CGHeroInstance.cpp 50 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 <vstd/RNG.h>
  15. #include "../callback/IGameInfoCallback.h"
  16. #include "../callback/IGameEventCallback.h"
  17. #include "../callback/IGameRandomizer.h"
  18. #include "../callback/EditorCallback.h"
  19. #include "../texts/CGeneralTextHandler.h"
  20. #include "../TerrainHandler.h"
  21. #include "../RoadHandler.h"
  22. #include "../IGameSettings.h"
  23. #include "../CSoundBase.h"
  24. #include "../spells/CSpellHandler.h"
  25. #include "../CSkillHandler.h"
  26. #include "../gameState/CGameState.h"
  27. #include "../gameState/UpgradeInfo.h"
  28. #include "../CCreatureHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "../StartInfo.h"
  31. #include "CGTownInstance.h"
  32. #include "../entities/artifact/ArtifactUtils.h"
  33. #include "../entities/artifact/CArtifact.h"
  34. #include "../entities/faction/CTownHandler.h"
  35. #include "../entities/hero/CHeroHandler.h"
  36. #include "../entities/hero/CHeroClass.h"
  37. #include "../battle/CBattleInfoEssentials.h"
  38. #include "../campaign/CampaignState.h"
  39. #include "../json/JsonBonus.h"
  40. #include "../pathfinder/TurnInfo.h"
  41. #include "../serializer/JsonSerializeFormat.h"
  42. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  43. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  44. #include "../mapObjects/MiscObjects.h"
  45. #include "../modding/ModScope.h"
  46. #include "../networkPacks/PacksForClient.h"
  47. #include "../networkPacks/PacksForClientBattle.h"
  48. #include "../constants/StringConstants.h"
  49. #include "../battle/Unit.h"
  50. #include "CConfigHandler.h"
  51. VCMI_LIB_NAMESPACE_BEGIN
  52. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  53. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  54. {
  55. serializeJsonOwner(handler);
  56. bool isHeroType = heroType.has_value();
  57. handler.serializeBool("placeholderType", isHeroType, false);
  58. if(!handler.saving)
  59. {
  60. if(isHeroType)
  61. heroType = HeroTypeID::NONE;
  62. else
  63. powerRank = 0;
  64. }
  65. if(isHeroType)
  66. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  67. else
  68. handler.serializeInt("powerRank", powerRank.value());
  69. }
  70. FactionID CGHeroInstance::getFactionID() const
  71. {
  72. return getHeroClass()->faction;
  73. }
  74. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  75. {
  76. return this;
  77. }
  78. TerrainId CGHeroInstance::getNativeTerrain() const
  79. {
  80. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  81. // This is clearly bug in H3 however intended behaviour is not clear.
  82. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  83. // will always have best penalty without any influence from player-defined stacks order
  84. // and army that consist solely from neutral will always be considered to be on native terrain
  85. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  86. for(const auto & stack : stacks)
  87. {
  88. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  89. if(stackNativeTerrain == ETerrainId::NONE)
  90. continue;
  91. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  92. nativeTerrain = stackNativeTerrain;
  93. else if(nativeTerrain != stackNativeTerrain)
  94. return ETerrainId::NONE;
  95. }
  96. return nativeTerrain;
  97. }
  98. bool CGHeroInstance::isCoastVisitable() const
  99. {
  100. return true;
  101. }
  102. bool CGHeroInstance::isBlockedVisitable() const
  103. {
  104. return true;
  105. }
  106. BattleField CGHeroInstance::getBattlefield() const
  107. {
  108. return BattleField::NONE;
  109. }
  110. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  111. {
  112. for(const auto & elem : secSkills)
  113. if(elem.first == skill)
  114. return elem.second;
  115. return 0;
  116. }
  117. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, ChangeValueMode mode)
  118. {
  119. int currentLevel = getSecSkillLevel(which);
  120. int newLevel = mode == ChangeValueMode::ABSOLUTE ? val : currentLevel + val;
  121. int newLevelClamped = std::clamp<int>(newLevel, MasteryLevel::NONE, MasteryLevel::EXPERT);
  122. if (currentLevel == newLevelClamped)
  123. return; // no change
  124. if (newLevelClamped == 0) // skill removal
  125. {
  126. vstd::erase_if(secSkills, [which](const std::pair<SecondarySkill, ui8>& pair) { return pair.first == which; });
  127. }
  128. else if(currentLevel == 0) // gained new skill
  129. {
  130. secSkills.emplace_back(which, newLevelClamped);
  131. }
  132. else
  133. {
  134. for (auto & elem : secSkills)
  135. {
  136. if(elem.first == which)
  137. elem.second = newLevelClamped;
  138. }
  139. }
  140. updateSkillBonus(which, newLevelClamped);
  141. }
  142. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  143. {
  144. return position - getVisitableOffset();
  145. }
  146. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  147. {
