CGHeroInstance.cpp 46 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../GameSettings.h"
  20. #include "../CModHandler.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "CObjectClassesHandler.h"
  25. #include "../IGameCallback.h"
  26. #include "../CGameState.h"
  27. #include "../CCreatureHandler.h"
  28. #include "../CTownHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "CGTownInstance.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../StringConstants.h"
  33. #include "../battle/Unit.h"
  34. VCMI_LIB_NAMESPACE_BEGIN
  35. static int lowestSpeed(const CGHeroInstance * chi)
  36. {
  37. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  38. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  39. if(!chi->stacksCount())
  40. {
  41. if(chi->commander && chi->commander->alive)
  42. {
  43. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  44. }
  45. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  46. return 20;
  47. }
  48. auto i = chi->Slots().begin();
  49. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  50. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  51. for(; i != chi->Slots().end(); i++)
  52. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  53. return ret;
  54. }
  55. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  56. {
  57. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  58. //if there is road both on dest and src tiles - use src road movement cost
  59. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  60. {
  61. ret = from.roadType->movementCost;
  62. }
  63. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  64. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  65. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  66. {
  67. ret = VLC->heroh->terrCosts[from.terType->getId()];
  68. ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
  69. if(ret < GameConstants::BASE_MOVEMENT_COST)
  70. ret = GameConstants::BASE_MOVEMENT_COST;
  71. }
  72. return static_cast<ui32>(ret);
  73. }
  74. TerrainId CGHeroInstance::getNativeTerrain() const
  75. {
  76. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  77. // This is clearly bug in H3 however intended behaviour is not clear.
  78. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  79. // will always have best penalty without any influence from player-defined stacks order
  80. // and army that consist solely from neutral will always be considered to be on native terrain
  81. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  82. for(const auto & stack : stacks)
  83. {
  84. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  85. if(stackNativeTerrain == ETerrainId::NONE)
  86. continue;
  87. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  88. nativeTerrain = stackNativeTerrain;
  89. else if(nativeTerrain != stackNativeTerrain)
  90. return ETerrainId::NONE;
  91. }
  92. return nativeTerrain;
  93. }
  94. BattleField CGHeroInstance::getBattlefield() const
  95. {
  96. return BattleField::NONE;
  97. }
  98. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  99. {
  100. for(const auto & elem : secSkills)
  101. if(elem.first == skill)
  102. return elem.second;
  103. return 0;
  104. }
  105. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  106. {
  107. if(getSecSkillLevel(which) == 0)
  108. {
  109. secSkills.emplace_back(which, val);
  110. updateSkillBonus(which, val);
  111. }
  112. else
  113. {
  114. for (auto & elem : secSkills)
  115. {
  116. if(elem.first == which)
  117. {
  118. if(abs)
  119. elem.second = val;
  120. else
  121. elem.second += val;
  122. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  123. {
  124. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  125. elem.second = 3;
  126. }
  127. updateSkillBonus(which, elem.second); //when we know final value
  128. }
  129. }
  130. }
  131. }
  132. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  133. {
  134. return position - getVisitableOffset();
  135. }
  136. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  137. {
  138. return position + getVisitableOffset();
  139. }
  140. bool CGHeroInstance::canLearnSkill() const
  141. {
  142. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  143. }
  144. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  145. {
  146. if ( !canLearnSkill())
  147. return false;
  148. if (!cb->isAllowed(2, which))
  149. return false;
  150. if (getSecSkillLevel(which) > 0)
  151. return false;
  152. if (type->heroClass->secSkillProbability[which] == 0)
  153. return false;
  154. return true;
  155. }
  156. int CGHeroInstance::maxMovePoints(bool onLand) const
  157. {
  158. TurnInfo ti(this);
  159. return maxMovePointsCached(onLand, &ti);
  160. }
  161. int CGHeroInstance::getLowestCreatureSpeed() const
  162. {
  163. return lowestCreatureSpeed;
  164. }
  165. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  166. {
  167. auto realLowestSpeed = lowestSpeed(this);
  168. if(lowestCreatureSpeed != realLowestSpeed)
  169. {
  170. lowestCreatureSpeed = realLowestSpeed;
  171. //Let updaters run again
  172. treeHasChanged();
  173. ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand));
  174. }
  175. }
  176. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  177. {
  178. updateArmyMovementBonus(onLand, ti);
  179. return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max()),
  192. lowestCreatureSpeed(0)
  193. {
  194. setNodeType(HERO);
  195. ID = Obj::HERO;
  196. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  197. }
  198. PlayerColor CGHeroInstance::getOwner() const
  199. {
  200. return tempOwner;
  201. }
  202. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  203. {
  204. subID = SUBID.getNum();
  205. initHero(rand);
  206. }
  207. void CGHeroInstance::setType(si32 ID, si32 subID)
  208. {
