CGHeroInstance.cpp 42 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 "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CModHandler.h"
  16. #include "../CSoundBase.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "../CSkillHandler.h"
  19. #include "CObjectClassesHandler.h"
  20. #include "../IGameCallback.h"
  21. #include "../CGameState.h"
  22. #include "../CCreatureHandler.h"
  23. #include "../CTownHandler.h"
  24. #include "../mapping/CMap.h"
  25. #include "CGTownInstance.h"
  26. #include "../serializer/JsonSerializeFormat.h"
  27. #include "../StringConstants.h"
  28. #include "../battle/Unit.h"
  29. ///helpers
  30. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  31. {
  32. InfoWindow iw;
  33. iw.soundID = soundID;
  34. iw.player = playerID;
  35. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  36. IObjectInterface::cb->sendAndApply(&iw);
  37. }
  38. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  39. {
  40. const PlayerColor playerID = h->getOwner();
  41. showInfoDialog(playerID,txtID,soundID);
  42. }
  43. static int lowestSpeed(const CGHeroInstance * chi)
  44. {
  45. if(!chi->stacksCount())
  46. {
  47. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  48. return 20;
  49. }
  50. auto i = chi->Slots().begin();
  51. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  52. int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
  53. for(; i != chi->Slots().end(); i++)
  54. ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
  55. return ret;
  56. }
  57. ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
  58. {
  59. unsigned ret = GameConstants::BASE_MOVEMENT_COST;
  60. //if there is road both on dest and src tiles - use road movement cost
  61. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  62. {
  63. int road = std::min(dest.roadType,from.roadType); //used road ID
  64. switch(road)
  65. {
  66. case ERoadType::DIRT_ROAD:
  67. ret = 75;
  68. break;
  69. case ERoadType::GRAVEL_ROAD:
  70. ret = 65;
  71. break;
  72. case ERoadType::COBBLESTONE_ROAD:
  73. ret = 50;
  74. break;
  75. default:
  76. logGlobal->error("Unknown road type: %d", road);
  77. break;
  78. }
  79. }
  80. else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
  81. {
  82. ret = VLC->heroh->terrCosts[from.terType];
  83. ret -= valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING));
  84. if(ret < GameConstants::BASE_MOVEMENT_COST)
  85. ret = GameConstants::BASE_MOVEMENT_COST;
  86. }
  87. return ret;
  88. }
  89. int CGHeroInstance::getNativeTerrain() const
  90. {
  91. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  92. // This is clearly bug in H3 however intended behaviour is not clear.
  93. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  94. // will always have best penalty without any influence from player-defined stacks order
  95. // TODO: What should we do if all hero stacks are neutral creatures?
  96. int nativeTerrain = -1;
  97. for(auto stack : stacks)
  98. {
  99. int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
  100. if(stackNativeTerrain == -1)
  101. continue;
  102. if(nativeTerrain == -1)
  103. nativeTerrain = stackNativeTerrain;
  104. else if(nativeTerrain != stackNativeTerrain)
  105. return -1;
  106. }
  107. return nativeTerrain;
  108. }
  109. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  110. {
  111. if (toh3m)
  112. {
  113. src.x+=1;
  114. return src;
  115. }
  116. else
  117. {
  118. src.x-=1;
  119. return src;
  120. }
  121. }
  122. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  123. {
  124. if (h3m)
  125. {
  126. return pos;
  127. }
  128. else
  129. {
  130. return convertPosition(pos,false);
  131. }
  132. }
  133. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  134. {
  135. for(auto & elem : secSkills)
  136. if(elem.first == skill)
  137. return elem.second;
  138. return 0;
  139. }
  140. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  141. {
  142. if(getSecSkillLevel(which) == 0)
  143. {
  144. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  145. updateSkill(which, val);
  146. }
  147. else
  148. {
  149. for (auto & elem : secSkills)
  150. {
  151. if(elem.first == which)
  152. {
  153. if(abs)
  154. elem.second = val;
  155. else
  156. elem.second += val;
  157. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  158. {
  159. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  160. elem.second = 3;
  161. }
  162. updateSkill(which, elem.second); //when we know final value
  163. }
  164. }
  165. }
  166. }
  167. bool CGHeroInstance::canLearnSkill() const
  168. {
  169. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  170. }
  171. int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
  172. {
  173. bool localTi = false;
  174. if(!ti)
  175. {
  176. localTi = true;