  148. return position + getVisitableOffset();
  149. }
  150. bool CGHeroInstance::canLearnSkill() const
  151. {
  152. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  153. }
  154. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  155. {
  156. if ( !canLearnSkill())
  157. return false;
  158. if (!cb->isAllowed(which))
  159. return false;
  160. if (getSecSkillLevel(which) > 0)
  161. return false;
  162. if (getHeroClass()->secSkillProbability.count(which) == 0)
  163. return false;
  164. if (getHeroClass()->secSkillProbability.at(which) == 0)
  165. return false;
  166. return true;
  167. }
  168. int CGHeroInstance::movementPointsRemaining() const
  169. {
  170. return movement;
  171. }
  172. void CGHeroInstance::setMovementPoints(int points)
  173. {
  174. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  175. movement = 1000000;
  176. else
  177. movement = std::max(0, points);
  178. }
  179. int CGHeroInstance::movementPointsLimit(bool onLand) const
  180. {
  181. auto ti = getTurnInfo(0);
  182. return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
  183. }
  184. int CGHeroInstance::getLowestCreatureSpeed() const
  185. {
  186. if(stacksCount() != 0)
  187. {
  188. int minimalSpeed = std::numeric_limits<int>::max();
  189. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  190. for(const auto & slot : Slots())
  191. minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
  192. return minimalSpeed;
  193. }
  194. else
  195. {
  196. if(commander && commander->alive)
  197. return commander->getInitiative();
  198. }
  199. return 10;
  200. }
  201. std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
  202. {
  203. return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
  204. }
  205. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  206. {
  207. if (onLand)
  208. return ti->getMovePointsLimitLand();
  209. else
  210. return ti->getMovePointsLimitWater();
  211. }
  212. CGHeroInstance::CGHeroInstance(IGameInfoCallback * cb)
  213. : CArmedInstance(cb),
  214. CArtifactSet(cb),
  215. tacticFormationEnabled(false),
  216. inTownGarrison(false),
  217. moveDir(4),
  218. mana(UNINITIALIZED_MANA),
  219. movement(UNINITIALIZED_MOVEMENT),
  220. level(1),
  221. exp(UNINITIALIZED_EXPERIENCE),
  222. gender(EHeroGender::DEFAULT),
  223. primarySkills(this),
  224. magicSchoolMastery(this),
  225. turnInfoCache(std::make_unique<TurnInfoCache>(this)),
  226. manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
  227. {
  228. setNodeType(HERO);
  229. ID = Obj::HERO;
  230. secSkills.emplace_back(SecondarySkill::NONE, -1);
  231. }
  232. PlayerColor CGHeroInstance::getOwner() const
  233. {
  234. return tempOwner;
  235. }
  236. const CHeroClass * CGHeroInstance::getHeroClass() const
  237. {
  238. return getHeroType()->heroClass;
  239. }
  240. HeroClassID CGHeroInstance::getHeroClassID() const
  241. {
  242. auto heroType = getHeroTypeID();
  243. if (heroType.hasValue())
  244. return getHeroType()->heroClass->getId();
  245. else
  246. return HeroClassID();
  247. }
  248. const CHero * CGHeroInstance::getHeroType() const
  249. {
  250. return getHeroTypeID().toHeroType();
  251. }
  252. HeroTypeID CGHeroInstance::getHeroTypeID() const
  253. {
  254. if (ID == Obj::RANDOM_HERO)
  255. return HeroTypeID::NONE;
  256. return HeroTypeID(getObjTypeIndex().getNum());
  257. }
  258. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  259. {
  260. subID = heroType;
  261. }
  262. bool CGHeroInstance::isGarrisoned() const
  263. {
  264. return inTownGarrison;
  265. }
  266. const CGTownInstance * CGHeroInstance::getVisitedTown() const
  267. {
  268. if (!visitedTown.hasValue())
  269. return nullptr;
  270. return cb->getTown(visitedTown);
  271. }
  272. CGTownInstance * CGHeroInstance::getVisitedTown()
  273. {
  274. if (!visitedTown.hasValue())
  275. return nullptr;
  276. return dynamic_cast<CGTownInstance*>(cb->gameState().getObjInstance(visitedTown));
  277. }
  278. void CGHeroInstance::setVisitedTown(const CGTownInstance * town, bool garrisoned)
  279. {
  280. if (town)
  281. visitedTown = town->id;
  282. else
  283. visitedTown = {};
  284. inTownGarrison = garrisoned;
  285. }
  286. const CCommanderInstance * CGHeroInstance::getCommander() const
  287. {
  288. return commander.get();
  289. }
  290. CCommanderInstance * CGHeroInstance::getCommander()
  291. {
  292. return commander.get();
  293. }
  294. void CGHeroInstance::initObj(IGameRandomizer & gameRandomizer)
  295. {
  296. if (ID == Obj::HERO)
  297. updateAppearance();
  298. }
  299. void CGHeroInstance::initHero(IGameRandomizer & gameRandomizer, const HeroTypeID & SUBID)
  300. {
  301. subID = SUBID.getNum();
  302. initHero(gameRandomizer);
  303. }
  304. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  305. {
  306. if (ID == Obj::HERO)
  307. return LIBRARY->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  308. else // prison or random hero
