyCustom.empty())
- return biographyCustom;
- if (type)
- return type->getBiographyTextID();
- assert(0);
- return "";
- }
- void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
- {
- assert(!getArt(pos));
- art->putAt(ArtifactLocation(this, pos));
- }
- bool CGHeroInstance::hasSpellbook() const
- {
- return getArt(ArtifactPosition::SPELLBOOK);
- }
- void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
- {
- spells.insert(spell);
- }
- void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
- {
- spells.erase(spell);
- }
- bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
- {
- return vstd::contains(spells, spell);
- }
- void CGHeroInstance::removeSpellbook()
- {
- spells.clear();
- if(hasSpellbook())
- {
- ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
- }
- }
- const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
- {
- return spells;
- }
- int CGHeroInstance::maxSpellLevel() const
- {
- return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
- }
- void CGHeroInstance::deserializationFix()
- {
- artDeserializationFix(this);
- }
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
- {
- if(!visitedTown)
- return nullptr;
- return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
- : (CBonusSystemNode *)(visitedTown.get());
- }
- CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
- {
- if(visitedTown)
- return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
- return &CArmedInstance::whereShouldBeAttached(gs);
- }
- CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
- {
- if(visitedTown)
- {
- if(inTownGarrison)
- return *visitedTown;
- else
- return visitedTown->townAndVis;
- }
- else
- return CArmedInstance::whereShouldBeAttached(gs);
- }
- int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
- {
- std::unique_ptr<TurnInfo> turnInfoLocal;
- if(!ti)
- {
- turnInfoLocal = std::make_unique<TurnInfo>(this);
- ti = turnInfoLocal.get();
- }
- if(!ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
- return 0; // take all MPs by default
- int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
- int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
- int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
- return ret;
- }
- EDiggingStatus CGHeroInstance::diggingStatus() const
- {
- if(static_cast<int>(movement) < maxMovePoints(true))
- return EDiggingStatus::LACK_OF_MOVEMENT;
- if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
- return EDiggingStatus::BACKPACK_IS_FULL;
- return cb->getTileDigStatus(visitablePos());
- }
- ArtBearer::ArtBearer CGHeroInstance::bearerType() const
- {
- return ArtBearer::HERO;
- }
- std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
- {
- std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
- auto getObligatorySkills = [](CSkill::Obligatory obl){
- std::vector<SecondarySkill> obligatory = {};
- for(int i = 0; i < VLC->skillh->size(); i++)
- if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
- {
- obligatory.emplace_back(i);
- break;
- }
- return obligatory;
- };
- auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
- {
- std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
- for(const auto & skill : ss)
- {
- if (canLearnSkill(skill)) //only skills hero doesn't know yet
- {
- obligatorySkills.push_back(skill);
- break; //only one
- }
- }
- };
- if (!skillsInfo.wisdomCounter)
- {
- auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
- selectObligatorySkill(obligatory);
- }
- if (!skillsInfo.magicSchoolCounter)
- {
- auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
- selectObligatorySkill(obligatory);
- }
- std::vector<SecondarySkill> skills;
- //picking sec. skills for choice
- std::set<SecondarySkill> basicAndAdv;
- std::set<SecondarySkill> expert;
- std::set<SecondarySkill> none;
- for(int i = 0; i < VLC->skillh->size(); i++)
- if (canLearnSkill(SecondarySkill(i)))
- none.insert(SecondarySkill(i));
- for(const auto & elem : secSkills)
- {
- if(elem.second < SecSkillLevel::EXPERT)
- basicAndAdv.insert(elem.first);
- else
- expert.insert(elem.first);
- none.erase(elem.first);
- }
- for(const auto & s : obligatorySkills) //don't duplicate them
- {
- none.erase (s);
- basicAndAdv.erase (s);
- expert.erase (s);
- }
- //first offered skill:
- // 1) give obligatory skill
- // 2) give any other new skill
- // 3) upgrade existing
- if(canLearnSkill() && !obligatorySkills.empty())
- {
- skills.push_back (obligatorySkills[0]);
- }
- else if(!none.empty() && canLearnSkill()) //hero have free skill slot
- {
- skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
- none.erase(skills.back());
- }
- else if(!basicAndAdv.empty())
- {
- skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
- basicAndAdv.erase(skills.back());
- }
- //second offered skill:
- //1) upgrade existing
- //2) give obligatory skill
- //3) give any other new skill
- if(!basicAndAdv.empty())
- {
- SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
- skills.push_back(s);
- basicAndAdv.erase(s);
- }
- else if (canLearnSkill() && obligatorySkills.size() > 1)
- {
- skills.push_back (obligatorySkills[1]);
- }
