CGHeroInstance.cpp 47 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 "../CModHandler.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "CObjectClassesHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../StringConstants.h"
  32. #include "../battle/Unit.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. ///helpers
  35. static void showInfoDialog(const PlayerColor & playerID, const ui32 txtID, const ui16 soundID = 0)
  36. {
  37. InfoWindow iw;
  38. iw.soundID = soundID;
  39. iw.player = playerID;
  40. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  41. IObjectInterface::cb->sendAndApply(&iw);
  42. }
  43. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  44. {
  45. const PlayerColor playerID = h->getOwner();
  46. showInfoDialog(playerID,txtID,soundID);
  47. }
  48. static int lowestSpeed(const CGHeroInstance * chi)
  49. {
  50. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  51. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  52. if(!chi->stacksCount())
  53. {
  54. if(chi->commander && chi->commander->alive)
  55. {
  56. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  57. }
  58. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  59. return 20;
  60. }
  61. auto i = chi->Slots().begin();
  62. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  63. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  64. for(; i != chi->Slots().end(); i++)
  65. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  66. return ret;
  67. }
  68. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  69. {
  70. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  71. //if there is road both on dest and src tiles - use road movement cost
  72. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  73. {
  74. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  75. }
  76. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  77. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  78. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  79. {
  80. ret = VLC->heroh->terrCosts[from.terType->getId()];
  81. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  82. if(ret < GameConstants::BASE_MOVEMENT_COST)
  83. ret = GameConstants::BASE_MOVEMENT_COST;
  84. }
  85. return static_cast<ui32>(ret);
  86. }
  87. TerrainId CGHeroInstance::getNativeTerrain() const
  88. {
  89. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  90. // This is clearly bug in H3 however intended behaviour is not clear.
  91. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  92. // will always have best penalty without any influence from player-defined stacks order
  93. // and army that consist solely from neutral will always be considered to be on native terrain
  94. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  95. for(const auto & stack : stacks)
  96. {
  97. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  98. if(stackNativeTerrain == ETerrainId::NONE)
  99. continue;
  100. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  101. nativeTerrain = stackNativeTerrain;
  102. else if(nativeTerrain != stackNativeTerrain)
  103. return ETerrainId::NONE;
  104. }
  105. return nativeTerrain;
  106. }
  107. BattleField CGHeroInstance::getBattlefield() const
  108. {
  109. return BattleField::NONE;
  110. }
  111. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  112. {
  113. for(const auto & elem : secSkills)
  114. if(elem.first == skill)
  115. return elem.second;
  116. return 0;
  117. }
  118. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  119. {
  120. if(getSecSkillLevel(which) == 0)
  121. {
  122. secSkills.emplace_back(which, val);
  123. updateSkillBonus(which, val);
  124. }
  125. else
  126. {
  127. for (auto & elem : secSkills)
  128. {
  129. if(elem.first == which)
  130. {
  131. if(abs)
  132. elem.second = val;
  133. else
  134. elem.second += val;
  135. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  136. {
  137. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  138. elem.second = 3;
  139. }
  140. updateSkillBonus(which, elem.second); //when we know final value
  141. }
  142. }
  143. }
  144. }
  145. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  146. {
  147. return position - getVisitableOffset();
  148. }
  149. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  150. {
  151. return position + getVisitableOffset();
  152. }
  153. bool CGHeroInstance::canLearnSkill() const
  154. {
  155. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  156. }
  157. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  158. {
  159. if ( !canLearnSkill())
  160. return false;
  161. if (!cb->isAllowed(2, which))
  162. return false;
  163. if (getSecSkillLevel(which) > 0)
  164. return false;
  165. if (type->heroClass->secSkillProbability[which] == 0)
  166. return false;
  167. return true;
  168. }
  169. int CGHeroInstance::maxMovePoints(bool onLand) const
  170. {
  171. TurnInfo ti(this);
  172. return maxMovePointsCached(onLand, &ti);
  173. }
  174. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  175. {
  176. int base = 0;
  177. if(onLand)