  209. assert(ID == Obj::HERO); // just in case
  210. type = VLC->heroh->objects[subID];
  211. portrait = type->imageIndex;
  212. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  213. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  214. randomizeArmy(type->heroClass->faction);
  215. }
  216. void CGHeroInstance::initHero(CRandomGenerator & rand)
  217. {
  218. assert(validTypes(true));
  219. if(!type)
  220. type = VLC->heroh->objects[subID];
  221. if (ID == Obj::HERO)
  222. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  223. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  224. {
  225. for(const auto & spellID : type->spells)
  226. spells.insert(spellID);
  227. }
  228. else //remove placeholder
  229. spells -= SpellID::PRESET;
  230. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  231. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  232. if(!getArt(ArtifactPosition::MACH4))
  233. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  234. if(portrait < 0 || portrait == 255)
  235. portrait = type->imageIndex;
  236. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  237. {
  238. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  239. {
  240. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  241. }
  242. }
  243. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  244. secSkills = type->secSkillsInit;
  245. if (sex == 0xFF)//sex is default
  246. sex = type->sex;
  247. setFormation(false);
  248. if (!stacksCount()) //standard army//initial army
  249. {
  250. initArmy(rand);
  251. }
  252. assert(validTypes());
  253. if (patrol.patrolling)
  254. patrol.initialPos = visitablePos();
  255. if(exp == UNINITIALIZED_EXPERIENCE)
  256. {
  257. initExp(rand);
  258. }
  259. else
  260. {
  261. levelUpAutomatically(rand);
  262. }
  263. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  264. // must be done separately from global bonuses since recruitable heroes in taverns
  265. // are not attached to global bonus node but need access to some global bonuses
  266. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  267. // or MOVEMENT to compute initial movement before recruiting is finished
  268. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  269. for(const auto & b : baseBonuses.Struct())
  270. {
  271. auto bonus = JsonUtils::parseBonus(b.second);
  272. bonus->source = Bonus::HERO_BASE_SKILL;
  273. bonus->sid = id.getNum();
  274. bonus->duration = Bonus::PERMANENT;
  275. addNewBonus(bonus);
  276. }
  277. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  278. {
  279. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  280. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  281. commander->giveStackExp (exp); //after our exp is set
  282. }
  283. if (mana < 0)
  284. mana = manaLimit();
  285. }
  286. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  287. {
  288. if(!dst)
  289. dst = this;
  290. int warMachinesGiven = 0;
  291. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  292. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  293. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  294. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  295. {
  296. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  297. continue;
  298. auto & stack = type->initialArmy[stackNo];
  299. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  300. const CCreature * creature = stack.creature.toCreature();
  301. if(creature == nullptr)
  302. {
  303. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  304. continue;
  305. }
  306. if(creature->warMachine != ArtifactID::NONE) //war machine
  307. {
  308. warMachinesGiven++;
  309. if(dst != this)
  310. continue;
  311. ArtifactID aid = creature->warMachine;
  312. const CArtifact * art = aid.toArtifact();
  313. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  314. {
  315. //TODO: should we try another possible slots?
  316. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  317. if(!getArt(slot))
  318. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  319. else
  320. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  321. }
  322. else
  323. {
  324. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  325. }
  326. }
  327. else
  328. {
  329. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  330. }
  331. }
  332. }
  333. CGHeroInstance::~CGHeroInstance()
  334. {
  335. commander.dellNull();
  336. }
  337. bool CGHeroInstance::needsLastStack() const
  338. {
  339. return true;
  340. }
  341. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  342. {
  343. if(h == this) return; //exclude potential self-visiting
  344. if (ID == Obj::HERO)
  345. {
  346. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  347. {
  348. //exchange
  349. cb->heroExchange(h->id, id);
  350. }
  351. else //battle
  352. {
  353. if(visitedTown) //we're in town
  354. visitedTown->onHeroVisit(h); //town will handle attacking
  355. else
  356. cb->startBattleI(h, this);
  357. }
  358. }
  359. else if(ID == Obj::PRISON)
  360. {
  361. int txt_id;
  362. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  363. {
  364. //update hero parameters
  365. SetMovePoints smp;
  366. smp.hid = id;
  367. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  368. cb->setMovePoints (&smp);
  369. cb->setManaPoints (id, manaLimit());
  370. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  371. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  372. txt_id = 102;
  373. }
  374. else //already 8 wandering heroes
  375. {
  376. txt_id = 103;
  377. }
  378. h->showInfoDialog(txt_id);
  379. }
  380. }
  381. std::string CGHeroInstance::getObjectName() const
  382. {
  383. if(ID != Obj::PRISON)
  384. {
  385. std::string hoverName = VLC->generaltexth->allTexts[15];