- else if(!none.empty() && canLearnSkill())
- {
- skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
- none.erase(skills.back());
- }
- if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
- std::swap(skills[0], skills[1]);
- return skills;
- }
- PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
- {
- assert(gainsLevel());
- int randomValue = rand.nextInt(99);
- int pom = 0;
- int primarySkill = 0;
- const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
- const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
- for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
- {
- pom += skillChances[primarySkill];
- if(randomValue < pom)
- {
- break;
- }
- }
- if(primarySkill >= GameConstants::PRIMARY_SKILLS)
- {
- primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
- logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
- randomValue = 100 / GameConstants::PRIMARY_SKILLS;
- }
- logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
- return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
- }
- std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
- {
- assert(gainsLevel());
- std::optional<SecondarySkill> chosenSecondarySkill;
- const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
- if(!proposedSecondarySkills.empty())
- {
- std::vector<SecondarySkill> learnedSecondarySkills;
- for(const auto & secondarySkill : proposedSecondarySkills)
- {
- if(getSecSkillLevel(secondarySkill) > 0)
- {
- learnedSecondarySkills.push_back(secondarySkill);
- }
- }
- if(learnedSecondarySkills.empty())
- {
- // there are only new skills to learn, so choose anyone of them
- chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
- }
- else
- {
- // preferably upgrade a already learned secondary skill
- chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
- }
- }
- return chosenSecondarySkill;
- }
- void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
- {
- if(primarySkill < PrimarySkill::EXPERIENCE)
- {
- auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
- .And(Selector::subtype()(primarySkill))
- .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
- assert(skill);
- if(abs)
- {
- skill->val = static_cast<si32>(value);
- }
- else
- {
- skill->val += static_cast<si32>(value);
- }
- CBonusSystemNode::treeHasChanged();
- }
- else if(primarySkill == PrimarySkill::EXPERIENCE)
- {
- if(abs)
- {
- exp = value;
- }
- else
- {
- exp += value;
- }
- }
- }
- bool CGHeroInstance::gainsLevel() const
- {
- return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
- }
- void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
- {
- ++level;
- //deterministic secondary skills
- skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
- skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
- for(const auto & skill : skills)
- {
- if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
- skillsInfo.resetWisdomCounter();
- if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
- skillsInfo.resetMagicSchoolCounter();
- }
- //update specialty and other bonuses that scale with level
- treeHasChanged();
- }
- void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
- {
- while(gainsLevel())
- {
- const auto primarySkill = nextPrimarySkill(rand);
- setPrimarySkill(primarySkill, 1, false);
- auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
- const auto secondarySkill = nextSecondarySkill(rand);
- if(secondarySkill)
- {
- setSecSkillLevel(*secondarySkill, 1, false);
- }
- //TODO why has the secondary skills to be passed to the method?
- levelUp(proposedSecondarySkills);
- }
- }
- bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
- {
- //VISIONS spell support
- const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
- const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
- int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- if (visionsMultiplier > 0)
- vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
- const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
- //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
- return (distance < visionsRange) && (target->pos.z == pos.z);
- }
- std::string CGHeroInstance::getHeroTypeName() const
- {
- if(ID == Obj::HERO || ID == Obj::PRISON)
- {
- if(type)
- {
- return type->getJsonKey();
- }
- else
- {
- return VLC->heroh->objects[subID]->getJsonKey();
- }
- }
- return "";
- }
- void CGHeroInstance::afterAddToMap(CMap * map)
- {
- if(ID == Obj::HERO)
- map->heroesOnMap.emplace_back(this);
- }
- void CGHeroInstance::afterRemoveFromMap(CMap* map)
- {
- if (ID == Obj::HERO)
- vstd::erase_if_present(map->heroesOnMap, this);
- }
- void CGHeroInstance::setHeroTypeName(const std::string & identifier)
- {
- if(ID == Obj::HERO || ID == Obj::PRISON)
- {
- auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
- if(rawId)
- subID = rawId.value();
- else
- {
- throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
- }
- }
- }
- void CGHeroInstance::updateFrom(const JsonNode & data)
- {
- CGObjectInstance::updateFrom(data);
- }
- void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
- {
- handler.serializeString("biography", biographyCustom);