  178. {
  179. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  180. static constexpr int baseSpeed = 1300; // base speed from creature with 0 speed
  181. int armySpeed = lowestSpeed(this) * 20 / 3;
  182. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  183. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  184. }
  185. else
  186. {
  187. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  188. }
  189. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  190. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  191. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  192. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  193. return static_cast<int>(base * (1 + modifier)) + bonus;
  194. }
  195. CGHeroInstance::CGHeroInstance():
  196. IBoatGenerator(this),
  197. tacticFormationEnabled(false),
  198. inTownGarrison(false),
  199. moveDir(4),
  200. mana(UNINITIALIZED_MANA),
  201. movement(UNINITIALIZED_MOVEMENT),
  202. portrait(UNINITIALIZED_PORTRAIT),
  203. level(1),
  204. exp(UNINITIALIZED_EXPERIENCE),
  205. sex(std::numeric_limits<ui8>::max())
  206. {
  207. setNodeType(HERO);
  208. ID = Obj::HERO;
  209. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  210. }
  211. PlayerColor CGHeroInstance::getOwner() const
  212. {
  213. return tempOwner;
  214. }
  215. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  216. {
  217. subID = SUBID.getNum();
  218. initHero(rand);
  219. }
  220. void CGHeroInstance::setType(si32 ID, si32 subID)
  221. {
  222. assert(ID == Obj::HERO); // just in case
  223. type = VLC->heroh->objects[subID];
  224. portrait = type->imageIndex;
  225. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  226. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  227. randomizeArmy(type->heroClass->faction);
  228. }
  229. void CGHeroInstance::initHero(CRandomGenerator & rand)
  230. {
  231. assert(validTypes(true));
  232. if(!type)
  233. type = VLC->heroh->objects[subID];
  234. if (ID == Obj::HERO)
  235. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  236. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  237. {
  238. for(const auto & spellID : type->spells)
  239. spells.insert(spellID);
  240. }
  241. else //remove placeholder
  242. spells -= SpellID::PRESET;
  243. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  244. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  245. if(!getArt(ArtifactPosition::MACH4))
  246. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  247. if(portrait < 0 || portrait == 255)
  248. portrait = type->imageIndex;
  249. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  250. {
  251. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  252. {
  253. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  254. }
  255. }
  256. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  257. secSkills = type->secSkillsInit;
  258. if (sex == 0xFF)//sex is default
  259. sex = type->sex;
  260. setFormation(false);
  261. if (!stacksCount()) //standard army//initial army
  262. {
  263. initArmy(rand);
  264. }
  265. assert(validTypes());
  266. if (patrol.patrolling)
  267. patrol.initialPos = visitablePos();
  268. if(exp == UNINITIALIZED_EXPERIENCE)
  269. {
  270. initExp(rand);
  271. }
  272. else
  273. {
  274. levelUpAutomatically(rand);
  275. }
  276. if (VLC->modh->modules.COMMANDERS && !commander)
  277. {
  278. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  279. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  280. commander->giveStackExp (exp); //after our exp is set
  281. }
  282. if (mana < 0)
  283. mana = manaLimit();
  284. }
  285. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  286. {
  287. if(!dst)
  288. dst = this;
  289. int warMachinesGiven = 0;
  290. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  291. const int zeroStacksAllowingValue = -1;
  292. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  293. if(allowZeroStacksArmy)
  294. stacksCountChances.pop_back();
  295. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  296. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  297. if(stacksCountElementIndex == -1)
  298. stacksCountElementIndex = stacksCountChances.size();
  299. int howManyStacks = stacksCountElementIndex;
  300. if(!allowZeroStacksArmy)
  301. howManyStacks++;
  302. vstd::amin(howManyStacks, type->initialArmy.size());
  303. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  304. {
  305. auto & stack = type->initialArmy[stackNo];
  306. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  307. const CCreature * creature = stack.creature.toCreature();
  308. if(creature == nullptr)
  309. {
  310. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  311. continue;
  312. }
  313. if(creature->warMachine != ArtifactID::NONE) //war machine
  314. {
  315. warMachinesGiven++;
  316. if(dst != this)
  317. continue;
  318. ArtifactID aid = creature->warMachine;
  319. const CArtifact * art = aid.toArtifact();
  320. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  321. {
  322. //TODO: should we try another possible slots?