  177. ti = new TurnInfo(this);
  178. }
  179. int base;
  180. if(onLand)
  181. {
  182. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  183. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  184. int armySpeed = lowestSpeed(this) * 20 / 3;
  185. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  186. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  187. }
  188. else
  189. {
  190. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  191. }
  192. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  193. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  194. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  195. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  196. if(localTi)
  197. delete ti;
  198. return int(base* (1+modifier)) + bonus;
  199. }
  200. CGHeroInstance::CGHeroInstance()
  201. : IBoatGenerator(this)
  202. {
  203. setNodeType(HERO);
  204. ID = Obj::HERO;
  205. tacticFormationEnabled = inTownGarrison = false;
  206. mana = UNINITIALIZED_MANA;
  207. movement = UNINITIALIZED_MOVEMENT;
  208. portrait = UNINITIALIZED_PORTRAIT;
  209. isStanding = true;
  210. moveDir = 4;
  211. level = 1;
  212. exp = 0xffffffff;
  213. visitedTown = nullptr;
  214. type = nullptr;
  215. boat = nullptr;
  216. commander = nullptr;
  217. sex = 0xff;
  218. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  219. }
  220. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  221. {
  222. subID = SUBID.getNum();
  223. initHero(rand);
  224. }
  225. void CGHeroInstance::setType(si32 ID, si32 subID)
  226. {
  227. assert(ID == Obj::HERO); // just in case
  228. type = VLC->heroh->heroes[subID];
  229. portrait = type->imageIndex;
  230. CGObjectInstance::setType(ID, type->heroClass->id); // to find object handler we must use heroClass->id
  231. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  232. randomizeArmy(type->heroClass->faction);
  233. }
  234. void CGHeroInstance::initHero(CRandomGenerator & rand)
  235. {
  236. assert(validTypes(true));
  237. if(!type)
  238. type = VLC->heroh->heroes[subID];
  239. if (ID == Obj::HERO)
  240. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
  241. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  242. {
  243. for(auto spellID : type->spells)
  244. spells.insert(spellID);
  245. }
  246. else //remove placeholder
  247. spells -= SpellID::PRESET;
  248. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  249. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  250. if(!getArt(ArtifactPosition::MACH4))
  251. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  252. if(portrait < 0 || portrait == 255)
  253. portrait = type->imageIndex;
  254. if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
  255. {
  256. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  257. {
  258. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  259. }
  260. }
  261. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  262. secSkills = type->secSkillsInit;
  263. if (!name.length())
  264. name = type->name;
  265. if (sex == 0xFF)//sex is default
  266. sex = type->sex;
  267. setFormation(false);
  268. if (!stacksCount()) //standard army//initial army
  269. {
  270. initArmy(rand);
  271. }
  272. assert(validTypes());
  273. if(exp == 0xffffffff)
  274. {
  275. initExp(rand);
  276. }
  277. else
  278. {
  279. levelUpAutomatically(rand);
  280. }
  281. if (VLC->modh->modules.COMMANDERS && !commander)
  282. {
  283. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  284. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  285. commander->giveStackExp (exp); //after our exp is set
  286. }
  287. if (mana < 0)
  288. mana = manaLimit();
  289. }
  290. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  291. {
  292. if(!dst)
  293. dst = this;
  294. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  295. int pom = rand.nextInt(99);
  296. int warMachinesGiven = 0;
  297. if(pom < 9)
  298. howManyStacks = 1;
  299. else if(pom < 79)
  300. howManyStacks = 2;
  301. else
  302. howManyStacks = 3;
  303. vstd::amin(howManyStacks, type->initialArmy.size());
  304. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  305. {
  306. auto & stack = type->initialArmy[stackNo];
  307. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  308. const CCreature * creature = stack.creature.toCreature();
  309. if(creature == nullptr)
  310. {
  311. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  312. continue;
  313. }
  314. if(creature->warMachine != ArtifactID::NONE) //war machine
  315. {
  316. warMachinesGiven++;
  317. if(dst != this)
  318. continue;
  319. ArtifactID aid = creature->warMachine;
  320. const CArtifact * art = aid.toArtifact();
  321. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  322. {
  323. //TODO: should we try another possible slots?
