HeroPoolProcessor.cpp 9.8 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "CGameHandler.h"
  13. #include "../lib/CHeroHandler.h"
  14. #include "../lib/CPlayerState.h"
  15. #include "../lib/GameSettings.h"
  16. #include "../lib/NetPacks.h"
  17. #include "../lib/StartInfo.h"
  18. #include "../lib/mapObjects/CGTownInstance.h"
  19. #include "../lib/gameState/CGameState.h"
  20. #include "../lib/gameState/TavernHeroesPool.h"
  21. #include "../lib/gameState/TavernSlot.h"
  22. HeroPoolProcessor::HeroPoolProcessor()
  23. : gameHandler(nullptr)
  24. {
  25. }
  26. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  27. : gameHandler(gameHandler)
  28. {
  29. }
  30. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  31. {
  32. const auto & hpool = gameHandler->gameState()->hpool;
  33. const auto & heroes = hpool->getHeroesFor(player);
  34. // if tavern has empty slot - use it
  35. if (heroes.size() == 0)
  36. return TavernHeroSlot::NATIVE;
  37. if (heroes.size() == 1)
  38. return TavernHeroSlot::RANDOM;
  39. // try to find "better" slot to overwrite
  40. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  41. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  42. auto roleLeft = hpool->getSlotRole(HeroTypeID(heroes[0]->subID));
  43. auto roleRight = hpool->getSlotRole(HeroTypeID(heroes[1]->subID));
  44. if (roleLeft > roleRight)
  45. return TavernHeroSlot::RANDOM;
  46. if (roleLeft < roleRight)
  47. return TavernHeroSlot::NATIVE;
  48. // both slots are equal in "value", so select randomly
  49. if (getRandomGenerator(player).nextInt(100) > 50)
  50. return TavernHeroSlot::RANDOM;
  51. else
  52. return TavernHeroSlot::NATIVE;
  53. }
  54. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  55. {
  56. SetAvailableHero sah;
  57. sah.slotID = selectSlotForRole(color, TavernSlotRole::SURRENDERED);
  58. sah.roleID = TavernSlotRole::SURRENDERED;
  59. sah.player = color;
  60. sah.hid = hero->subID;
  61. sah.army.clear();
  62. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  63. gameHandler->sendAndApply(&sah);
  64. }
  65. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  66. {
  67. SetAvailableHero sah;
  68. sah.slotID = selectSlotForRole(color, TavernSlotRole::RETREATED);
  69. sah.roleID = TavernSlotRole::RETREATED;
  70. sah.player = color;
  71. sah.hid = hero->subID;
  72. gameHandler->sendAndApply(&sah);
  73. }
  74. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  75. {
  76. SetAvailableHero sah;
  77. sah.player = color;
  78. sah.roleID = TavernSlotRole::NONE;
  79. sah.slotID = slot;
  80. sah.hid = HeroTypeID::NONE;
  81. gameHandler->sendAndApply(&sah);
  82. }
  83. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  84. {
  85. SetAvailableHero sah;
  86. sah.player = color;
  87. sah.slotID = slot;
  88. //first hero - native if possible, second hero -> any other class
  89. CGHeroInstance *h = pickHeroFor(needNativeHero, color);
  90. if (h)
  91. {
  92. sah.hid = h->subID;
  93. if (giveArmy)
  94. {
  95. sah.roleID = TavernSlotRole::FULL_ARMY;
  96. h->initArmy(getRandomGenerator(color), &sah.army);
  97. }
  98. else
  99. {
  100. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  101. sah.army.clear();
  102. sah.army.setCreature(SlotID(0), h->type->initialArmy[0].creature, 1);
  103. }
  104. }
  105. else
  106. {
  107. sah.hid = -1;
  108. }
  109. gameHandler->sendAndApply(&sah);
  110. }
  111. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  112. {
  113. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  114. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  115. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  116. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  117. }
  118. bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  119. {
  120. const PlayerState * playerState = gameHandler->getPlayerState(player);
  121. const CGTownInstance * town = gameHandler->getTown(obj->id);
  122. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  123. return false;
  124. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  125. return false;
  126. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  127. return false;
  128. if(town) //tavern in town
  129. {
  130. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  131. return false;
  132. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  133. return false;
  134. }
  135. if(obj->ID == Obj::TAVERN)
  136. {
  137. if(gameHandler->getTile(obj->visitablePos())->visitableObjects.back() != obj && gameHandler->complain("Tavern entry must be unoccupied!"))