  323. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  324. if(!getArt(slot))
  325. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  326. else
  327. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  328. }
  329. else
  330. {
  331. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  332. }
  333. }
  334. else
  335. {
  336. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  337. }
  338. }
  339. }
  340. CGHeroInstance::~CGHeroInstance()
  341. {
  342. commander.dellNull();
  343. }
  344. bool CGHeroInstance::needsLastStack() const
  345. {
  346. return true;
  347. }
  348. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  349. {
  350. if(h == this) return; //exclude potential self-visiting
  351. if (ID == Obj::HERO)
  352. {
  353. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  354. {
  355. //exchange
  356. cb->heroExchange(h->id, id);
  357. }
  358. else //battle
  359. {
  360. if(visitedTown) //we're in town
  361. visitedTown->onHeroVisit(h); //town will handle attacking
  362. else
  363. cb->startBattleI(h, this);
  364. }
  365. }
  366. else if(ID == Obj::PRISON)
  367. {
  368. int txt_id;
  369. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  370. {
  371. //update hero parameters
  372. SetMovePoints smp;
  373. smp.hid = id;
  374. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  375. cb->setMovePoints (&smp);
  376. cb->setManaPoints (id, manaLimit());
  377. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  378. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  379. txt_id = 102;
  380. }
  381. else //already 8 wandering heroes
  382. {
  383. txt_id = 103;
  384. }
  385. showInfoDialog(h,txt_id);
  386. }
  387. }
  388. std::string CGHeroInstance::getObjectName() const
  389. {
  390. if(ID != Obj::PRISON)
  391. {
  392. std::string hoverName = VLC->generaltexth->allTexts[15];
  393. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  394. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  395. return hoverName;
  396. }
  397. else
  398. return VLC->objtypeh->getObjectName(ID, 0);
  399. }
  400. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  401. {
  402. return type->heroClass->isMagicHero() ? 3 : 4;
  403. }
  404. ui8 CGHeroInstance::maxlevelsToWisdom() const
  405. {
  406. return type->heroClass->isMagicHero() ? 3 : 6;
  407. }
  408. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  409. magicSchoolCounter(1),
  410. wisdomCounter(1)
  411. {
  412. rand.setSeed(0);
  413. }
  414. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  415. {
  416. magicSchoolCounter = 1;
  417. }
  418. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  419. {
  420. wisdomCounter = 1;
  421. }
  422. void CGHeroInstance::initObj(CRandomGenerator & rand)
  423. {
  424. blockVisit = true;
  425. if(!type)
  426. initHero(rand); //TODO: set up everything for prison before specialties are configured
  427. skillsInfo.rand.setSeed(rand.nextInt());
  428. skillsInfo.resetMagicSchoolCounter();
  429. skillsInfo.resetWisdomCounter();
  430. if (ID != Obj::PRISON)
  431. {
  432. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  433. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  434. if (customApp)
  435. appearance = customApp;
  436. }
  437. //copy active (probably growing) bonuses from hero prototype to hero object
  438. for(const std::shared_ptr<Bonus> & b : type->specialty)
  439. addNewBonus(b);
  440. //dito for old-style bonuses -> compatibility for old savegames
  441. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  442. for(const std::shared_ptr<Bonus> & b : sb.bonuses)
  443. addNewBonus(b);
  444. for(SSpecialtyInfo & spec : type->specDeprecated)
  445. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  446. addNewBonus(b);
  447. //initialize bonuses
  448. recreateSecondarySkillsBonuses();
  449. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  450. }
  451. void CGHeroInstance::recreateSecondarySkillsBonuses()
  452. {
  453. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  454. for(const auto & bonus : *secondarySkillsBonuses)
  455. removeBonus(bonus);
  456. for(const auto & skill_info : secSkills)
  457. if(skill_info.second > 0)
  458. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  459. }
  460. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  461. {
  462. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  463. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  464. for(const auto & b : skillBonus)
  465. addNewBonus(std::make_shared<Bonus>(*b));
  466. }
  467. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  468. {
  469. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  470. setStackCount(SlotID(0), val);
  471. }
  472. double CGHeroInstance::getFightingStrength() const
  473. {
  474. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  475. }
  476. double CGHeroInstance::getMagicStrength() const
  477. {
  478. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  479. }
  480. double CGHeroInstance::getHeroStrength() const
  481. {
  482. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  483. }
  484. ui64 CGHeroInstance::getTotalStrength() const
  485. {
  486. double ret = getFightingStrength() * getArmyStrength();
  487. return static_cast<ui64>(ret);
  488. }
  489. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  490. {