- handler.serializeInt("experience", exp, 0);
- if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
- {
- while (gainsLevel())
- {
- ++level;
- }
- }
- handler.serializeString("name", nameCustom);
- handler.serializeInt("gender", gender, 0);
- {
- const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
- const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
- if(handler.saving)
- {
- if(portrait >= 0)
- {
- if(portrait < legacyHeroes || portrait >= moddedStart)
- handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
- else
- handler.serializeInt("portrait", portrait, -1);
- }
- }
- else
- {
- const JsonNode & portraitNode = handler.getCurrent()["portrait"];
- if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
- handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
- else
- handler.serializeInt("portrait", portrait, -1);
- }
- }
- //primary skills
- if(handler.saving)
- {
- const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
- if(haveSkills)
- {
- auto primarySkills = handler.enterStruct("primarySkills");
- for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
- {
- int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
- handler.serializeInt(PrimarySkill::names[i], value, 0);
- }
- }
- }
- else
- {
- auto primarySkills = handler.enterStruct("primarySkills");
- if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
- {
- for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
- {
- int value = 0;
- handler.serializeInt(PrimarySkill::names[i], value, 0);
- pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
- }
- }
- }
- //secondary skills
- if(handler.saving)
- {
- //does hero have default skills?
- bool defaultSkills = false;
- bool normalSkills = false;
- for(const auto & p : secSkills)
- {
- if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
- defaultSkills = true;
- else
- normalSkills = true;
- }
- if(defaultSkills && normalSkills)
- logGlobal->error("Mixed default and normal secondary skills");
- //in json default skills means no field/null
- if(!defaultSkills)
- {
- //enter structure here as handler initialize it
- auto secondarySkills = handler.enterStruct("secondarySkills");
- for(auto & p : secSkills)
- {
- const si32 rawId = p.first.num;
- if(rawId < 0 || rawId >= VLC->skillh->size())
- logGlobal->error("Invalid secondary skill %d", rawId);
- handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
- }
- }
- }
- else
- {
- auto secondarySkills = handler.enterStruct("secondarySkills");
- const JsonNode & skillMap = handler.getCurrent();
- secSkills.clear();
- if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
- {
- secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
- }
- else
- {
- for(const auto & p : skillMap.Struct())
- {
- const std::string skillId = p.first;
- const std::string levelId = p.second.String();
- const int rawId = CSkillHandler::decodeSkill(skillId);
- if(rawId < 0)
- {
- logGlobal->error("Invalid secondary skill %s", skillId);
- continue;
- }
- const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
- if(level < 0)
- {
- logGlobal->error("Invalid secondary skill level%s", levelId);
- continue;
- }
- secSkills.emplace_back(SecondarySkill(rawId), level);
- }
- }
- }
- handler.serializeIdArray("spellBook", spells);
- if(handler.saving)
- CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
- }
- void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- serializeCommonOptions(handler);
- serializeJsonOwner(handler);
- if(ID == Obj::HERO || ID == Obj::PRISON)
- {
- std::string typeName;
- if(handler.saving)
- typeName = getHeroTypeName();
- handler.serializeString("type", typeName);
- if(!handler.saving)
- setHeroTypeName(typeName);
- }
- static const std::vector<std::string> FORMATIONS = { "wide", "tight" };
- CCreatureSet::serializeJson(handler, "army", 7);
- handler.serializeEnum("formation", formation, FORMATIONS);
- {
- static constexpr int NO_PATROLING = -1;
- int rawPatrolRadius = NO_PATROLING;
- if(handler.saving)
- {
- rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
- }
- handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
- if(!handler.saving)
- {
- if(!appearance)
- {
- // crossoverDeserialize
- type = VLC->heroh->objects[subID];
- appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
- }
- patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
- patrol.initialPos = visitablePos();
- patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
- }
- }
- }
- void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
- {
- serializeCommonOptions(handler);
- }
- bool CGHeroInstance::isMissionCritical() const
- {
- for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
- {
- if(event.trigger.test([&](const EventCondition & condition)
- {
- if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
- {
- const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
- return (hero != this);
- }
- else if(condition.condition == EventCondition::IS_HUMAN)
- {
- return true;
- }
- return false;
- }))
- {
- return true;
- }
- }
- return false;
- }
- VCMI_LIB_NAMESPACE_END
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