  324. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  325. if(!getArt(slot))
  326. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  327. else
  328. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  329. }
  330. else
  331. {
  332. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  333. }
  334. }
  335. else
  336. {
  337. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  338. }
  339. }
  340. }
  341. CGHeroInstance::~CGHeroInstance()
  342. {
  343. commander.dellNull();
  344. }
  345. bool CGHeroInstance::needsLastStack() const
  346. {
  347. return true;
  348. }
  349. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  350. {
  351. if(h == this) return; //exclude potential self-visiting
  352. if (ID == Obj::HERO)
  353. {
  354. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  355. {
  356. //exchange
  357. cb->heroExchange(h->id, id);
  358. }
  359. else //battle
  360. {
  361. if(visitedTown) //we're in town
  362. visitedTown->onHeroVisit(h); //town will handle attacking
  363. else
  364. cb->startBattleI(h, this);
  365. }
  366. }
  367. else if(ID == Obj::PRISON)
  368. {
  369. int txt_id;
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  371. {
  372. cb->changeObjPos(id,pos+int3(1,0,0),0);
  373. //update hero parameters
  374. SetMovePoints smp;
  375. smp.hid = id;
  376. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  377. cb->setMovePoints (&smp);
  378. cb->setManaPoints (id, manaLimit());
  379. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  380. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  381. txt_id = 102;
  382. }
  383. else //already 8 wandering heroes
  384. {
  385. txt_id = 103;
  386. }
  387. showInfoDialog(h,txt_id);
  388. }
  389. }
  390. std::string CGHeroInstance::getObjectName() const
  391. {
  392. if(ID != Obj::PRISON)
  393. {
  394. std::string hoverName = VLC->generaltexth->allTexts[15];
  395. boost::algorithm::replace_first(hoverName,"%s",name);
  396. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  397. return hoverName;
  398. }
  399. else
  400. return CGObjectInstance::getObjectName();
  401. }
  402. const std::string & CGHeroInstance::getBiography() const
  403. {
  404. if (biography.length())
  405. return biography;
  406. return type->biography;
  407. }
  408. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  409. {
  410. return type->heroClass->isMagicHero() ? 3 : 4;
  411. }
  412. ui8 CGHeroInstance::maxlevelsToWisdom() const
  413. {
  414. return type->heroClass->isMagicHero() ? 3 : 6;
  415. }
  416. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  417. {
  418. rand.setSeed(0);
  419. magicSchoolCounter = 1;
  420. wisdomCounter = 1;
  421. }
  422. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  423. {
  424. magicSchoolCounter = 1;
  425. }
  426. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  427. {
  428. wisdomCounter = 1;
  429. }
  430. void CGHeroInstance::initObj(CRandomGenerator & rand)
  431. {
  432. blockVisit = true;
  433. if(!type)
  434. initHero(rand); //TODO: set up everything for prison before specialties are configured
  435. skillsInfo.rand.setSeed(rand.nextInt());
  436. skillsInfo.resetMagicSchoolCounter();
  437. skillsInfo.resetWisdomCounter();
  438. if (ID != Obj::PRISON)
  439. {
  440. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  441. if (customApp)
  442. appearance = customApp.get();
  443. }
  444. //copy active (probably growing) bonuses from hero prototype to hero object
  445. for(std::shared_ptr<Bonus> b : type->specialty)
  446. addNewBonus(b);
  447. //dito for old-style bonuses -> compatibility for old savegames
  448. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  449. for(std::shared_ptr<Bonus> b : sb.bonuses)
  450. addNewBonus(b);
  451. for(SSpecialtyInfo & spec : type->specDeprecated)
  452. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  453. addNewBonus(b);
  454. //initialize bonuses
  455. recreateSecondarySkillsBonuses();
  456. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  457. type->name = name;
  458. }
  459. void CGHeroInstance::recreateSecondarySkillsBonuses()
  460. {
  461. auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
  462. for(auto bonus : *secondarySkillsBonuses)
  463. removeBonus(bonus);
  464. for(auto skill_info : secSkills)
  465. for(int level = 1; level <= skill_info.second; level++)
  466. updateSkill(SecondarySkill(skill_info.first), level);
  467. }
  468. void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
  469. {
  470. auto HeroSpecialToSpecialtyBonus = [](HeroSpecial & hs) -> SSpecialtyBonus
  471. {
  472. SSpecialtyBonus sb;
  473. sb.growsWithLevel = hs.growsWithLevel;
  474. sb.bonuses = hs.getBonusList();
  475. return sb;
  476. };
  477. for(HeroSpecial * hs : specialtyDeprecated)
  478. {
  479. for(std::shared_ptr<Bonus> b : SpecialtyBonusToBonuses(HeroSpecialToSpecialtyBonus(*hs)))
  480. addNewBonus(b);
  481. }
  482. }
  483. void CGHeroInstance::updateSkill(SecondarySkill which, int val)
  484. {
  485. auto skillBonus = (*VLC->skillh)[which]->getBonus(val);
  486. for (auto b : skillBonus)
  487. {
  488. // bonuses provided by different levels of a secondary skill are aggregated via max (not + as usual)
  489. // different secondary skills providing the same bonus (e.g. ballistics might improve archery as well) are kept separate
  490. std::shared_ptr<Bonus> existing = getBonusLocalFirst(
  491. Selector::typeSubtype(b->type, b->subtype).And(
  492. Selector::source(Bonus::SECONDARY_SKILL, b->sid).And(
  493. Selector::valueType(b->valType))));
  494. if(existing)
  495. vstd::amax(existing->val, b->val);
  496. else
  497. addNewBonus(std::make_shared<Bonus>(*b));
  498. }
  499. CBonusSystemNode::treeHasChanged();
  500. }
  501. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  502. {
  503. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  504. setStackCount(SlotID(0), val);
  505. }
  506. TFaction CGHeroInstance::getFaction() const
  507. {
  508. return type->heroClass->faction;
  509. }
  510. double CGHeroInstance::getFightingStrength() const
  511. {
  512. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  513. }