  386. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  387. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  388. return hoverName;
  389. }
  390. else
  391. return VLC->objtypeh->getObjectName(ID, 0);
  392. }
  393. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  394. {
  395. return type->heroClass->isMagicHero() ? 3 : 4;
  396. }
  397. ui8 CGHeroInstance::maxlevelsToWisdom() const
  398. {
  399. return type->heroClass->isMagicHero() ? 3 : 6;
  400. }
  401. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  402. magicSchoolCounter(1),
  403. wisdomCounter(1)
  404. {
  405. rand.setSeed(0);
  406. }
  407. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  408. {
  409. magicSchoolCounter = 1;
  410. }
  411. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  412. {
  413. wisdomCounter = 1;
  414. }
  415. void CGHeroInstance::initObj(CRandomGenerator & rand)
  416. {
  417. blockVisit = true;
  418. if(!type)
  419. initHero(rand); //TODO: set up everything for prison before specialties are configured
  420. skillsInfo.rand.setSeed(rand.nextInt());
  421. skillsInfo.resetMagicSchoolCounter();
  422. skillsInfo.resetWisdomCounter();
  423. if (ID != Obj::PRISON)
  424. {
  425. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  426. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  427. if (customApp)
  428. appearance = customApp;
  429. }
  430. //copy active (probably growing) bonuses from hero prototype to hero object
  431. for(const std::shared_ptr<Bonus> & b : type->specialty)
  432. addNewBonus(b);
  433. //initialize bonuses
  434. recreateSecondarySkillsBonuses();
  435. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  436. }
  437. void CGHeroInstance::recreateSecondarySkillsBonuses()
  438. {
  439. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  440. for(const auto & bonus : *secondarySkillsBonuses)
  441. removeBonus(bonus);
  442. for(const auto & skill_info : secSkills)
  443. if(skill_info.second > 0)
  444. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  445. }
  446. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  447. {
  448. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  449. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  450. for(const auto & b : skillBonus)
  451. addNewBonus(std::make_shared<Bonus>(*b));
  452. }
  453. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  454. {
  455. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  456. setStackCount(SlotID(0), val);
  457. }
  458. double CGHeroInstance::getFightingStrength() const
  459. {
  460. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  461. }
  462. double CGHeroInstance::getMagicStrength() const
  463. {
  464. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  465. }
  466. double CGHeroInstance::getHeroStrength() const
  467. {
  468. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  469. }
  470. ui64 CGHeroInstance::getTotalStrength() const
  471. {
  472. double ret = getFightingStrength() * getArmyStrength();
  473. return static_cast<ui64>(ret);
  474. }
  475. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  476. {
  477. return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  478. }
  479. int32_t CGHeroInstance::getCasterUnitId() const
  480. {
  481. return -1; //TODO: special value for attacker/defender hero
  482. }
  483. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  484. {
  485. int32_t skill = -1; //skill level
  486. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  487. {
  488. 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)
  489. if(thisSchool > skill)
  490. {
  491. skill = thisSchool;
  492. if(outSelectedSchool)
  493. *outSelectedSchool = static_cast<ui8>(cnf.id);
  494. }
  495. });
  496. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  497. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  498. vstd::amax(skill, 0); //in case we don't know any school
  499. vstd::amin(skill, 3);
  500. return skill;
  501. }
  502. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  503. {
  504. //applying sorcery secondary skill
  505. base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
  506. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  507. int maxSchoolBonus = 0;
  508. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  509. {
  510. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  511. });
  512. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  513. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  514. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  515. return base;
  516. }
  517. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  518. {
  519. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  520. return base;
  521. }
  522. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  523. {
  524. return getSpellSchoolLevel(spell);
  525. }
  526. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  527. {
  528. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  529. }
  530. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  531. {
  532. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  533. }
  534. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  535. {
  536. return 0;
  537. }
  538. PlayerColor CGHeroInstance::getCasterOwner() const
  539. {
  540. return tempOwner;
  541. }
  542. void CGHeroInstance::getCasterName(MetaString & text) const
  543. {
  544. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  545. text.addReplacement(getNameTranslated());
  546. }
  547. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  548. {
  549. const bool singleTarget = attacked.size() == 1;
  550. const int textIndex = singleTarget ? 195 : 196;
  551. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  552. getCasterName(text);
  553. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  554. if(singleTarget)
