CGHeroInstance.cpp 49 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 "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.h"
  21. #include "../CModHandler.h"
  22. #include "../CSoundBase.h"
  23. #include "../spells/CSpellHandler.h"
  24. #include "../CSkillHandler.h"
  25. #include "../IGameCallback.h"
  26. #include "../gameState/CGameState.h"
  27. #include "../CCreatureHandler.h"
  28. #include "../CTownHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "CGTownInstance.h"
  31. #include "../pathfinder/TurnInfo.h"
  32. #include "../serializer/JsonSerializeFormat.h"
  33. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  34. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  35. #include "../StringConstants.h"
  36. #include "../battle/Unit.h"
  37. VCMI_LIB_NAMESPACE_BEGIN
  38. static int lowestSpeed(const CGHeroInstance * chi)
  39. {
  40. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  41. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  42. if(!chi->stacksCount())
  43. {
  44. if(chi->commander && chi->commander->alive)
  45. {
  46. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  47. }
  48. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  49. return 20;
  50. }
  51. auto i = chi->Slots().begin();
  52. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  53. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  54. for(; i != chi->Slots().end(); i++)
  55. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  56. return ret;
  57. }
  58. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  59. {
  60. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  61. //if there is road both on dest and src tiles - use src road movement cost
  62. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  63. {
  64. ret = from.roadType->movementCost;
  65. }
  66. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  67. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  68. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  69. {
  70. ret = VLC->terrainTypeHandler->getById(dest.terType->getId())->moveCost;
  71. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  72. if(ret < GameConstants::BASE_MOVEMENT_COST)
  73. ret = GameConstants::BASE_MOVEMENT_COST;
  74. }
  75. return static_cast<ui32>(ret);
  76. }
  77. FactionID CGHeroInstance::getFaction() const
  78. {
  79. return FactionID(type->heroClass->faction);
  80. }
  81. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  82. {
  83. return this;
  84. }
  85. TerrainId CGHeroInstance::getNativeTerrain() const
  86. {
  87. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  88. // This is clearly bug in H3 however intended behaviour is not clear.
  89. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  90. // will always have best penalty without any influence from player-defined stacks order
  91. // and army that consist solely from neutral will always be considered to be on native terrain
  92. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  93. for(const auto & stack : stacks)
  94. {
  95. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  96. if(stackNativeTerrain == ETerrainId::NONE)
  97. continue;
  98. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  99. nativeTerrain = stackNativeTerrain;
  100. else if(nativeTerrain != stackNativeTerrain)
  101. return ETerrainId::NONE;
  102. }
  103. return nativeTerrain;
  104. }
  105. bool CGHeroInstance::isCoastVisitable() const
  106. {
  107. return true;
  108. }
  109. BattleField CGHeroInstance::getBattlefield() const
  110. {
  111. return BattleField::NONE;
  112. }
  113. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  114. {
  115. for(const auto & elem : secSkills)
  116. if(elem.first == skill)
  117. return elem.second;
  118. return 0;
  119. }
  120. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  121. {
  122. if(getSecSkillLevel(which) == 0)
  123. {
  124. secSkills.emplace_back(which, val);
  125. updateSkillBonus(which, val);
  126. }
  127. else
  128. {
  129. for (auto & elem : secSkills)
  130. {
  131. if(elem.first == which)
  132. {
  133. if(abs)
  134. elem.second = val;
  135. else
  136. elem.second += val;
  137. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  138. {
  139. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  140. elem.second = 3;
  141. }
  142. updateSkillBonus(which, elem.second); //when we know final value
  143. }
  144. }
  145. }
  146. }
  147. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  148. {
  149. return position - getVisitableOffset();
  150. }
  151. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  152. {
  153. return position + getVisitableOffset();
  154. }
  155. bool CGHeroInstance::canLearnSkill() const
  156. {
  157. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  158. }
  159. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  160. {
  161. if ( !canLearnSkill())
  162. return false;
  163. if (!cb->isAllowed(2, which))
  164. return false;
  165. if (getSecSkillLevel(which) > 0)
  166. return false;
  167. if (type->heroClass->secSkillProbability[which] == 0)
  168. return false;
  169. return true;
  170. }
  171. int CGHeroInstance::movementPointsRemaining() const
  172. {
  173. return movement;
  174. }
  175. void CGHeroInstance::setMovementPoints(int points)
  176. {
  177. movement = std::max(0, points);
  178. }
  179. int CGHeroInstance::movementPointsLimit(bool onLand) const
  180. {
  181. TurnInfo ti(this);
  182. return movementPointsLimitCached(onLand, &ti);
  183. }
  184. int CGHeroInstance::getLowestCreatureSpeed() const