  514. double CGHeroInstance::getMagicStrength() const
  515. {
  516. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  517. }
  518. double CGHeroInstance::getHeroStrength() const
  519. {
  520. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  521. }
  522. ui64 CGHeroInstance::getTotalStrength() const
  523. {
  524. double ret = getFightingStrength() * getArmyStrength();
  525. return (ui64) ret;
  526. }
  527. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  528. {
  529. return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
  530. }
  531. ui8 CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int * outSelectedSchool) const
  532. {
  533. si16 skill = -1; //skill level
  534. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  535. {
  536. int thisSchool = std::max<int>(
  537. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  538. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  539. if(thisSchool > skill)
  540. {
  541. skill = thisSchool;
  542. if(outSelectedSchool)
  543. *outSelectedSchool = (ui8)cnf.id;
  544. }
  545. });
  546. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  547. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  548. vstd::amax(skill, 0); //in case we don't know any school
  549. vstd::amin(skill, 3);
  550. return skill;
  551. }
  552. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  553. {
  554. //applying sorcery secondary skill
  555. base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  556. base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0;
  557. int maxSchoolBonus = 0;
  558. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  559. {
  560. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  561. });
  562. base *= (100.0 + maxSchoolBonus) / 100.0;
  563. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  564. base *= (100. + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0;
  565. return base;
  566. }
  567. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  568. {
  569. base *= (100.0 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0;
  570. return base;
  571. }
  572. int CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  573. {
  574. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  575. return 3;//todo: recheck specialty from where this bonus is. possible bug
  576. else
  577. return getSpellSchoolLevel(spell);
  578. }
  579. int CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  580. {
  581. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  582. }
  583. int CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  584. {
  585. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  586. }
  587. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  588. {
  589. return 0;
  590. }
  591. const PlayerColor CGHeroInstance::getOwner() const
  592. {
  593. return tempOwner;
  594. }
  595. void CGHeroInstance::getCasterName(MetaString & text) const
  596. {
  597. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  598. text.addReplacement(name);
  599. }
  600. void CGHeroInstance::getCastDescription(const spells::Spell * spell, MetaString & text) const
  601. {
  602. text.addTxt(MetaString::GENERAL_TXT, 196);
  603. getCasterName(text);
  604. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  605. }
  606. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  607. {
  608. const bool singleTarget = attacked.size() == 1;
  609. const int textIndex = singleTarget ? 195 : 196;
  610. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  611. getCasterName(text);
  612. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  613. if(singleTarget)
  614. attacked.at(0)->addNameReplacement(text, true);
  615. }
  616. void CGHeroInstance::spendMana(const spells::PacketSender * server, const int spellCost) const
  617. {
  618. if(spellCost != 0)
  619. {
  620. SetMana sm;
  621. sm.absolute = false;
  622. sm.hid = id;
  623. sm.val = -spellCost;
  624. server->sendAndApply(&sm);
  625. }
  626. }
  627. bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  628. {
  629. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
  630. const bool inSpellBook = vstd::contains(spells, spell->id) && hasSpellbook();
  631. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
  632. bool schoolBonus = false;
  633. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  634. {
  635. if(hasBonusOfType(cnf.knoledgeBonus))
  636. {
  637. schoolBonus = stop = true;
  638. }
  639. });
  640. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
  641. if(spell->isSpecialSpell())
  642. {
  643. if(inSpellBook)
  644. {//hero has this spell in spellbook
  645. logGlobal->error("Special spell %s in spellbook.", spell->name);
  646. }
  647. return specificBonus;
  648. }
  649. else if(!isAllowed)
  650. {
  651. if(inSpellBook)
  652. {
  653. //hero has this spell in spellbook
  654. //it is normal if set in map editor, but trace it to possible debug of magic guild
  655. logGlobal->trace("Banned spell %s in spellbook.", spell->name);
  656. }
  657. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  658. }
  659. else
  660. {
  661. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  662. }
  663. }
  664. bool CGHeroInstance::canLearnSpell(const CSpell * spell) const
  665. {
  666. if(!hasSpellbook())
  667. return false;
  668. if(spell->level > maxSpellLevel()) //not enough wisdom
  669. return false;
  670. if(vstd::contains(spells, spell->id))//already known
  671. return false;
  672. if(spell->isSpecialSpell())
  673. {
  674. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->name);
  675. return false;//special spells can not be learned
  676. }
  677. if(spell->isCreatureAbility())
  678. {
  679. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->name);
  680. return false;//creature abilities can not be learned
  681. }
  682. if(!IObjectInterface::cb->isAllowed(0, spell->id))
  683. {
  684. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->name);
  685. return false;//banned spells should not be learned
  686. }
  687. return true;
  688. }
  689. /**
  690. * Calculates what creatures and how many to be raised from a battle.