  555. attacked.at(0)->addNameReplacement(text, true);
  556. }
  557. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  558. {
  559. if(spellCost != 0)
  560. {
  561. SetMana sm;
  562. sm.absolute = false;
  563. sm.hid = id;
  564. sm.val = -spellCost;
  565. server->apply(&sm);
  566. }
  567. }
  568. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  569. {
  570. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  571. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  572. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  573. bool schoolBonus = false;
  574. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  575. {
  576. if(hasBonusOfType(cnf.knoledgeBonus))
  577. {
  578. schoolBonus = stop = true;
  579. }
  580. });
  581. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  582. if(spell->isSpecial())
  583. {
  584. if(inSpellBook)
  585. {//hero has this spell in spellbook
  586. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  587. }
  588. return specificBonus;
  589. }
  590. else if(!isAllowed)
  591. {
  592. if(inSpellBook)
  593. {
  594. //hero has this spell in spellbook
  595. //it is normal if set in map editor, but trace it to possible debug of magic guild
  596. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  597. }
  598. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  599. }
  600. else
  601. {
  602. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  603. }
  604. }
  605. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  606. {
  607. if(!hasSpellbook())
  608. return false;
  609. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  610. return false;
  611. if(vstd::contains(spells, spell->getId()))//already known
  612. return false;
  613. if(spell->isSpecial())
  614. {
  615. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  616. return false;//special spells can not be learned
  617. }
  618. if(spell->isCreatureAbility())
  619. {
  620. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  621. return false;//creature abilities can not be learned
  622. }
  623. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  624. {
  625. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  626. return false;//banned spells should not be learned
  627. }
  628. return true;
  629. }
  630. /**
  631. * Calculates what creatures and how many to be raised from a battle.
  632. * @param battleResult The results of the battle.
  633. * @return Returns a pair with the first value indicating the ID of the creature
  634. * type and second value the amount. Both values are returned as -1 if necromancy
  635. * could not be applied.
  636. */
  637. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  638. {
  639. bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  640. // need skill or cloak of undead king - lesser artifacts don't work without skill
  641. if (hasImprovedNecromancy)
  642. {
  643. double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  644. const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
  645. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  646. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  647. // figure out what to raise - pick strongest creature meeting requirements
  648. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  649. int requiredCasualtyLevel = 1;
  650. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  651. if(!improvedNecromancy->empty())
  652. {
  653. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  654. {
  655. assert(bonus->subtype >=0);
  656. if(bonus->subtype >= 0)
  657. return CreatureID(bonus->subtype);
  658. return CreatureID::NONE;
  659. };
  660. int maxCasualtyLevel = 1;
  661. for(const auto & casualty : casualties)
  662. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  663. // pick best bonus available
  664. std::shared_ptr<Bonus> topPick;
  665. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  666. {
  667. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  668. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  669. continue;
  670. if(!topPick)
  671. {
  672. topPick = newPick;
  673. }
  674. else
  675. {
  676. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  677. {
  678. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  679. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  680. };
  681. if(quality(topPick) < quality(newPick))
  682. topPick = newPick;
  683. }
  684. }
  685. if(topPick)
  686. {
  687. creatureTypeRaised = getCreatureID(topPick);
  688. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  689. }
  690. }
  691. assert(creatureTypeRaised != CreatureID::NONE);
  692. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  693. if(getSlotFor(creatureTypeRaised) == SlotID())
  694. {
  695. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  696. {
  697. if(getSlotFor(upgraded) != SlotID())
  698. {
  699. creatureTypeRaised = upgraded;
  700. necromancySkill *= 2/3.0;
  701. break;
  702. }
  703. }
  704. }
  705. // calculate number of creatures raised - low level units contribute at 50% rate
  706. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  707. double raisedUnits = 0;
  708. for(const auto & casualty : casualties)
  709. {
  710. const CCreature * c = VLC->creh->objects[casualty.first];
  711. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  712. if(c->level < requiredCasualtyLevel)
  713. raisedFromCasualty *= 0.5;
  714. raisedUnits += raisedFromCasualty;
  715. }
  716. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  717. }
  718. return CStackBasicDescriptor();
  719. }
  720. /**
  721. * Show the necromancy dialog with information about units raised.
  722. * @param raisedStack Pair where the first element represents ID of the raised creature
  723. * and the second element the amount.