  185. {
  186. return lowestCreatureSpeed;
  187. }
  188. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  189. {
  190. auto realLowestSpeed = lowestSpeed(this);
  191. if(lowestCreatureSpeed != realLowestSpeed)
  192. {
  193. lowestCreatureSpeed = realLowestSpeed;
  194. //Let updaters run again
  195. treeHasChanged();
  196. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(!!onLand));
  197. }
  198. }
  199. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  200. {
  201. updateArmyMovementBonus(onLand, ti);
  202. return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand);
  203. }
  204. CGHeroInstance::CGHeroInstance():
  205. tacticFormationEnabled(false),
  206. inTownGarrison(false),
  207. moveDir(4),
  208. mana(UNINITIALIZED_MANA),
  209. movement(UNINITIALIZED_MOVEMENT),
  210. portrait(UNINITIALIZED_PORTRAIT),
  211. level(1),
  212. exp(UNINITIALIZED_EXPERIENCE),
  213. gender(EHeroGender::DEFAULT),
  214. lowestCreatureSpeed(0)
  215. {
  216. setNodeType(HERO);
  217. ID = Obj::HERO;
  218. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  219. }
  220. PlayerColor CGHeroInstance::getOwner() const
  221. {
  222. return tempOwner;
  223. }
  224. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  225. {
  226. subID = SUBID.getNum();
  227. initHero(rand);
  228. }
  229. void CGHeroInstance::setType(si32 ID, si32 subID)
  230. {
  231. assert(ID == Obj::HERO); // just in case
  232. type = VLC->heroh->objects[subID];
  233. portrait = type->imageIndex;
  234. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  235. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  236. randomizeArmy(type->heroClass->faction);
  237. }
  238. void CGHeroInstance::initHero(CRandomGenerator & rand)
  239. {
  240. assert(validTypes(true));
  241. if(!type)
  242. type = VLC->heroh->objects[subID];
  243. if (ID == Obj::HERO)
  244. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  245. if(!vstd::contains(spells, SpellID::PRESET))
  246. {
  247. // hero starts with default spells
  248. for(const auto & spellID : type->spells)
  249. spells.insert(spellID);
  250. }
  251. else //remove placeholder
  252. spells -= SpellID::PRESET;
  253. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  254. {
  255. // hero starts with default spellbook presence status
  256. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  257. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  258. }
  259. else
  260. spells -= SpellID::SPELLBOOK_PRESET;
  261. if(!getArt(ArtifactPosition::MACH4))
  262. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  263. if(portrait < 0 || portrait == 255)
  264. portrait = type->imageIndex;
  265. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  266. {
  267. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  268. {
  269. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  270. }
  271. }
  272. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  273. secSkills = type->secSkillsInit;
  274. if (gender == EHeroGender::DEFAULT)
  275. gender = type->gender;
  276. setFormation(false);
  277. if (!stacksCount()) //standard army//initial army
  278. {
  279. initArmy(rand);
  280. }
  281. assert(validTypes());
  282. if (patrol.patrolling)
  283. patrol.initialPos = visitablePos();
  284. if(exp == UNINITIALIZED_EXPERIENCE)
  285. {
  286. initExp(rand);
  287. }
  288. else
  289. {
  290. levelUpAutomatically(rand);
  291. }
  292. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  293. // must be done separately from global bonuses since recruitable heroes in taverns
  294. // are not attached to global bonus node but need access to some global bonuses
  295. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  296. // or MOVEMENT to compute initial movement before recruiting is finished
  297. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  298. for(const auto & b : baseBonuses.Struct())
  299. {
  300. auto bonus = JsonUtils::parseBonus(b.second);
  301. bonus->source = BonusSource::HERO_BASE_SKILL;
  302. bonus->sid = id.getNum();
  303. bonus->duration = BonusDuration::PERMANENT;
  304. addNewBonus(bonus);
  305. }
  306. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  307. {
  308. commander = new CCommanderInstance(type->heroClass->commander->getId());
  309. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  310. commander->giveStackExp (exp); //after our exp is set
  311. }
  312. if (mana < 0)
  313. mana = manaLimit();
  314. }
  315. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  316. {
  317. if(!dst)
  318. dst = this;
  319. int warMachinesGiven = 0;
  320. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  321. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  322. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  323. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  324. {
  325. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  326. continue;
  327. auto & stack = type->initialArmy[stackNo];
  328. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  329. const CCreature * creature = stack.creature.toCreature();
  330. if(creature == nullptr)
  331. {
  332. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  333. continue;
  334. }
  335. if(creature->warMachine != ArtifactID::NONE) //war machine
  336. {
  337. warMachinesGiven++;
  338. if(dst != this)
  339. continue;
  340. ArtifactID aid = creature->warMachine;
  341. const CArtifact * art = aid.toArtifact();
  342. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  343. {
  344. //TODO: should we try another possible slots?