  491. return static_cast<TExpType>(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING)) / 100.0);
  492. }
  493. int32_t CGHeroInstance::getCasterUnitId() const
  494. {
  495. return -1; //TODO: special value for attacker/defender hero
  496. }
  497. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  498. {
  499. int32_t skill = -1; //skill level
  500. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  501. {
  502. int32_t thisSchool = std::max<int32_t>(
  503. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  504. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id)))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  505. if(thisSchool > skill)
  506. {
  507. skill = thisSchool;
  508. if(outSelectedSchool)
  509. *outSelectedSchool = static_cast<ui8>(cnf.id);
  510. }
  511. });
  512. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  513. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  514. vstd::amax(skill, 0); //in case we don't know any school
  515. vstd::amin(skill, 3);
  516. return skill;
  517. }
  518. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  519. {
  520. //applying sorcery secondary skill
  521. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  522. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  523. int maxSchoolBonus = 0;
  524. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  525. {
  526. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  527. });
  528. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  529. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  530. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  531. return base;
  532. }
  533. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  534. {
  535. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  536. return base;
  537. }
  538. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  539. {
  540. return getSpellSchoolLevel(spell);
  541. }
  542. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  543. {
  544. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  545. }
  546. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  547. {
  548. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  549. }
  550. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  551. {
  552. return 0;
  553. }
  554. PlayerColor CGHeroInstance::getCasterOwner() const
  555. {
  556. return tempOwner;
  557. }
  558. void CGHeroInstance::getCasterName(MetaString & text) const
  559. {
  560. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  561. text.addReplacement(getNameTranslated());
  562. }
  563. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  564. {
  565. const bool singleTarget = attacked.size() == 1;
  566. const int textIndex = singleTarget ? 195 : 196;
  567. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  568. getCasterName(text);
  569. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  570. if(singleTarget)
  571. attacked.at(0)->addNameReplacement(text, true);
  572. }
  573. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  574. {
  575. if(spellCost != 0)
  576. {
  577. SetMana sm;
  578. sm.absolute = false;
  579. sm.hid = id;
  580. sm.val = -spellCost;
  581. server->apply(&sm);
  582. }
  583. }
  584. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  585. {
  586. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  587. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  588. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  589. bool schoolBonus = false;
  590. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  591. {
  592. if(hasBonusOfType(cnf.knoledgeBonus))
  593. {
  594. schoolBonus = stop = true;
  595. }
  596. });
  597. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  598. if(spell->isSpecial())
  599. {
  600. if(inSpellBook)
  601. {//hero has this spell in spellbook
  602. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  603. }
  604. return specificBonus;
  605. }
  606. else if(!isAllowed)
  607. {
  608. if(inSpellBook)
  609. {
  610. //hero has this spell in spellbook
  611. //it is normal if set in map editor, but trace it to possible debug of magic guild
  612. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  613. }
  614. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  615. }
  616. else
  617. {
  618. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  619. }
  620. }
  621. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  622. {
  623. if(!hasSpellbook())
  624. return false;
  625. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  626. return false;
  627. if(vstd::contains(spells, spell->getId()))//already known
  628. return false;
  629. if(spell->isSpecial())
  630. {
  631. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  632. return false;//special spells can not be learned
  633. }
  634. if(spell->isCreatureAbility())
  635. {
  636. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  637. return false;//creature abilities can not be learned
  638. }
  639. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  640. {
  641. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  642. return false;//banned spells should not be learned
  643. }
  644. return true;
  645. }
  646. /**
  647. * Calculates what creatures and how many to be raised from a battle.
  648. * @param battleResult The results of the battle.