  724. */
  725. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  726. {
  727. InfoWindow iw;
  728. iw.type = EInfoWindowMode::AUTO;
  729. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  730. iw.player = tempOwner;
  731. iw.components.emplace_back(raisedStack);
  732. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  733. {
  734. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  735. iw.text.addReplacement(raisedStack.count);
  736. }
  737. else // Practicing the dark arts of necromancy, ... (singular)
  738. {
  739. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  740. }
  741. iw.text.addReplacement(raisedStack);
  742. cb->showInfoDialog(&iw);
  743. }
  744. /*
  745. int3 CGHeroInstance::getSightCenter() const
  746. {
  747. return getPosition(false);
  748. }*/
  749. int CGHeroInstance::getSightRadius() const
  750. {
  751. return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  752. }
  753. si32 CGHeroInstance::manaRegain() const
  754. {
  755. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  756. return manaLimit();
  757. return valOfBonuses(Bonus::MANA_REGENERATION);
  758. }
  759. si32 CGHeroInstance::getManaNewTurn() const
  760. {
  761. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  762. {
  763. //if hero starts turn in town with mage guild - restore all mana
  764. return std::max(mana, manaLimit());
  765. }
  766. si32 res = mana + manaRegain();
  767. res = std::min(res, manaLimit());
  768. res = std::max(res, mana);
  769. res = std::max(res, 0);
  770. return res;
  771. }
  772. // /**
  773. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  774. // * or discards it if it cannot be equipped.
  775. // */
  776. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  777. // {
  778. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  779. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  780. // ai->putAt(this, ai->firstAvailableSlot(this));
  781. // }
  782. int CGHeroInstance::getBoatType() const
  783. {
  784. switch(type->heroClass->getAlignment())
  785. {
  786. case EAlignment::GOOD:
  787. return 1;
  788. case EAlignment::EVIL:
  789. return 0;
  790. case EAlignment::NEUTRAL:
  791. return 2;
  792. default:
  793. throw std::runtime_error("Wrong alignment!");
  794. }
  795. }
  796. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  797. {
  798. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  799. // Check issue 515 for details
  800. offsets =
  801. {
  802. 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)
  803. };
  804. }
  805. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  806. {
  807. return sp->getCost(getSpellSchoolLevel(sp));
  808. }
  809. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  810. {
  811. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  812. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  813. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  814. }
  815. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  816. {
  817. return type->heroClass->getAlignment();
  818. }
  819. void CGHeroInstance::initExp(CRandomGenerator & rand)
  820. {
  821. exp = rand.nextInt(40, 89);
  822. }
  823. std::string CGHeroInstance::nodeName() const
  824. {
  825. return "Hero " + getNameTextID();
  826. }
  827. si32 CGHeroInstance::manaLimit() const
  828. {
  829. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  830. * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
  831. }
  832. std::string CGHeroInstance::getNameTranslated() const
  833. {
  834. if (!nameCustom.empty())
  835. return nameCustom;
  836. return VLC->generaltexth->translate(getNameTextID());
  837. }
  838. std::string CGHeroInstance::getNameTextID() const
  839. {
  840. if (!nameCustom.empty())
  841. return nameCustom;
  842. if (type)
  843. return type->getNameTextID();
  844. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  845. // assert(0);
  846. return "";
  847. }
  848. std::string CGHeroInstance::getBiographyTranslated() const
  849. {
  850. if (!biographyCustom.empty())
  851. return biographyCustom;
  852. return VLC->generaltexth->translate(getBiographyTextID());
  853. }
  854. std::string CGHeroInstance::getBiographyTextID() const
  855. {
  856. if (!biographyCustom.empty())
  857. return biographyCustom;
  858. if (type)
  859. return type->getBiographyTextID();
  860. assert(0);
  861. return "";
  862. }
  863. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  864. {
  865. assert(!getArt(pos));
  866. art->putAt(ArtifactLocation(this, pos));
  867. }
  868. bool CGHeroInstance::hasSpellbook() const
  869. {
  870. return getArt(ArtifactPosition::SPELLBOOK);
  871. }
  872. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  873. {
  874. spells.insert(spell);
  875. }
  876. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  877. {
  878. spells.erase(spell);
  879. }
  880. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  881. {
  882. return vstd::contains(spells, spell);
  883. }
  884. void CGHeroInstance::removeSpellbook()
  885. {
  886. spells.clear();
  887. if(hasSpellbook())
  888. {
  889. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  890. }
  891. }
  892. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  893. {
  894. return spells;
  895. }
  896. int CGHeroInstance::maxSpellLevel() const
  897. {
  898. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
  899. }
  900. void CGHeroInstance::deserializationFix()
  901. {
  902. artDeserializationFix(this);
  903. }
  904. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  905. {
  906. if(!visitedTown)
  907. return nullptr;
  908. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  909. : (CBonusSystemNode *)(visitedTown.get());
  910. }
  911. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  912. {
  913. if(visitedTown)
  914. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  915. return &CArmedInstance::whereShouldBeAttached(gs);
  916. }