  345. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  346. if(!getArt(slot))
  347. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  348. else
  349. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  350. }
  351. else
  352. {
  353. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  354. }
  355. }
  356. else
  357. {
  358. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  359. }
  360. }
  361. }
  362. CGHeroInstance::~CGHeroInstance()
  363. {
  364. commander.dellNull();
  365. }
  366. bool CGHeroInstance::needsLastStack() const
  367. {
  368. return true;
  369. }
  370. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  371. {
  372. if(h == this) return; //exclude potential self-visiting
  373. if (ID == Obj::HERO)
  374. {
  375. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  376. {
  377. //exchange
  378. cb->heroExchange(h->id, id);
  379. }
  380. else //battle
  381. {
  382. if(visitedTown) //we're in town
  383. visitedTown->onHeroVisit(h); //town will handle attacking
  384. else
  385. cb->startBattleI(h, this);
  386. }
  387. }
  388. else if(ID == Obj::PRISON)
  389. {
  390. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  391. {
  392. //update hero parameters
  393. SetMovePoints smp;
  394. smp.hid = id;
  395. cb->setManaPoints (id, manaLimit());
  396. ObjectInstanceID boatId;
  397. const auto boatPos = visitablePos();
  398. if (cb->gameState()->map->getTile(boatPos).isWater())
  399. {
  400. smp.val = movementPointsLimit(false);
  401. //Create a new boat for hero
  402. cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
  403. boatId = cb->getTopObj(boatPos)->id;
  404. }
  405. else
  406. {
  407. smp.val = movementPointsLimit(true);
  408. }
  409. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  410. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  411. cb->setMovePoints (&smp);
  412. h->showInfoDialog(102);
  413. }
  414. else //already 8 wandering heroes
  415. {
  416. h->showInfoDialog(103);
  417. }
  418. }
  419. }
  420. std::string CGHeroInstance::getObjectName() const
  421. {
  422. if(ID != Obj::PRISON)
  423. {
  424. std::string hoverName = VLC->generaltexth->allTexts[15];
  425. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  426. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  427. return hoverName;
  428. }
  429. else
  430. return VLC->objtypeh->getObjectName(ID, 0);
  431. }
  432. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  433. {
  434. return type->heroClass->isMagicHero() ? 3 : 4;
  435. }
  436. ui8 CGHeroInstance::maxlevelsToWisdom() const
  437. {
  438. return type->heroClass->isMagicHero() ? 3 : 6;
  439. }
  440. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  441. magicSchoolCounter(1),
  442. wisdomCounter(1)
  443. {
  444. rand.setSeed(0);
  445. }
  446. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  447. {
  448. magicSchoolCounter = 1;
  449. }
  450. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  451. {
  452. wisdomCounter = 1;
  453. }
  454. void CGHeroInstance::initObj(CRandomGenerator & rand)
  455. {
  456. blockVisit = true;
  457. if(!type)
  458. initHero(rand); //TODO: set up everything for prison before specialties are configured
  459. skillsInfo.rand.setSeed(rand.nextInt());
  460. skillsInfo.resetMagicSchoolCounter();
  461. skillsInfo.resetWisdomCounter();
  462. if (ID != Obj::PRISON)
  463. {
  464. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  465. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  466. if (customApp)
  467. appearance = customApp;
  468. }
  469. //copy active (probably growing) bonuses from hero prototype to hero object
  470. for(const std::shared_ptr<Bonus> & b : type->specialty)
  471. addNewBonus(b);
  472. //initialize bonuses
  473. recreateSecondarySkillsBonuses();
  474. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  475. }
  476. void CGHeroInstance::recreateSecondarySkillsBonuses()
  477. {
  478. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  479. for(const auto & bonus : *secondarySkillsBonuses)
  480. removeBonus(bonus);
  481. for(const auto & skill_info : secSkills)
  482. if(skill_info.second > 0)
  483. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  484. }
  485. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  486. {
  487. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
  488. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  489. for(const auto & b : skillBonus)
  490. addNewBonus(std::make_shared<Bonus>(*b));
  491. }
  492. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  493. {
  494. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  495. setStackCount(SlotID(0), val);
  496. }
  497. double CGHeroInstance::getFightingStrength() const
  498. {
  499. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  500. }
  501. double CGHeroInstance::getMagicStrength() const
  502. {
  503. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  504. }
  505. double CGHeroInstance::getHeroStrength() const
  506. {
  507. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  508. }
  509. ui64 CGHeroInstance::getTotalStrength() const
  510. {
  511. double ret = getFightingStrength() * getArmyStrength();
  512. return static_cast<ui64>(ret);
  513. }
  514. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  515. {
  516. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  517. }
  518. int32_t CGHeroInstance::getCasterUnitId() const
  519. {
  520. return id.getNum();
  521. }
  522. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  523. {
  524. int32_t skill = -1; //skill level
  525. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  526. {
  527. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf.id); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  528. if(thisSchool > skill)
  529. {
  530. skill = thisSchool;
  531. if(outSelectedSchool)
  532. *outSelectedSchool = static_cast<ui8>(cnf.id);
  533. }
  534. });
  535. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(ESpellSchool::ANY))); //any school bonus
  536. vstd::amax(skill, valOfBonuses(BonusType::SPELL, spell->getIndex())); //given by artifact or other effect
  537. vstd::amax(skill, 0); //in case we don't know any school
  538. vstd::amin(skill, 3);
  539. return skill;
  540. }
  541. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  542. {
  543. //applying sorcery secondary skill
  544. if(spell->isMagical())
  545. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(ESpellSchool::ANY))) / 100.0);
  546. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  547. int maxSchoolBonus = 0;
  548. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  549. {
  550. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, cnf.id));
  551. });
  552. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  553. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  554. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  555. return base;
  556. }
  557. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  558. {
  559. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  560. return base;