  649. * @return Returns a pair with the first value indicating the ID of the creature
  650. * type and second value the amount. Both values are returned as -1 if necromancy
  651. * could not be applied.
  652. */
  653. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  654. {
  655. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  656. // need skill or cloak of undead king - lesser artifacts don't work without skill
  657. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  658. {
  659. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  660. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  661. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  662. // figure out what to raise - pick strongest creature meeting requirements
  663. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  664. int requiredCasualtyLevel = 1;
  665. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  666. if(!improvedNecromancy->empty())
  667. {
  668. auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  669. {
  670. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  671. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  672. };
  673. int maxCasualtyLevel = 1;
  674. for(const auto & casualty : casualties)
  675. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  676. // pick best bonus available
  677. std::shared_ptr<Bonus> topPick;
  678. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  679. {
  680. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  681. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  682. continue;
  683. if(!topPick)
  684. {
  685. topPick = newPick;
  686. }
  687. else
  688. {
  689. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  690. {
  691. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  692. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  693. };
  694. if(quality(topPick) < quality(newPick))
  695. topPick = newPick;
  696. }
  697. }
  698. if(topPick)
  699. {
  700. creatureTypeRaised = getCreatureID(topPick);
  701. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  702. }
  703. }
  704. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  705. if(getSlotFor(creatureTypeRaised) == SlotID())
  706. {
  707. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  708. {
  709. if(getSlotFor(upgraded) != SlotID())
  710. {
  711. creatureTypeRaised = upgraded;
  712. necromancySkill *= 2/3.0;
  713. break;
  714. }
  715. }
  716. }
  717. // calculate number of creatures raised - low level units contribute at 50% rate
  718. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  719. double raisedUnits = 0;
  720. for(const auto & casualty : casualties)
  721. {
  722. const CCreature * c = VLC->creh->objects[casualty.first];
  723. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  724. if(c->level < requiredCasualtyLevel)
  725. raisedFromCasualty *= 0.5;
  726. raisedUnits += raisedFromCasualty;
  727. }
  728. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  729. }
  730. return CStackBasicDescriptor();
  731. }
  732. /**
  733. * Show the necromancy dialog with information about units raised.
  734. * @param raisedStack Pair where the first element represents ID of the raised creature
  735. * and the second element the amount.
  736. */
  737. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  738. {
  739. InfoWindow iw;
  740. iw.type = EInfoWindowMode::AUTO;
  741. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  742. iw.player = tempOwner;
  743. iw.components.emplace_back(raisedStack);
  744. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  745. {
  746. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  747. iw.text.addReplacement(raisedStack.count);
  748. }
  749. else // Practicing the dark arts of necromancy, ... (singular)
  750. {
  751. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  752. }
  753. iw.text.addReplacement(raisedStack);
  754. cb->showInfoDialog(&iw);
  755. }
  756. /*
  757. int3 CGHeroInstance::getSightCenter() const
  758. {
  759. return getPosition(false);
  760. }*/
  761. int CGHeroInstance::getSightRadius() const
  762. {
  763. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  764. }
  765. si32 CGHeroInstance::manaRegain() const
  766. {
  767. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  768. return manaLimit();
  769. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  770. }
  771. si32 CGHeroInstance::getManaNewTurn() const
  772. {
  773. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  774. {
  775. //if hero starts turn in town with mage guild - restore all mana
  776. return std::max(mana, manaLimit());
  777. }
  778. si32 res = mana + manaRegain();
  779. res = std::min(res, manaLimit());
  780. res = std::max(res, mana);
  781. res = std::max(res, 0);
  782. return res;
  783. }
  784. // /**
  785. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  786. // * or discards it if it cannot be equipped.