  917. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  918. {
  919. if(visitedTown)
  920. {
  921. if(inTownGarrison)
  922. return *visitedTown;
  923. else
  924. return visitedTown->townAndVis;
  925. }
  926. else
  927. return CArmedInstance::whereShouldBeAttached(gs);
  928. }
  929. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  930. {
  931. std::unique_ptr<TurnInfo> turnInfoLocal;
  932. if(!ti)
  933. {
  934. turnInfoLocal = std::make_unique<TurnInfo>(this);
  935. ti = turnInfoLocal.get();
  936. }
  937. if(!ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  938. return 0; // take all MPs by default
  939. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  940. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  941. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  942. return ret;
  943. }
  944. EDiggingStatus CGHeroInstance::diggingStatus() const
  945. {
  946. if(static_cast<int>(movement) < maxMovePoints(true))
  947. return EDiggingStatus::LACK_OF_MOVEMENT;
  948. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  949. return EDiggingStatus::BACKPACK_IS_FULL;
  950. return cb->getTileDigStatus(visitablePos());
  951. }
  952. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  953. {
  954. return ArtBearer::HERO;
  955. }
  956. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  957. {
  958. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  959. auto getObligatorySkills = [](CSkill::Obligatory obl){
  960. std::vector<SecondarySkill> obligatory = {};
  961. for(int i = 0; i < VLC->skillh->size(); i++)
  962. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  963. {
  964. obligatory.emplace_back(i);
  965. break;
  966. }
  967. return obligatory;
  968. };
  969. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  970. {
  971. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  972. for(const auto & skill : ss)
  973. {
  974. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  975. {
  976. obligatorySkills.push_back(skill);
  977. break; //only one
  978. }
  979. }
  980. };
  981. if (!skillsInfo.wisdomCounter)
  982. {
  983. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  984. selectObligatorySkill(obligatory);
  985. }
  986. if (!skillsInfo.magicSchoolCounter)
  987. {
  988. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  989. selectObligatorySkill(obligatory);
  990. }
  991. std::vector<SecondarySkill> skills;
  992. //picking sec. skills for choice
  993. std::set<SecondarySkill> basicAndAdv;
  994. std::set<SecondarySkill> expert;
  995. std::set<SecondarySkill> none;
  996. for(int i = 0; i < VLC->skillh->size(); i++)
  997. if (canLearnSkill(SecondarySkill(i)))
  998. none.insert(SecondarySkill(i));
  999. for(const auto & elem : secSkills)
  1000. {
  1001. if(elem.second < SecSkillLevel::EXPERT)
  1002. basicAndAdv.insert(elem.first);
  1003. else
  1004. expert.insert(elem.first);
  1005. none.erase(elem.first);
  1006. }
  1007. for(const auto & s : obligatorySkills) //don't duplicate them
  1008. {
  1009. none.erase (s);
  1010. basicAndAdv.erase (s);
  1011. expert.erase (s);
  1012. }
  1013. //first offered skill:
  1014. // 1) give obligatory skill
  1015. // 2) give any other new skill
  1016. // 3) upgrade existing
  1017. if(canLearnSkill() && !obligatorySkills.empty())
  1018. {
  1019. skills.push_back (obligatorySkills[0]);
  1020. }
  1021. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1022. {
  1023. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1024. none.erase(skills.back());
  1025. }
  1026. else if(!basicAndAdv.empty())
  1027. {
  1028. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1029. basicAndAdv.erase(skills.back());
  1030. }
  1031. //second offered skill:
  1032. //1) upgrade existing
  1033. //2) give obligatory skill
  1034. //3) give any other new skill
  1035. if(!basicAndAdv.empty())
  1036. {
  1037. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1038. skills.push_back(s);
  1039. basicAndAdv.erase(s);
  1040. }
  1041. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1042. {
  1043. skills.push_back (obligatorySkills[1]);
  1044. }
  1045. else if(!none.empty() && canLearnSkill())
  1046. {
  1047. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1048. none.erase(skills.back());
  1049. }
  1050. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1051. std::swap(skills[0], skills[1]);
  1052. return skills;
  1053. }
  1054. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1055. {
  1056. assert(gainsLevel());
  1057. int randomValue = rand.nextInt(99);
  1058. int pom = 0;
  1059. int primarySkill = 0;
  1060. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1061. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1062. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1063. {
  1064. pom += skillChances[primarySkill];
  1065. if(randomValue < pom)
  1066. {
  1067. break;
  1068. }
  1069. }
  1070. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1071. {
  1072. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1073. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1074. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1075. }
  1076. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1077. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1078. }
  1079. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1080. {
  1081. assert(gainsLevel());
  1082. boost::optional<SecondarySkill> chosenSecondarySkill;
  1083. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1084. if(!proposedSecondarySkills.empty())
  1085. {
  1086. std::vector<SecondarySkill> learnedSecondarySkills;
  1087. for(const auto & secondarySkill : proposedSecondarySkills)
  1088. {
  1089. if(getSecSkillLevel(secondarySkill) > 0)
  1090. {
  1091. learnedSecondarySkills.push_back(secondarySkill);
  1092. }
  1093. }
  1094. if(learnedSecondarySkills.empty())
  1095. {
  1096. // there are only new skills to learn, so choose anyone of them