  561. }
  562. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  563. {
  564. return getSpellSchoolLevel(spell);
  565. }
  566. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  567. {
  568. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  569. }
  570. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  571. {
  572. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  573. }
  574. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  575. {
  576. return 0;
  577. }
  578. PlayerColor CGHeroInstance::getCasterOwner() const
  579. {
  580. return tempOwner;
  581. }
  582. void CGHeroInstance::getCasterName(MetaString & text) const
  583. {
  584. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  585. text.replaceRawString(getNameTranslated());
  586. }
  587. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  588. {
  589. const bool singleTarget = attacked.size() == 1;
  590. const int textIndex = singleTarget ? 195 : 196;
  591. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  592. getCasterName(text);
  593. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  594. if(singleTarget)
  595. attacked.at(0)->addNameReplacement(text, true);
  596. }
  597. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  598. {
  599. return this;
  600. }
  601. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  602. {
  603. if(spellCost != 0)
  604. {
  605. SetMana sm;
  606. sm.absolute = false;
  607. sm.hid = id;
  608. sm.val = -spellCost;
  609. server->apply(&sm);
  610. }
  611. }
  612. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  613. {
  614. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  615. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  616. const bool specificBonus = hasBonusOfType(BonusType::SPELL, spell->getIndex());
  617. bool schoolBonus = false;
  618. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  619. {
  620. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf.id))
  621. {
  622. schoolBonus = stop = true;
  623. }
  624. });
  625. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, spell->getLevel());
  626. if(spell->isSpecial())
  627. {
  628. if(inSpellBook)
  629. {//hero has this spell in spellbook
  630. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  631. }
  632. return specificBonus;
  633. }
  634. else if(!isAllowed)
  635. {
  636. if(inSpellBook)
  637. {
  638. //hero has this spell in spellbook
  639. //it is normal if set in map editor, but trace it to possible debug of magic guild
  640. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  641. }
  642. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  643. }
  644. else
  645. {
  646. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  647. }
  648. }
  649. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  650. {
  651. if(!hasSpellbook())
  652. return false;
  653. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  654. return false;
  655. if(vstd::contains(spells, spell->getId()))//already known
  656. return false;
  657. if(spell->isSpecial())
  658. {
  659. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  660. return false;//special spells can not be learned
  661. }
  662. if(spell->isCreatureAbility())
  663. {
  664. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  665. return false;//creature abilities can not be learned
  666. }
  667. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  668. {
  669. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  670. return false;//banned spells should not be learned
  671. }
  672. return true;
  673. }
  674. /**
  675. * Calculates what creatures and how many to be raised from a battle.
  676. * @param battleResult The results of the battle.
  677. * @return Returns a pair with the first value indicating the ID of the creature
  678. * type and second value the amount. Both values are returned as -1 if necromancy
  679. * could not be applied.
  680. */
  681. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  682. {
  683. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  684. // need skill or cloak of undead king - lesser artifacts don't work without skill
  685. if (hasImprovedNecromancy)
  686. {
  687. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  688. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  689. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  690. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  691. // figure out what to raise - pick strongest creature meeting requirements
  692. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  693. int requiredCasualtyLevel = 1;
  694. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  695. if(!improvedNecromancy->empty())
  696. {
  697. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  698. {
  699. assert(bonus->subtype >=0);
  700. if(bonus->subtype >= 0)
  701. return CreatureID(bonus->subtype);
  702. return CreatureID::NONE;
  703. };
  704. int maxCasualtyLevel = 1;
  705. for(const auto & casualty : casualties)
  706. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  707. // pick best bonus available
  708. std::shared_ptr<Bonus> topPick;
  709. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  710. {
  711. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  712. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  713. continue;
  714. if(!topPick)
  715. {
  716. topPick = newPick;
  717. }
  718. else
  719. {
  720. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  721. {
  722. const auto * c = getCreatureID(pick).toCreature();
  723. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  724. };
  725. if(quality(topPick) < quality(newPick))
  726. topPick = newPick;
  727. }
  728. }
  729. if(topPick)
  730. {
  731. creatureTypeRaised = getCreatureID(topPick);
  732. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  733. }
  734. }
  735. assert(creatureTypeRaised != CreatureID::NONE);
  736. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  737. if(getSlotFor(creatureTypeRaised) == SlotID())
  738. {
  739. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  740. {
  741. if(getSlotFor(upgraded) != SlotID())
  742. {
  743. creatureTypeRaised = upgraded;
  744. necromancySkill *= 2/3.0;
  745. break;
  746. }
  747. }
  748. }
  749. // calculate number of creatures raised - low level units contribute at 50% rate
  750. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  751. double raisedUnits = 0;
  752. for(const auto & casualty : casualties)
  753. {
  754. const CCreature * c = VLC->creh->objects[casualty.first];
  755. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  756. if(c->getLevel() < requiredCasualtyLevel)
  757. raisedFromCasualty *= 0.5;
  758. raisedUnits += raisedFromCasualty;
  759. }
  760. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  761. }
  762. return CStackBasicDescriptor();
  763. }
  764. /**
  765. * Show the necromancy dialog with information about units raised.
  766. * @param raisedStack Pair where the first element represents ID of the raised creature
  767. * and the second element the amount.