  691. * @param battleResult The results of the battle.
  692. * @return Returns a pair with the first value indicating the ID of the creature
  693. * type and second value the amount. Both values are returned as -1 if necromancy
  694. * could not be applied.
  695. */
  696. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  697. {
  698. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  699. // Hero knows necromancy or has Necromancer Cloak
  700. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  701. {
  702. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
  703. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  704. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  705. ui32 raisedUnits = 0;
  706. // Figure out what to raise and how many.
  707. const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  708. const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  709. const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
  710. const ui32 raisedUnitHP = raisedUnitType->MaxHealth();
  711. //calculate creatures raised from each defeated stack
  712. for (auto & casualtie : casualties)
  713. {
  714. // Get lost enemy hit points convertible to units.
  715. CCreature * c = VLC->creh->creatures[casualtie.first];
  716. const ui32 raisedHP = c->MaxHealth() * casualtie.second * necromancySkill;
  717. raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
  718. }
  719. // Make room for new units.
  720. SlotID slot = getSlotFor(raisedUnitType->idNumber);
  721. if (slot == SlotID())
  722. {
  723. // If there's no room for unit, try it's upgraded version 2/3rds the size.
  724. raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
  725. raisedUnits = (raisedUnits*2)/3;
  726. slot = getSlotFor(raisedUnitType->idNumber);
  727. }
  728. if (raisedUnits <= 0)
  729. raisedUnits = 1;
  730. return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
  731. }
  732. return CStackBasicDescriptor();
  733. }
  734. /**
  735. * Show the necromancy dialog with information about units raised.
  736. * @param raisedStack Pair where the first element represents ID of the raised creature
  737. * and the second element the amount.
  738. */
  739. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  740. {
  741. InfoWindow iw;
  742. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  743. iw.player = tempOwner;
  744. iw.components.push_back(Component(raisedStack));
  745. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  746. {
  747. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  748. iw.text.addReplacement(raisedStack.count);
  749. }
  750. else // Practicing the dark arts of necromancy, ... (singular)
  751. {
  752. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  753. }
  754. iw.text.addReplacement(raisedStack);
  755. cb->showInfoDialog(&iw);
  756. }
  757. /*
  758. int3 CGHeroInstance::getSightCenter() const
  759. {
  760. return getPosition(false);
  761. }*/
  762. int CGHeroInstance::getSightRadius() const
  763. {
  764. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  765. }
  766. si32 CGHeroInstance::manaRegain() const
  767. {
  768. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  769. return manaLimit();
  770. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  771. }
  772. si32 CGHeroInstance::getManaNewTurn() const
  773. {
  774. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  775. {
  776. //if hero starts turn in town with mage guild - restore all mana
  777. return std::max(mana, manaLimit());
  778. }
  779. si32 res = mana + manaRegain();
  780. res = std::min(res, manaLimit());
  781. res = std::max(res, mana);
  782. res = std::max(res, 0);
  783. return res;
  784. }
  785. // /**
  786. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  787. // * or discards it if it cannot be equipped.