  1097. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1098. }
  1099. else
  1100. {
  1101. // preferably upgrade a already learned secondary skill
  1102. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1103. }
  1104. }
  1105. return chosenSecondarySkill;
  1106. }
  1107. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1108. {
  1109. if(primarySkill < PrimarySkill::EXPERIENCE)
  1110. {
  1111. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1112. .And(Selector::subtype()(primarySkill))
  1113. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1114. assert(skill);
  1115. if(abs)
  1116. {
  1117. skill->val = static_cast<si32>(value);
  1118. }
  1119. else
  1120. {
  1121. skill->val += static_cast<si32>(value);
  1122. }
  1123. CBonusSystemNode::treeHasChanged();
  1124. }
  1125. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1126. {
  1127. if(abs)
  1128. {
  1129. exp = value;
  1130. }
  1131. else
  1132. {
  1133. exp += value;
  1134. }
  1135. }
  1136. }
  1137. bool CGHeroInstance::gainsLevel() const
  1138. {
  1139. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1140. }
  1141. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1142. {
  1143. ++level;
  1144. //deterministic secondary skills
  1145. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1146. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1147. for(const auto & skill : skills)
  1148. {
  1149. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1150. skillsInfo.resetWisdomCounter();
  1151. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1152. skillsInfo.resetMagicSchoolCounter();
  1153. }
  1154. //update specialty and other bonuses that scale with level
  1155. treeHasChanged();
  1156. }
  1157. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1158. {
  1159. while(gainsLevel())
  1160. {
  1161. const auto primarySkill = nextPrimarySkill(rand);
  1162. setPrimarySkill(primarySkill, 1, false);
  1163. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1164. const auto secondarySkill = nextSecondarySkill(rand);
  1165. if(secondarySkill)
  1166. {
  1167. setSecSkillLevel(*secondarySkill, 1, false);
  1168. }
  1169. //TODO why has the secondary skills to be passed to the method?
  1170. levelUp(proposedSecondarySkills);
  1171. }
  1172. }
  1173. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1174. {
  1175. //VISIONS spell support
  1176. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1177. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1178. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1179. if (visionsMultiplier > 0)
  1180. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1181. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1182. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1183. return (distance < visionsRange) && (target->pos.z == pos.z);
  1184. }
  1185. std::string CGHeroInstance::getHeroTypeName() const
  1186. {
  1187. if(ID == Obj::HERO || ID == Obj::PRISON)
  1188. {
  1189. if(type)
  1190. {
  1191. return type->getJsonKey();
  1192. }
  1193. else
  1194. {
  1195. return VLC->heroh->objects[subID]->getJsonKey();
  1196. }
  1197. }
  1198. return "";
  1199. }
  1200. void CGHeroInstance::afterAddToMap(CMap * map)
  1201. {
  1202. if(ID == Obj::HERO)
  1203. map->heroesOnMap.emplace_back(this);
  1204. }
  1205. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1206. {
  1207. if (ID == Obj::HERO)
  1208. vstd::erase_if_present(map->heroesOnMap, this);
  1209. }
  1210. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1211. {
  1212. if(ID == Obj::HERO || ID == Obj::PRISON)
  1213. {
  1214. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1215. if(rawId)
  1216. subID = rawId.get();
  1217. else
  1218. {
  1219. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1220. }
  1221. }
  1222. }
  1223. void CGHeroInstance::updateFrom(const JsonNode & data)
  1224. {
  1225. CGObjectInstance::updateFrom(data);
  1226. }
  1227. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1228. {
  1229. handler.serializeString("biography", biographyCustom);
  1230. handler.serializeInt("experience", exp, 0);
  1231. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1232. {
  1233. while (gainsLevel())
  1234. {
  1235. ++level;
  1236. }
  1237. }
  1238. handler.serializeString("name", nameCustom);
  1239. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1240. {
  1241. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1242. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1243. if(handler.saving)
  1244. {
  1245. if(portrait >= 0)
  1246. {
  1247. if(portrait < legacyHeroes || portrait >= moddedStart)
  1248. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1249. else
  1250. handler.serializeInt("portrait", portrait, -1);
  1251. }
  1252. }
  1253. else
  1254. {
  1255. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1256. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1257. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1258. else
  1259. handler.serializeInt("portrait", portrait, -1);
  1260. }
  1261. }
  1262. //primary skills
  1263. if(handler.saving)
  1264. {
  1265. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1266. if(haveSkills)
  1267. {
  1268. auto primarySkills = handler.enterStruct("primarySkills");
  1269. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1270. {
  1271. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1272. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1273. }
  1274. }
  1275. }
  1276. else
  1277. {
  1278. auto primarySkills = handler.enterStruct("primarySkills");
  1279. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1280. {
  1281. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1282. {
  1283. int value = 0;
  1284. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1285. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1286. }
  1287. }
  1288. }
  1289. //secondary skills
  1290. if(handler.saving)
  1291. {
  1292. //does hero have default skills?