  138. return false;
  139. }
  140. auto recruitableHeroes = gameHandler->gameState()->hpool->getHeroesFor(player);
  141. const CGHeroInstance * recruitedHero = nullptr;
  142. for(const auto & hero : recruitableHeroes)
  143. {
  144. if(hero->subID == heroToRecruit)
  145. recruitedHero = hero;
  146. }
  147. if(!recruitedHero)
  148. {
  149. gameHandler->complain("Hero is not available for hiring!");
  150. return false;
  151. }
  152. HeroRecruited hr;
  153. hr.tid = obj->id;
  154. hr.hid = recruitedHero->subID;
  155. hr.player = player;
  156. hr.tile = recruitedHero->convertFromVisitablePos(obj->visitablePos());
  157. if(gameHandler->getTile(hr.tile)->isWater())
  158. {
  159. //Create a new boat for hero
  160. gameHandler->createObject(obj->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
  161. hr.boatId = gameHandler->getTopObj(hr.tile)->id;
  162. }
  163. // apply netpack -> this will remove hired hero from tavern slot
  164. gameHandler->sendAndApply(&hr);
  165. if(recruitableHeroes[0] == recruitedHero)
  166. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  167. else
  168. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  169. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  170. if(town)
  171. {
  172. gameHandler->visitCastleObjects(town, recruitedHero);
  173. gameHandler->giveSpells(town, recruitedHero);
  174. }
  175. return true;
  176. }
  177. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  178. {
  179. std::vector<const CHeroClass *> result;
  180. const auto & hpool = gameHandler->gameState()->hpool;
  181. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  182. for(auto & elem : hpool->unusedHeroesFromPool())
  183. {
  184. if (vstd::contains(result, elem.second->type->heroClass))
  185. continue;
  186. bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
  187. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  188. if(heroAvailable && !heroClassBanned)
  189. result.push_back(elem.second->type->heroClass);
  190. }
  191. return result;
  192. }
  193. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  194. {
  195. std::vector<CGHeroInstance *> result;
  196. const auto & hpool = gameHandler->gameState()->hpool;
  197. for(auto & elem : hpool->unusedHeroesFromPool())
  198. {
  199. assert(!vstd::contains(result, elem.second));
  200. bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
  201. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  202. if(heroAvailable && heroClassMatches)
  203. result.push_back(elem.second);
  204. }
  205. return result;
  206. }
  207. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  208. {
  209. if(player >= PlayerColor::PLAYER_LIMIT)
  210. {
  211. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  212. return nullptr;
  213. }
  214. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  215. const auto & hpool = gameHandler->gameState()->hpool;
  216. const auto & currentTavern = hpool->getHeroesFor(player);
  217. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  218. std::vector<const CHeroClass *> possibleClasses;
  219. if(potentialClasses.empty())
  220. {
  221. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  222. return nullptr;
  223. }
  224. for(const auto & heroClass : potentialClasses)
  225. {
  226. if (isNative && heroClass->faction != factionID)
  227. continue;
  228. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  229. return hero->type->heroClass == heroClass;
  230. });
  231. if (hasSameClass)
  232. continue;
  233. possibleClasses.push_back(heroClass);
  234. }
  235. if (possibleClasses.empty())
  236. {
  237. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  238. possibleClasses = potentialClasses;
  239. }
  240. int totalWeight = 0;
  241. for(const auto & heroClass : possibleClasses)
  242. totalWeight += heroClass->selectionProbability.at(factionID);
  243. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  244. for(const auto & heroClass : possibleClasses)
  245. {
  246. roll -= heroClass->selectionProbability.at(factionID);
  247. if(roll < 0)
  248. return heroClass;
  249. }
  250. return *possibleClasses.rbegin();
  251. }
  252. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  253. {
  254. const CHeroClass * heroClass = pickClassFor(isNative, player);
  255. if(!heroClass)
  256. return nullptr;
  257. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  258. assert(!possibleHeroes.empty());
  259. if(possibleHeroes.empty())
  260. return nullptr;
  261. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  262. }
  263. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  264. {
  265. if (playerSeed.count(player) == 0)
  266. {
  267. int seed = gameHandler->getRandomGenerator().nextInt();
  268. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  269. }
  270. return *playerSeed.at(player);
  271. }