  309. return LIBRARY->objtypeh->getHandlerFor(ID, 0);
  310. }
  311. void CGHeroInstance::updateAppearance()
  312. {
  313. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  314. auto terrain = cb->getTile(visitablePos())->getTerrainID();
  315. auto app = handler->getOverride(terrain, this);
  316. if (app)
  317. appearance = app;
  318. }
  319. void CGHeroInstance::initHero(IGameRandomizer & gameRandomizer)
  320. {
  321. assert(validTypes(true));
  322. if (gender == EHeroGender::DEFAULT)
  323. gender = getHeroType()->gender;
  324. if (ID == Obj::HERO)
  325. {
  326. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  327. appearance = handler->getTemplates().front();
  328. }
  329. if(!vstd::contains(spells, SpellID::PRESET))
  330. {
  331. // hero starts with default spells
  332. for(const auto & spellID : getHeroType()->spells)
  333. spells.insert(spellID);
  334. }
  335. else //remove placeholder
  336. spells -= SpellID::PRESET;
  337. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  338. {
  339. // hero starts with default spellbook presence status
  340. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  341. {
  342. auto artifact = cb->gameState().createArtifact(ArtifactID::SPELLBOOK);
  343. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  344. }
  345. }
  346. else
  347. spells -= SpellID::SPELLBOOK_PRESET;
  348. if(!getArt(ArtifactPosition::MACH4))
  349. {
  350. auto artifact = cb->gameState().createArtifact(ArtifactID::CATAPULT);
  351. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  352. }
  353. if(!hasBonusFrom(BonusSource::HERO_BASE_SKILL))
  354. {
  355. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  356. {
  357. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  358. }
  359. }
  360. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  361. secSkills = getHeroType()->secSkillsInit;
  362. setFormation(EArmyFormation::LOOSE);
  363. if (!stacksCount()) //standard army//initial army
  364. {
  365. initArmy(gameRandomizer.getDefault());
  366. }
  367. assert(validTypes());
  368. if (patrol.patrolling)
  369. patrol.initialPos = visitablePos();
  370. if(exp == UNINITIALIZED_EXPERIENCE)
  371. {
  372. initExp(gameRandomizer.getDefault());
  373. }
  374. else
  375. {
  376. levelUpAutomatically(gameRandomizer);
  377. }
  378. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  379. // must be done separately from global bonuses since recruitable heroes in taverns
  380. // are not attached to global bonus node but need access to some global bonuses
  381. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : LIBRARY->modh->heroBaseBonuses)
  382. // or MOVEMENT to compute initial movement before recruiting is finished
  383. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  384. for(const auto & b : baseBonuses.Struct())
  385. {
  386. auto bonus = JsonUtils::parseBonus(b.second);
  387. bonus->source = BonusSource::HERO_BASE_SKILL;
  388. bonus->sid = BonusSourceID(id);
  389. bonus->duration = BonusDuration::PERMANENT;
  390. addNewBonus(bonus);
  391. }
  392. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  393. {
  394. commander = std::make_unique<CCommanderInstance>(cb, getHeroClass()->commander);
  395. commander->setArmy(getArmy()); //TODO: separate function for setting commanders
  396. commander->giveTotalStackExperience(exp); //after our exp is set
  397. }
  398. //copy active (probably growing) bonuses from hero prototype to hero object
  399. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  400. addNewBonus(b);
  401. //initialize bonuses
  402. recreateSecondarySkillsBonuses();
  403. movement = movementPointsLimit(true);
  404. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  405. }
  406. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  407. {
  408. if(!dst)
  409. dst = this;
  410. int warMachinesGiven = 0;
  411. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  412. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  413. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  414. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  415. {
  416. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  417. continue;
  418. auto & stack = getHeroType()->initialArmy[stackNo];
  419. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  420. if(stack.creature == CreatureID::NONE)
  421. {
  422. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  423. continue;
  424. }
  425. const CCreature * creature = stack.creature.toCreature();
  426. if(creature->warMachine != ArtifactID::NONE) //war machine
  427. {
  428. warMachinesGiven++;
  429. if(dst != this)
  430. continue;
  431. ArtifactID aid = creature->warMachine;
  432. const CArtifact * art = aid.toArtifact();
  433. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  434. {
  435. //TODO: should we try another possible slots?