  787. // */
  788. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  789. // {
  790. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  791. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  792. // ai->putAt(this, ai->firstAvailableSlot(this));
  793. // }
  794. int CGHeroInstance::getBoatType() const
  795. {
  796. switch(type->heroClass->getAlignment())
  797. {
  798. case EAlignment::GOOD:
  799. return 1;
  800. case EAlignment::EVIL:
  801. return 0;
  802. case EAlignment::NEUTRAL:
  803. return 2;
  804. default:
  805. throw std::runtime_error("Wrong alignment!");
  806. }
  807. }
  808. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  809. {
  810. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  811. // Check issue 515 for details
  812. offsets =
  813. {
  814. 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)
  815. };
  816. }
  817. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  818. {
  819. return sp->getCost(getSpellSchoolLevel(sp));
  820. }
  821. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  822. {
  823. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  824. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  825. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  826. }
  827. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  828. {
  829. return type->heroClass->getAlignment();
  830. }
  831. void CGHeroInstance::initExp(CRandomGenerator & rand)
  832. {
  833. exp = rand.nextInt(40, 89);
  834. }
  835. std::string CGHeroInstance::nodeName() const
  836. {
  837. return "Hero " + getNameTranslated();
  838. }
  839. std::string CGHeroInstance::getNameTranslated() const
  840. {
  841. if (!nameCustom.empty())
  842. return nameCustom;
  843. return VLC->generaltexth->translate(getNameTextID());
  844. }
  845. std::string CGHeroInstance::getNameTextID() const
  846. {
  847. if (!nameCustom.empty())
  848. return nameCustom;
  849. if (type)
  850. return type->getNameTextID();
  851. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  852. // assert(0);
  853. return "";
  854. }
  855. std::string CGHeroInstance::getBiographyTranslated() const
  856. {
  857. if (!biographyCustom.empty())
  858. return biographyCustom;
  859. return VLC->generaltexth->translate(getBiographyTextID());
  860. }
  861. std::string CGHeroInstance::getBiographyTextID() const
  862. {
  863. if (!biographyCustom.empty())
  864. return biographyCustom;
  865. if (type)
  866. return type->getBiographyTextID();
  867. assert(0);
  868. return "";
  869. }
  870. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  871. {
  872. assert(!getArt(pos));
  873. art->putAt(ArtifactLocation(this, pos));
  874. }
  875. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  876. {
  877. putArtifact(art->firstBackpackSlot(this), art);
  878. }
  879. bool CGHeroInstance::hasSpellbook() const
  880. {
  881. return getArt(ArtifactPosition::SPELLBOOK);
  882. }
  883. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  884. {
  885. spells.insert(spell);
  886. }
  887. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  888. {
  889. spells.erase(spell);
  890. }
  891. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  892. {
  893. return vstd::contains(spells, spell);
  894. }
  895. void CGHeroInstance::removeSpellbook()
  896. {
  897. spells.clear();
  898. if(hasSpellbook())
  899. {
  900. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  901. }
  902. }
  903. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  904. {
  905. return spells;
  906. }
  907. int CGHeroInstance::maxSpellLevel() const
  908. {
  909. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  910. }
  911. void CGHeroInstance::deserializationFix()
  912. {
  913. artDeserializationFix(this);
  914. }
  915. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  916. {
  917. if(!visitedTown)
  918. return nullptr;
  919. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  920. : (CBonusSystemNode *)(visitedTown.get());
  921. }
  922. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  923. {
  924. if(visitedTown)
  925. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  926. return &CArmedInstance::whereShouldBeAttached(gs);
  927. }
  928. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  929. {
  930. if(visitedTown)
  931. {
  932. if(inTownGarrison)
  933. return *visitedTown;
  934. else
  935. return visitedTown->townAndVis;
  936. }
  937. else
  938. return CArmedInstance::whereShouldBeAttached(gs);
  939. }
  940. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  941. {
  942. int ret = 0; //take all MPs by default
  943. bool localTi = false;
  944. if(!ti)
  945. {
  946. localTi = true;
  947. ti = new TurnInfo(this);
  948. }
  949. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  950. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  951. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  952. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  953. if(localTi)
  954. delete ti;
  955. return ret;
  956. }
  957. EDiggingStatus CGHeroInstance::diggingStatus() const
  958. {
  959. if(static_cast<int>(movement) < maxMovePoints(true))
  960. return EDiggingStatus::LACK_OF_MOVEMENT;
  961. return cb->getTileDigStatus(visitablePos());
  962. }
  963. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  964. {
  965. return ArtBearer::HERO;
  966. }
  967. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  968. {