  768. */
  769. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  770. {
  771. InfoWindow iw;
  772. iw.type = EInfoWindowMode::AUTO;
  773. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  774. iw.player = tempOwner;
  775. iw.components.emplace_back(raisedStack);
  776. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  777. {
  778. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  779. iw.text.replaceNumber(raisedStack.count);
  780. }
  781. else // Practicing the dark arts of necromancy, ... (singular)
  782. {
  783. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  784. }
  785. iw.text.replaceCreatureName(raisedStack);
  786. cb->showInfoDialog(&iw);
  787. }
  788. /*
  789. int3 CGHeroInstance::getSightCenter() const
  790. {
  791. return getPosition(false);
  792. }*/
  793. int CGHeroInstance::getSightRadius() const
  794. {
  795. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  796. }
  797. si32 CGHeroInstance::manaRegain() const
  798. {
  799. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  800. return manaLimit();
  801. return valOfBonuses(BonusType::MANA_REGENERATION);
  802. }
  803. si32 CGHeroInstance::getManaNewTurn() const
  804. {
  805. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  806. {
  807. //if hero starts turn in town with mage guild - restore all mana
  808. return std::max(mana, manaLimit());
  809. }
  810. si32 res = mana + manaRegain();
  811. res = std::min(res, manaLimit());
  812. res = std::max(res, mana);
  813. res = std::max(res, 0);
  814. return res;
  815. }
  816. // /**
  817. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  818. // * or discards it if it cannot be equipped.
  819. // */
  820. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  821. // {
  822. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  823. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  824. // ai->putAt(this, ai->firstAvailableSlot(this));
  825. // }
  826. BoatId CGHeroInstance::getBoatType() const
  827. {
  828. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  829. }
  830. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  831. {
  832. offsets = {
  833. {0, -1, 0},
  834. {+1, -1, 0},
  835. {+1, 0, 0},
  836. {+1, +1, 0},
  837. {0, +1, 0},
  838. {-1, +1, 0},
  839. {-1, 0, 0},
  840. {-1, -1, 0},
  841. };
  842. }
  843. const IObjectInterface * CGHeroInstance::getObject() const
  844. {
  845. return this;
  846. }
  847. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  848. {
  849. return sp->getCost(getSpellSchoolLevel(sp));
  850. }
  851. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  852. {
  853. assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which)
  854. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))));
  855. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which));
  856. }
  857. EAlignment CGHeroInstance::getAlignment() const
  858. {
  859. return type->heroClass->getAlignment();
  860. }
  861. void CGHeroInstance::initExp(CRandomGenerator & rand)
  862. {
  863. exp = rand.nextInt(40, 89);
  864. }
  865. std::string CGHeroInstance::nodeName() const
  866. {
  867. return "Hero " + getNameTextID();
  868. }
  869. si32 CGHeroInstance::manaLimit() const
  870. {
  871. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  872. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  873. }
  874. std::string CGHeroInstance::getNameTranslated() const
  875. {
  876. if (!nameCustom.empty())
  877. return nameCustom;
  878. return VLC->generaltexth->translate(getNameTextID());
  879. }
  880. std::string CGHeroInstance::getNameTextID() const
  881. {
  882. if (!nameCustom.empty())
  883. return nameCustom;
  884. if (type)
  885. return type->getNameTextID();
  886. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  887. // assert(0);
  888. return "";
  889. }
  890. std::string CGHeroInstance::getBiographyTranslated() const
  891. {
  892. if (!biographyCustom.empty())
  893. return biographyCustom;
  894. return VLC->generaltexth->translate(getBiographyTextID());
  895. }
  896. std::string CGHeroInstance::getBiographyTextID() const
  897. {
  898. if (!biographyCustom.empty())
  899. return biographyCustom;
  900. if (type)
  901. return type->getBiographyTextID();
  902. assert(0);
  903. return "";
  904. }
  905. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  906. {
  907. assert(art->artType->canBePutAt(this, pos));
  908. CArtifactSet::putArtifact(pos, art);
  909. if(ArtifactUtils::isSlotEquipment(pos))
  910. attachTo(*art);
  911. }
  912. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  913. {
  914. auto art = getArt(pos);
  915. assert(art);
  916. CArtifactSet::removeArtifact(pos);
  917. if(ArtifactUtils::isSlotEquipment(pos))
  918. detachFrom(*art);
  919. }
  920. bool CGHeroInstance::hasSpellbook() const
  921. {
  922. return getArt(ArtifactPosition::SPELLBOOK);
  923. }
  924. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  925. {
  926. spells.insert(spell);
  927. }
  928. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  929. {
  930. spells.erase(spell);
  931. }
  932. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  933. {
  934. return vstd::contains(spells, spell);
  935. }
  936. void CGHeroInstance::removeSpellbook()
  937. {
  938. spells.clear();
  939. if(hasSpellbook())
  940. {
  941. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  942. }
  943. }
  944. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  945. {
  946. return spells;
  947. }
  948. int CGHeroInstance::maxSpellLevel() const
  949. {
  950. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  951. }
  952. void CGHeroInstance::deserializationFix()
  953. {
  954. artDeserializationFix(this);
  955. boatDeserializationFix();
  956. }
  957. void CGHeroInstance::boatDeserializationFix()
  958. {
  959. if (boat)
  960. attachTo(const_cast<CGBoat&>(*boat));
  961. }
  962. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  963. {
  964. if(!visitedTown)
  965. return nullptr;
  966. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  967. : (CBonusSystemNode *)(visitedTown.get());
  968. }
  969. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  970. {
  971. if(visitedTown)