  1293. bool defaultSkills = false;
  1294. bool normalSkills = false;
  1295. for(const auto & p : secSkills)
  1296. {
  1297. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1298. defaultSkills = true;
  1299. else
  1300. normalSkills = true;
  1301. }
  1302. if(defaultSkills && normalSkills)
  1303. logGlobal->error("Mixed default and normal secondary skills");
  1304. //in json default skills means no field/null
  1305. if(!defaultSkills)
  1306. {
  1307. //enter structure here as handler initialize it
  1308. auto secondarySkills = handler.enterStruct("secondarySkills");
  1309. for(auto & p : secSkills)
  1310. {
  1311. const si32 rawId = p.first.num;
  1312. if(rawId < 0 || rawId >= VLC->skillh->size())
  1313. logGlobal->error("Invalid secondary skill %d", rawId);
  1314. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1315. }
  1316. }
  1317. }
  1318. else
  1319. {
  1320. auto secondarySkills = handler.enterStruct("secondarySkills");
  1321. const JsonNode & skillMap = handler.getCurrent();
  1322. secSkills.clear();
  1323. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1324. {
  1325. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1326. }
  1327. else
  1328. {
  1329. for(const auto & p : skillMap.Struct())
  1330. {
  1331. const std::string skillId = p.first;
  1332. const std::string levelId = p.second.String();
  1333. const int rawId = CSkillHandler::decodeSkill(skillId);
  1334. if(rawId < 0)
  1335. {
  1336. logGlobal->error("Invalid secondary skill %s", skillId);
  1337. continue;
  1338. }
  1339. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1340. if(level < 0)
  1341. {
  1342. logGlobal->error("Invalid secondary skill level%s", levelId);
  1343. continue;
  1344. }
  1345. secSkills.emplace_back(SecondarySkill(rawId), level);
  1346. }
  1347. }
  1348. }
  1349. handler.serializeIdArray("spellBook", spells);
  1350. if(handler.saving)
  1351. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1352. }
  1353. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1354. {
  1355. serializeCommonOptions(handler);
  1356. serializeJsonOwner(handler);
  1357. if(ID == Obj::HERO || ID == Obj::PRISON)
  1358. {
  1359. std::string typeName;
  1360. if(handler.saving)
  1361. typeName = getHeroTypeName();
  1362. handler.serializeString("type", typeName);
  1363. if(!handler.saving)
  1364. setHeroTypeName(typeName);
  1365. }
  1366. CCreatureSet::serializeJson(handler, "army", 7);
  1367. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1368. {
  1369. static constexpr int NO_PATROLING = -1;
  1370. int rawPatrolRadius = NO_PATROLING;
  1371. if(handler.saving)
  1372. {
  1373. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1374. }
  1375. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1376. if(!handler.saving)
  1377. {
  1378. if(!appearance)
  1379. {
  1380. // crossoverDeserialize
  1381. type = VLC->heroh->objects[subID];
  1382. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1383. }
  1384. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1385. patrol.initialPos = visitablePos();
  1386. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1387. }
  1388. }
  1389. }
  1390. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1391. {
  1392. serializeCommonOptions(handler);
  1393. }
  1394. bool CGHeroInstance::isMissionCritical() const
  1395. {
  1396. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1397. {
  1398. if(event.trigger.test([&](const EventCondition & condition)
  1399. {
  1400. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1401. {
  1402. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1403. return (hero != this);
  1404. }
  1405. else if(condition.condition == EventCondition::IS_HUMAN)
  1406. {
  1407. return true;
  1408. }
  1409. return false;
  1410. }))
  1411. {
  1412. return true;
  1413. }
  1414. }
  1415. return false;
  1416. }
  1417. VCMI_LIB_NAMESPACE_END