  969. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  970. if (!skillsInfo.wisdomCounter)
  971. {
  972. if (canLearnSkill(SecondarySkill::WISDOM))
  973. obligatorySkills.emplace_back(SecondarySkill::WISDOM);
  974. }
  975. if (!skillsInfo.magicSchoolCounter)
  976. {
  977. std::vector<SecondarySkill> ss =
  978. {
  979. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  980. };
  981. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  982. for(const auto & skill : ss)
  983. {
  984. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  985. {
  986. obligatorySkills.push_back(skill);
  987. break; //only one
  988. }
  989. }
  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. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1148. {
  1149. skillsInfo.resetWisdomCounter();
  1150. }
  1151. SecondarySkill spellSchools[] = {
  1152. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1153. for(const auto & skill : spellSchools)
  1154. {
  1155. if(vstd::contains(skills, skill))
  1156. {
  1157. skillsInfo.resetMagicSchoolCounter();
  1158. break;
  1159. }
  1160. }
  1161. //update specialty and other bonuses that scale with level
  1162. treeHasChanged();
  1163. }
  1164. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1165. {
  1166. while(gainsLevel())
  1167. {
  1168. const auto primarySkill = nextPrimarySkill(rand);
  1169. setPrimarySkill(primarySkill, 1, false);
  1170. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1171. const auto secondarySkill = nextSecondarySkill(rand);
  1172. if(secondarySkill)
  1173. {
  1174. setSecSkillLevel(*secondarySkill, 1, false);
  1175. }
  1176. //TODO why has the secondary skills to be passed to the method?
  1177. levelUp(proposedSecondarySkills);
  1178. }
  1179. }
  1180. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1181. {
  1182. //VISIONS spell support
  1183. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1184. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1185. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1186. if (visionsMultiplier > 0)
  1187. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1188. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1189. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1190. return (distance < visionsRange) && (target->pos.z == pos.z);
  1191. }
  1192. std::string CGHeroInstance::getHeroTypeName() const
  1193. {
  1194. if(ID == Obj::HERO || ID == Obj::PRISON)
  1195. {
  1196. if(type)
  1197. {
  1198. return type->getJsonKey();
  1199. }
  1200. else
  1201. {
  1202. return VLC->heroh->objects[subID]->getJsonKey();
  1203. }
  1204. }
  1205. return "";
  1206. }
  1207. void CGHeroInstance::afterAddToMap(CMap * map)
  1208. {
  1209. if(ID == Obj::HERO)
  1210. map->heroesOnMap.emplace_back(this);
  1211. }
  1212. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1213. {
  1214. if (ID == Obj::HERO)
  1215. vstd::erase_if_present(map->heroesOnMap, this);
  1216. }
  1217. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1218. {
  1219. if(ID == Obj::HERO || ID == Obj::PRISON)
  1220. {
  1221. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1222. if(rawId)
  1223. subID = rawId.get();
  1224. else
  1225. {
  1226. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1227. }
  1228. }
  1229. }
  1230. void CGHeroInstance::updateFrom(const JsonNode & data)
  1231. {
  1232. CGObjectInstance::updateFrom(data);
  1233. }
  1234. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1235. {
  1236. handler.serializeString("biography", biographyCustom);
  1237. handler.serializeInt("experience", exp, 0);
  1238. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1239. {
  1240. while (gainsLevel())
  1241. {
  1242. ++level;
  1243. }
  1244. }
  1245. handler.serializeString("name", nameCustom);
  1246. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1247. {
  1248. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1249. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1250. if(handler.saving)
  1251. {
  1252. if(portrait >= 0)
  1253. {
  1254. if(portrait < legacyHeroes || portrait >= moddedStart)
  1255. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1256. else
  1257. handler.serializeInt("portrait", portrait, -1);
  1258. }
  1259. }
  1260. else
  1261. {
  1262. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1263. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1264. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1265. else
  1266. handler.serializeInt("portrait", portrait, -1);
  1267. }
  1268. }
  1269. //primary skills
  1270. if(handler.saving)
  1271. {
  1272. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1273. if(haveSkills)
  1274. {
  1275. auto primarySkills = handler.enterStruct("primarySkills");
  1276. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1277. {
  1278. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1279. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1280. }
  1281. }
  1282. }
  1283. else
  1284. {
  1285. auto primarySkills = handler.enterStruct("primarySkills");
  1286. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1287. {
  1288. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1289. {
  1290. int value = 0;
  1291. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1292. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1293. }
  1294. }
  1295. }
  1296. //secondary skills
  1297. if(handler.saving)
  1298. {
  1299. //does hero have default skills?