  972. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  973. return &CArmedInstance::whereShouldBeAttached(gs);
  974. }
  975. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  976. {
  977. if(visitedTown)
  978. {
  979. if(inTownGarrison)
  980. return *visitedTown;
  981. else
  982. return visitedTown->townAndVis;
  983. }
  984. else
  985. return CArmedInstance::whereShouldBeAttached(gs);
  986. }
  987. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  988. {
  989. std::unique_ptr<TurnInfo> turnInfoLocal;
  990. if(!ti)
  991. {
  992. turnInfoLocal = std::make_unique<TurnInfo>(this);
  993. ti = turnInfoLocal.get();
  994. }
  995. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  996. return 0; // take all MPs by default
  997. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  998. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  999. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1000. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1001. return ret;
  1002. }
  1003. EDiggingStatus CGHeroInstance::diggingStatus() const
  1004. {
  1005. if(static_cast<int>(movement) < movementPointsLimit(true))
  1006. return EDiggingStatus::LACK_OF_MOVEMENT;
  1007. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  1008. return EDiggingStatus::BACKPACK_IS_FULL;
  1009. return cb->getTileDigStatus(visitablePos());
  1010. }
  1011. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1012. {
  1013. return ArtBearer::HERO;
  1014. }
  1015. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1016. {
  1017. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1018. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1019. std::vector<SecondarySkill> obligatory = {};
  1020. for(auto i = 0; i < VLC->skillh->size(); i++)
  1021. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1022. obligatory.emplace_back(i); //Always return all obligatory skills
  1023. return obligatory;
  1024. };
  1025. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1026. {
  1027. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1028. for(const auto & skill : ss)
  1029. {
  1030. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1031. {
  1032. obligatorySkills.push_back(skill);
  1033. break; //only one
  1034. }
  1035. }
  1036. };
  1037. if (!skillsInfo.wisdomCounter)
  1038. {
  1039. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1040. selectObligatorySkill(obligatory);
  1041. }
  1042. if (!skillsInfo.magicSchoolCounter)
  1043. {
  1044. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1045. selectObligatorySkill(obligatory);
  1046. }
  1047. std::vector<SecondarySkill> skills;
  1048. //picking sec. skills for choice
  1049. std::set<SecondarySkill> basicAndAdv;
  1050. std::set<SecondarySkill> expert;
  1051. std::set<SecondarySkill> none;
  1052. for(int i = 0; i < VLC->skillh->size(); i++)
  1053. if (canLearnSkill(SecondarySkill(i)))
  1054. none.insert(SecondarySkill(i));
  1055. for(const auto & elem : secSkills)
  1056. {
  1057. if(elem.second < SecSkillLevel::EXPERT)
  1058. basicAndAdv.insert(elem.first);
  1059. else
  1060. expert.insert(elem.first);
  1061. none.erase(elem.first);
  1062. }
  1063. for(const auto & s : obligatorySkills) //don't duplicate them
  1064. {
  1065. none.erase (s);
  1066. basicAndAdv.erase (s);
  1067. expert.erase (s);
  1068. }
  1069. //first offered skill:
  1070. // 1) give obligatory skill
  1071. // 2) give any other new skill
  1072. // 3) upgrade existing
  1073. if(canLearnSkill() && !obligatorySkills.empty())
  1074. {
  1075. skills.push_back (obligatorySkills[0]);
  1076. }
  1077. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1078. {
  1079. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1080. none.erase(skills.back());
  1081. }
  1082. else if(!basicAndAdv.empty())
  1083. {
  1084. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1085. basicAndAdv.erase(skills.back());
  1086. }
  1087. //second offered skill:
  1088. //1) upgrade existing
  1089. //2) give obligatory skill
  1090. //3) give any other new skill
  1091. if(!basicAndAdv.empty())
  1092. {
  1093. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1094. skills.push_back(s);
  1095. basicAndAdv.erase(s);
  1096. }
  1097. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1098. {
  1099. skills.push_back (obligatorySkills[1]);
  1100. }
  1101. else if(!none.empty() && canLearnSkill())
  1102. {
  1103. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1104. none.erase(skills.back());
  1105. }
  1106. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1107. std::swap(skills[0], skills[1]);
  1108. return skills;
  1109. }
  1110. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1111. {
  1112. assert(gainsLevel());
  1113. int randomValue = rand.nextInt(99);
  1114. int pom = 0;
  1115. int primarySkill = 0;
  1116. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1117. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1118. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1119. {
  1120. pom += skillChances[primarySkill];
  1121. if(randomValue < pom)
  1122. {
  1123. break;
  1124. }
  1125. }
  1126. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1127. {
  1128. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1129. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1130. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1131. }
  1132. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1133. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1134. }
  1135. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1136. {
  1137. assert(gainsLevel());
  1138. std::optional<SecondarySkill> chosenSecondarySkill;
  1139. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1140. if(!proposedSecondarySkills.empty())
  1141. {
  1142. std::vector<SecondarySkill> learnedSecondarySkills;
  1143. for(const auto & secondarySkill : proposedSecondarySkills)
  1144. {
  1145. if(getSecSkillLevel(secondarySkill) > 0)
  1146. {
  1147. learnedSecondarySkills.push_back(secondarySkill);
  1148. }
  1149. }
  1150. if(learnedSecondarySkills.empty())
  1151. {
  1152. // there are only new skills to learn, so choose anyone of them
  1153. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1154. }
  1155. else