  788. // */
  789. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  790. // {
  791. // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  792. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  793. // ai->putAt(this, ai->firstAvailableSlot(this));
  794. // }
  795. int CGHeroInstance::getBoatType() const
  796. {
  797. switch(type->heroClass->getAlignment())
  798. {
  799. case EAlignment::GOOD:
  800. return 1;
  801. case EAlignment::EVIL:
  802. return 0;
  803. case EAlignment::NEUTRAL:
  804. return 2;
  805. default:
  806. throw std::runtime_error("Wrong alignment!");
  807. }
  808. }
  809. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  810. {
  811. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  812. // Check issue 515 for details
  813. offsets =
  814. {
  815. 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)
  816. };
  817. }
  818. int CGHeroInstance::getSpellCost(const CSpell * sp) const
  819. {
  820. return sp->getCost(getSpellSchoolLevel(sp));
  821. }
  822. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  823. {
  824. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  825. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
  826. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  827. }
  828. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  829. {
  830. return type->heroClass->getAlignment();
  831. }
  832. void CGHeroInstance::initExp(CRandomGenerator & rand)
  833. {
  834. exp = rand.nextInt(40, 89);
  835. }
  836. std::string CGHeroInstance::nodeName() const
  837. {
  838. return "Hero " + name;
  839. }
  840. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  841. {
  842. assert(!getArt(pos));
  843. art->putAt(ArtifactLocation(this, pos));
  844. }
  845. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  846. {
  847. putArtifact(art->firstBackpackSlot(this), art);
  848. }
  849. bool CGHeroInstance::hasSpellbook() const
  850. {
  851. return getArt(ArtifactPosition::SPELLBOOK);
  852. }
  853. int CGHeroInstance::maxSpellLevel() const
  854. {
  855. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  856. }
  857. void CGHeroInstance::deserializationFix()
  858. {
  859. artDeserializationFix(this);
  860. }
  861. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
  862. {
  863. if(visitedTown)
  864. {
  865. if(inTownGarrison)
  866. return visitedTown;
  867. else
  868. return &visitedTown->townAndVis;
  869. }
  870. else
  871. return CArmedInstance::whereShouldBeAttached(gs);
  872. }
  873. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  874. {
  875. int ret = 0; //take all MPs by default
  876. bool localTi = false;
  877. if(!ti)
  878. {
  879. localTi = true;
  880. ti = new TurnInfo(this);
  881. }
  882. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  883. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  884. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  885. ret = (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
  886. if(localTi)
  887. delete ti;
  888. return ret;
  889. }
  890. EDiggingStatus CGHeroInstance::diggingStatus() const
  891. {
  892. if(movement < maxMovePoints(true))
  893. return EDiggingStatus::LACK_OF_MOVEMENT;
  894. return cb->getTile(getPosition(false))->getDiggingStatus();
  895. }
  896. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  897. {
  898. return ArtBearer::HERO;
  899. }
  900. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  901. {
  902. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  903. if (!skillsInfo.wisdomCounter)
  904. {
  905. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  906. obligatorySkills.push_back(SecondarySkill::WISDOM);
  907. }
  908. if (!skillsInfo.magicSchoolCounter)
  909. {
  910. std::vector<SecondarySkill> ss =
  911. {
  912. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  913. };
  914. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  915. for (auto skill : ss)
  916. {
  917. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  918. {
  919. obligatorySkills.push_back(skill);
  920. break; //only one
  921. }
  922. }
  923. }
  924. std::vector<SecondarySkill> skills;
  925. //picking sec. skills for choice
  926. std::set<SecondarySkill> basicAndAdv, expert, none;
  927. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  928. if (cb->isAllowed(2,i))
  929. none.insert(SecondarySkill(i));
  930. for(auto & elem : secSkills)
  931. {
  932. if(elem.second < SecSkillLevel::EXPERT)
  933. basicAndAdv.insert(elem.first);
  934. else
  935. expert.insert(elem.first);
  936. none.erase(elem.first);
  937. }
  938. for (auto s : obligatorySkills) //don't duplicate them
  939. {
  940. none.erase (s);
  941. basicAndAdv.erase (s);
  942. expert.erase (s);
  943. }
  944. //first offered skill:
  945. // 1) give obligatory skill
  946. // 2) give any other new skill
  947. // 3) upgrade existing
  948. if (canLearnSkill() && obligatorySkills.size() > 0)
  949. {
  950. skills.push_back (obligatorySkills[0]);
  951. }
  952. else if(none.size() && canLearnSkill()) //hero have free skill slot
  953. {
  954. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  955. none.erase(skills.back());
  956. }
  957. else if(!basicAndAdv.empty())
  958. {
  959. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  960. basicAndAdv.erase(skills.back());
  961. }
  962. //second offered skill:
  963. //1) upgrade existing
  964. //2) give obligatory skill
  965. //3) give any other new skill