  1300. bool defaultSkills = false;
  1301. bool normalSkills = false;
  1302. for(const auto & p : secSkills)
  1303. {
  1304. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1305. defaultSkills = true;
  1306. else
  1307. normalSkills = true;
  1308. }
  1309. if(defaultSkills && normalSkills)
  1310. logGlobal->error("Mixed default and normal secondary skills");
  1311. //in json default skills means no field/null
  1312. if(!defaultSkills)
  1313. {
  1314. //enter structure here as handler initialize it
  1315. auto secondarySkills = handler.enterStruct("secondarySkills");
  1316. for(auto & p : secSkills)
  1317. {
  1318. const si32 rawId = p.first.num;
  1319. if(rawId < 0 || rawId >= VLC->skillh->size())
  1320. logGlobal->error("Invalid secondary skill %d", rawId);
  1321. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1322. }
  1323. }
  1324. }
  1325. else
  1326. {
  1327. auto secondarySkills = handler.enterStruct("secondarySkills");
  1328. const JsonNode & skillMap = handler.getCurrent();
  1329. secSkills.clear();
  1330. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1331. {
  1332. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1333. }
  1334. else
  1335. {
  1336. for(const auto & p : skillMap.Struct())
  1337. {
  1338. const std::string skillId = p.first;
  1339. const std::string levelId = p.second.String();
  1340. const int rawId = CSkillHandler::decodeSkill(skillId);
  1341. if(rawId < 0)
  1342. {
  1343. logGlobal->error("Invalid secondary skill %s", skillId);
  1344. continue;
  1345. }
  1346. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1347. if(level < 0)
  1348. {
  1349. logGlobal->error("Invalid secondary skill level%s", levelId);
  1350. continue;
  1351. }
  1352. secSkills.emplace_back(SecondarySkill(rawId), level);
  1353. }
  1354. }
  1355. }
  1356. handler.serializeIdArray("spellBook", spells);
  1357. if(handler.saving)
  1358. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1359. }
  1360. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1361. {
  1362. serializeCommonOptions(handler);
  1363. serializeJsonOwner(handler);
  1364. if(ID == Obj::HERO || ID == Obj::PRISON)
  1365. {
  1366. std::string typeName;
  1367. if(handler.saving)
  1368. typeName = getHeroTypeName();
  1369. handler.serializeString("type", typeName);
  1370. if(!handler.saving)
  1371. setHeroTypeName(typeName);
  1372. }
  1373. CCreatureSet::serializeJson(handler, "army", 7);
  1374. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1375. {
  1376. static constexpr int NO_PATROLING = -1;
  1377. int rawPatrolRadius = NO_PATROLING;
  1378. if(handler.saving)
  1379. {
  1380. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1381. }
  1382. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1383. if(!handler.saving)
  1384. {
  1385. if(!appearance)
  1386. {
  1387. // crossoverDeserialize
  1388. type = VLC->heroh->objects[subID];
  1389. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1390. }
  1391. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1392. patrol.initialPos = visitablePos();
  1393. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1394. }
  1395. }
  1396. }
  1397. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1398. {
  1399. serializeCommonOptions(handler);
  1400. }
  1401. bool CGHeroInstance::isMissionCritical() const
  1402. {
  1403. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1404. {
  1405. if(event.trigger.test([&](const EventCondition & condition)
  1406. {
  1407. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1408. {
  1409. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1410. return (hero != this);
  1411. }
  1412. else if(condition.condition == EventCondition::IS_HUMAN)
  1413. {
  1414. return true;
  1415. }
  1416. return false;
  1417. }))
  1418. {
  1419. return true;
  1420. }
  1421. }
  1422. return false;
  1423. }
  1424. VCMI_LIB_NAMESPACE_END