  1156. {
  1157. // preferably upgrade a already learned secondary skill
  1158. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1159. }
  1160. }
  1161. return chosenSecondarySkill;
  1162. }
  1163. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1164. {
  1165. if(primarySkill < PrimarySkill::EXPERIENCE)
  1166. {
  1167. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1168. .And(Selector::subtype()(primarySkill))
  1169. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1170. assert(skill);
  1171. if(abs)
  1172. {
  1173. skill->val = static_cast<si32>(value);
  1174. }
  1175. else
  1176. {
  1177. skill->val += static_cast<si32>(value);
  1178. }
  1179. CBonusSystemNode::treeHasChanged();
  1180. }
  1181. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1182. {
  1183. if(abs)
  1184. {
  1185. exp = value;
  1186. }
  1187. else
  1188. {
  1189. exp += value;
  1190. }
  1191. }
  1192. }
  1193. bool CGHeroInstance::gainsLevel() const
  1194. {
  1195. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1196. }
  1197. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1198. {
  1199. ++level;
  1200. //deterministic secondary skills
  1201. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1202. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1203. for(const auto & skill : skills)
  1204. {
  1205. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1206. skillsInfo.resetWisdomCounter();
  1207. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1208. skillsInfo.resetMagicSchoolCounter();
  1209. }
  1210. //update specialty and other bonuses that scale with level
  1211. treeHasChanged();
  1212. }
  1213. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1214. {
  1215. while(gainsLevel())
  1216. {
  1217. const auto primarySkill = nextPrimarySkill(rand);
  1218. setPrimarySkill(primarySkill, 1, false);
  1219. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1220. const auto secondarySkill = nextSecondarySkill(rand);
  1221. if(secondarySkill)
  1222. {
  1223. setSecSkillLevel(*secondarySkill, 1, false);
  1224. }
  1225. //TODO why has the secondary skills to be passed to the method?
  1226. levelUp(proposedSecondarySkills);
  1227. }
  1228. }
  1229. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1230. {
  1231. //VISIONS spell support
  1232. const auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype);
  1233. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::VISIONS,subtype), cached);
  1234. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1235. if (visionsMultiplier > 0)
  1236. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1237. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1238. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1239. return (distance < visionsRange) && (target->pos.z == pos.z);
  1240. }
  1241. std::string CGHeroInstance::getHeroTypeName() const
  1242. {
  1243. if(ID == Obj::HERO || ID == Obj::PRISON)
  1244. {
  1245. if(type)
  1246. {
  1247. return type->getJsonKey();
  1248. }
  1249. else
  1250. {
  1251. return VLC->heroh->objects[subID]->getJsonKey();
  1252. }
  1253. }
  1254. return "";
  1255. }
  1256. void CGHeroInstance::afterAddToMap(CMap * map)
  1257. {
  1258. if(ID == Obj::HERO)
  1259. map->heroesOnMap.emplace_back(this);
  1260. }
  1261. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1262. {
  1263. if (ID == Obj::HERO)
  1264. vstd::erase_if_present(map->heroesOnMap, this);
  1265. }
  1266. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1267. {
  1268. if(ID == Obj::HERO || ID == Obj::PRISON)
  1269. {
  1270. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1271. if(rawId)
  1272. subID = rawId.value();
  1273. else
  1274. {
  1275. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1276. }
  1277. }
  1278. }
  1279. void CGHeroInstance::updateFrom(const JsonNode & data)
  1280. {
  1281. CGObjectInstance::updateFrom(data);
  1282. }
  1283. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1284. {
  1285. handler.serializeString("biography", biographyCustom);
  1286. handler.serializeInt("experience", exp, 0);
  1287. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1288. {
  1289. while (gainsLevel())
  1290. {
  1291. ++level;
  1292. }
  1293. }
  1294. handler.serializeString("name", nameCustom);
  1295. handler.serializeInt("gender", gender, 0);
  1296. {
  1297. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1298. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1299. if(handler.saving)
  1300. {
  1301. if(portrait >= 0)
  1302. {
  1303. if(portrait < legacyHeroes || portrait >= moddedStart)
  1304. {
  1305. int tempPortrait = portrait >= moddedStart
  1306. ? portrait - GameConstants::HERO_PORTRAIT_SHIFT
  1307. : portrait;
  1308. handler.serializeId<si32, si32, HeroTypeID>("portrait", tempPortrait, -1);
  1309. }
  1310. else
  1311. handler.serializeInt("portrait", portrait, -1);
  1312. }
  1313. }
  1314. else
  1315. {
  1316. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1317. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1318. {
  1319. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1320. if(portrait >= legacyHeroes)
  1321. portrait += GameConstants::HERO_PORTRAIT_SHIFT;
  1322. }
  1323. else
  1324. handler.serializeInt("portrait", portrait, -1);
  1325. }
  1326. }
  1327. //primary skills
  1328. if(handler.saving)
  1329. {
  1330. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1331. if(haveSkills)
  1332. {
  1333. auto primarySkills = handler.enterStruct("primarySkills");
  1334. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1335. {
  1336. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1337. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1338. }
  1339. }
  1340. }
  1341. else
  1342. {
  1343. auto primarySkills = handler.enterStruct("primarySkills");
  1344. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1345. {
  1346. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1347. {
  1348. int value = 0;
  1349. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1350. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1351. }
  1352. }
  1353. }
  1354. //secondary skills
  1355. if(handler.saving)
  1356. {
  1357. //does hero have default skills?