  966. if(!basicAndAdv.empty())
  967. {
  968. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  969. skills.push_back(s);
  970. basicAndAdv.erase(s);
  971. }
  972. else if (canLearnSkill() && obligatorySkills.size() > 1)
  973. {
  974. skills.push_back (obligatorySkills[1]);
  975. }
  976. else if(none.size() && canLearnSkill())
  977. {
  978. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  979. none.erase(skills.back());
  980. }
  981. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  982. std::swap(skills[0], skills[1]);
  983. return skills;
  984. }
  985. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  986. {
  987. assert(gainsLevel());
  988. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  989. const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  990. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  991. {
  992. pom += skillChances[primarySkill];
  993. if(randomValue < pom)
  994. {
  995. break;
  996. }
  997. }
  998. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  999. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1000. }
  1001. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1002. {
  1003. assert(gainsLevel());
  1004. boost::optional<SecondarySkill> chosenSecondarySkill;
  1005. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1006. if(!proposedSecondarySkills.empty())
  1007. {
  1008. std::vector<SecondarySkill> learnedSecondarySkills;
  1009. for(auto secondarySkill : proposedSecondarySkills)
  1010. {
  1011. if(getSecSkillLevel(secondarySkill) > 0)
  1012. {
  1013. learnedSecondarySkills.push_back(secondarySkill);
  1014. }
  1015. }
  1016. if(learnedSecondarySkills.empty())
  1017. {
  1018. // there are only new skills to learn, so choose anyone of them
  1019. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1020. }
  1021. else
  1022. {
  1023. // preferably upgrade a already learned secondary skill
  1024. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1025. }
  1026. }
  1027. return chosenSecondarySkill;
  1028. }
  1029. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1030. {
  1031. if(primarySkill < PrimarySkill::EXPERIENCE)
  1032. {
  1033. auto skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
  1034. .And(Selector::subtype(primarySkill))
  1035. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1036. assert(skill);
  1037. if(abs)
  1038. {
  1039. skill->val = value;
  1040. }
  1041. else
  1042. {
  1043. skill->val += value;
  1044. }
  1045. CBonusSystemNode::treeHasChanged();
  1046. }
  1047. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1048. {
  1049. if(abs)
  1050. {
  1051. exp = value;
  1052. }
  1053. else
  1054. {
  1055. exp += value;
  1056. }
  1057. }
  1058. }
  1059. bool CGHeroInstance::gainsLevel() const
  1060. {
  1061. return exp >= VLC->heroh->reqExp(level+1);
  1062. }
  1063. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1064. {
  1065. ++level;
  1066. //deterministic secondary skills
  1067. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1068. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1069. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1070. {
  1071. skillsInfo.resetWisdomCounter();
  1072. }
  1073. SecondarySkill spellSchools[] = {
  1074. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1075. for(auto skill : spellSchools)
  1076. {
  1077. if(vstd::contains(skills, skill))
  1078. {
  1079. skillsInfo.resetMagicSchoolCounter();
  1080. break;
  1081. }
  1082. }
  1083. //update specialty and other bonuses that scale with level
  1084. treeHasChanged();
  1085. }
  1086. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1087. {
  1088. while(gainsLevel())
  1089. {
  1090. const auto primarySkill = nextPrimarySkill(rand);
  1091. setPrimarySkill(primarySkill, 1, false);
  1092. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1093. const auto secondarySkill = nextSecondarySkill(rand);
  1094. if(secondarySkill)
  1095. {
  1096. setSecSkillLevel(*secondarySkill, 1, false);
  1097. }
  1098. //TODO why has the secondary skills to be passed to the method?
  1099. levelUp(proposedSecondarySkills);
  1100. }
  1101. }
  1102. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1103. {
  1104. //VISIONS spell support
  1105. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1106. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1107. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1108. if (visionsMultiplier > 0)
  1109. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1110. const int distance = target->pos.dist2d(getPosition(false));
  1111. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1112. return (distance < visionsRange) && (target->pos.z == pos.z);
  1113. }
  1114. std::string CGHeroInstance::getHeroTypeName() const
  1115. {
  1116. if(ID == Obj::HERO || ID == Obj::PRISON)
  1117. {
  1118. if(type)
  1119. {
  1120. return type->identifier;
  1121. }
  1122. else
  1123. {
  1124. return VLC->heroh->heroes[subID]->identifier;
  1125. }
  1126. }
  1127. return "";
  1128. }
  1129. void CGHeroInstance::afterAddToMap(CMap * map)
  1130. {
  1131. if(ID == Obj::HERO)
  1132. map->heroesOnMap.push_back(this);
  1133. }
  1134. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1135. {
  1136. if(ID == Obj::HERO || ID == Obj::PRISON)
  1137. {
  1138. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
  1139. if(rawId)
  1140. subID = rawId.get();
  1141. else
  1142. subID = 0; //fallback to Orrin, throw error instead?