  1358. bool defaultSkills = false;
  1359. bool normalSkills = false;
  1360. for(const auto & p : secSkills)
  1361. {
  1362. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1363. defaultSkills = true;
  1364. else
  1365. normalSkills = true;
  1366. }
  1367. if(defaultSkills && normalSkills)
  1368. logGlobal->error("Mixed default and normal secondary skills");
  1369. //in json default skills means no field/null
  1370. if(!defaultSkills)
  1371. {
  1372. //enter structure here as handler initialize it
  1373. auto secondarySkills = handler.enterStruct("secondarySkills");
  1374. for(auto & p : secSkills)
  1375. {
  1376. const si32 rawId = p.first.num;
  1377. if(rawId < 0 || rawId >= VLC->skillh->size())
  1378. logGlobal->error("Invalid secondary skill %d", rawId);
  1379. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1380. }
  1381. }
  1382. }
  1383. else
  1384. {
  1385. auto secondarySkills = handler.enterStruct("secondarySkills");
  1386. const JsonNode & skillMap = handler.getCurrent();
  1387. secSkills.clear();
  1388. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1389. {
  1390. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1391. }
  1392. else
  1393. {
  1394. for(const auto & p : skillMap.Struct())
  1395. {
  1396. const std::string skillId = p.first;
  1397. const std::string levelId = p.second.String();
  1398. const int rawId = CSkillHandler::decodeSkill(skillId);
  1399. if(rawId < 0)
  1400. {
  1401. logGlobal->error("Invalid secondary skill %s", skillId);
  1402. continue;
  1403. }
  1404. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1405. if(level < 0)
  1406. {
  1407. logGlobal->error("Invalid secondary skill level%s", levelId);
  1408. continue;
  1409. }
  1410. secSkills.emplace_back(SecondarySkill(rawId), level);
  1411. }
  1412. }
  1413. }
  1414. handler.serializeIdArray("spellBook", spells);
  1415. if(handler.saving)
  1416. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1417. }
  1418. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1419. {
  1420. serializeCommonOptions(handler);
  1421. serializeJsonOwner(handler);
  1422. if(ID == Obj::HERO || ID == Obj::PRISON)
  1423. {
  1424. std::string typeName;
  1425. if(handler.saving)
  1426. typeName = getHeroTypeName();
  1427. handler.serializeString("type", typeName);
  1428. if(!handler.saving)
  1429. setHeroTypeName(typeName);
  1430. }
  1431. static const std::vector<std::string> FORMATIONS = { "wide", "tight" };
  1432. CCreatureSet::serializeJson(handler, "army", 7);
  1433. handler.serializeEnum("formation", formation, FORMATIONS);
  1434. {
  1435. static constexpr int NO_PATROLING = -1;
  1436. int rawPatrolRadius = NO_PATROLING;
  1437. if(handler.saving)
  1438. {
  1439. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1440. }
  1441. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1442. if(!handler.saving)
  1443. {
  1444. if(!appearance)
  1445. {
  1446. // crossoverDeserialize
  1447. type = VLC->heroh->objects[subID];
  1448. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1449. }
  1450. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1451. patrol.initialPos = visitablePos();
  1452. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1453. }
  1454. }
  1455. }
  1456. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1457. {
  1458. serializeCommonOptions(handler);
  1459. }
  1460. bool CGHeroInstance::isMissionCritical() const
  1461. {
  1462. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1463. {
  1464. if(event.trigger.test([&](const EventCondition & condition)
  1465. {
  1466. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1467. {
  1468. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1469. return (hero != this);
  1470. }
  1471. else if(condition.condition == EventCondition::IS_HUMAN)
  1472. {
  1473. return true;
  1474. }
  1475. return false;
  1476. }))
  1477. {
  1478. return true;
  1479. }
  1480. }
  1481. return false;
  1482. }
  1483. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1484. {
  1485. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, stack.type->getId()));
  1486. for(const auto & it : *lista)
  1487. {
  1488. auto nid = CreatureID(it->additionalInfo[0]);
  1489. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1490. {
  1491. info.newID.push_back(nid);
  1492. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1493. }
  1494. }
  1495. }
  1496. VCMI_LIB_NAMESPACE_END