  1143. }
  1144. }
  1145. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1146. {
  1147. handler.serializeString("biography", biography);
  1148. handler.serializeInt("experience", exp, 0);
  1149. handler.serializeString("name", name);
  1150. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1151. {
  1152. const int legacyHeroes = VLC->modh->settings.data["textData"]["hero"].Integer();
  1153. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1154. if(handler.saving)
  1155. {
  1156. if(portrait >= 0)
  1157. {
  1158. if(portrait < legacyHeroes || portrait >= moddedStart)
  1159. handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
  1160. else
  1161. handler.serializeInt("portrait", portrait, -1);
  1162. }
  1163. }
  1164. else
  1165. {
  1166. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1167. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1168. handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
  1169. else
  1170. handler.serializeInt("portrait", portrait, -1);
  1171. }
  1172. }
  1173. //primary skills
  1174. if(handler.saving)
  1175. {
  1176. const bool haveSkills = hasBonus(Selector::type(Bonus::PRIMARY_SKILL).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1177. if(haveSkills)
  1178. {
  1179. auto primarySkills = handler.enterStruct("primarySkills");
  1180. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1181. {
  1182. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1183. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1184. }
  1185. }
  1186. }
  1187. else
  1188. {
  1189. auto primarySkills = handler.enterStruct("primarySkills");
  1190. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1191. {
  1192. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1193. {
  1194. int value = 0;
  1195. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1196. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1197. }
  1198. }
  1199. }
  1200. //secondary skills
  1201. if(handler.saving)
  1202. {
  1203. //does hero have default skills?
  1204. bool defaultSkills = false;
  1205. bool normalSkills = false;
  1206. for(const auto & p : secSkills)
  1207. {
  1208. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1209. defaultSkills = true;
  1210. else
  1211. normalSkills = true;
  1212. }
  1213. if(defaultSkills && normalSkills)
  1214. logGlobal->error("Mixed default and normal secondary skills");
  1215. //in json default skills means no field/null
  1216. if(!defaultSkills)
  1217. {
  1218. //enter structure here as handler initialize it
  1219. auto secondarySkills = handler.enterStruct("secondarySkills");
  1220. for(auto & p : secSkills)
  1221. {
  1222. const si32 rawId = p.first.num;
  1223. if(rawId < 0 || rawId >= GameConstants::SKILL_QUANTITY)
  1224. logGlobal->error("Invalid secondary skill %d", rawId);
  1225. handler.serializeEnum(NSecondarySkill::names[rawId], p.second, 0, NSecondarySkill::levels);
  1226. }
  1227. }
  1228. }
  1229. else
  1230. {
  1231. auto secondarySkills = handler.enterStruct("secondarySkills");
  1232. const JsonNode & skillMap = handler.getCurrent();
  1233. secSkills.clear();
  1234. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1235. {
  1236. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1237. }
  1238. else
  1239. {
  1240. for(const auto & p : skillMap.Struct())
  1241. {
  1242. const std::string skillId = p.first;
  1243. const std::string levelId = p.second.String();
  1244. const int rawId = vstd::find_pos(NSecondarySkill::names, skillId);
  1245. if(rawId < 0)
  1246. {
  1247. logGlobal->error("Invalid secondary skill %s", skillId);
  1248. continue;
  1249. }
  1250. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1251. if(level < 0)
  1252. {
  1253. logGlobal->error("Invalid secondary skill level%s", levelId);
  1254. continue;
  1255. }
  1256. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1257. }
  1258. }
  1259. }
  1260. handler.serializeIdArray("spellBook", spells);
  1261. if(handler.saving)
  1262. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1263. }
  1264. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1265. {
  1266. serializeCommonOptions(handler);
  1267. serializeJsonOwner(handler);
  1268. if(ID == Obj::HERO || ID == Obj::PRISON)
  1269. {
  1270. std::string typeName;
  1271. if(handler.saving)
  1272. typeName = getHeroTypeName();
  1273. handler.serializeString("type", typeName);
  1274. if(!handler.saving)
  1275. setHeroTypeName(typeName);
  1276. }
  1277. CCreatureSet::serializeJson(handler, "army", 7);
  1278. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1279. {
  1280. static const int NO_PATROLING = -1;
  1281. int rawPatrolRadius = NO_PATROLING;
  1282. if(handler.saving)
  1283. {
  1284. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1285. }
  1286. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1287. if(!handler.saving)
  1288. {
  1289. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1290. patrol.initialPos = convertPosition(pos, false);
  1291. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1292. }
  1293. }
  1294. }
  1295. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1296. {
  1297. serializeCommonOptions(handler);
  1298. }
  1299. bool CGHeroInstance::isMissionCritical() const
  1300. {
  1301. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1302. {
  1303. if(event.trigger.test([&](const EventCondition & condition)
  1304. {
  1305. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1306. {
  1307. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1308. return (hero != this);
  1309. }
  1310. else if(condition.condition == EventCondition::IS_HUMAN)
  1311. {
  1312. return true;
  1313. }
  1314. return false;
  1315. }))
  1316. {
  1317. return true;
  1318. }
  1319. }
  1320. return false;
  1321. }