  436. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  437. if(!getArt(slot))
  438. {
  439. auto artifact = cb->gameState().createArtifact(aid);
  440. putArtifact(slot, artifact);
  441. }
  442. else
  443. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  444. }
  445. else
  446. {
  447. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  448. }
  449. }
  450. else
  451. {
  452. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  453. }
  454. }
  455. }
  456. CGHeroInstance::~CGHeroInstance() = default;
  457. bool CGHeroInstance::needsLastStack() const
  458. {
  459. return true;
  460. }
  461. void CGHeroInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
  462. {
  463. if(h == this) return; //exclude potential self-visiting
  464. if (ID == Obj::HERO)
  465. {
  466. if( cb->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  467. {
  468. //exchange
  469. gameEvents.heroExchange(h->id, id);
  470. }
  471. else //battle
  472. {
  473. if(getVisitedTown()) //we're in town
  474. getVisitedTown()->onHeroVisit(gameEvents, h); //town will handle attacking
  475. else
  476. gameEvents.startBattle(h, this);
  477. }
  478. }
  479. else if(ID == Obj::PRISON)
  480. {
  481. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  482. {
  483. //update hero parameters
  484. SetMovePoints smp;
  485. smp.hid = id;
  486. gameEvents.setManaPoints(id, manaLimit());
  487. ObjectInstanceID boatId;
  488. const auto boatPos = visitablePos();
  489. if (cb->getTile(boatPos)->isWater())
  490. {
  491. smp.val = movementPointsLimit(false);
  492. if (!inBoat())
  493. {
  494. //Create a new boat for hero
  495. gameEvents.createBoat(boatPos, getBoatType(), h->getOwner());
  496. boatId = cb->getTopObj(boatPos)->id;
  497. }
  498. }
  499. else
  500. {
  501. smp.val = movementPointsLimit(true);
  502. }
  503. gameEvents.giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  504. gameEvents.setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  505. gameEvents.setMovePoints (&smp);
  506. h->showInfoDialog(gameEvents, 102);
  507. }
  508. else //already 8 wandering heroes
  509. {
  510. h->showInfoDialog(gameEvents, 103);
  511. }
  512. }
  513. }
  514. std::string CGHeroInstance::getObjectName() const
  515. {
  516. if(ID != Obj::PRISON)
  517. {
  518. std::string hoverName = LIBRARY->generaltexth->allTexts[15];
  519. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  520. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  521. return hoverName;
  522. }
  523. else
  524. return LIBRARY->objtypeh->getObjectName(ID, 0);
  525. }
  526. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  527. {
  528. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  529. return hoverText;
  530. }
  531. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  532. {
  533. std::string output = "";
  534. if(player == getOwner())
  535. {
  536. output += " " + LIBRARY->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  537. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!inBoat())));
  538. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  539. }
  540. return output;
  541. }
  542. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  543. {
  544. return getHeroClass()->isMagicHero() ? 3 : 4;
  545. }
  546. ui8 CGHeroInstance::maxlevelsToWisdom() const
  547. {
  548. return getHeroClass()->isMagicHero() ? 3 : 6;
  549. }
  550. void CGHeroInstance::pickRandomObject(IGameRandomizer & gameRandomizer)
  551. {
  552. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  553. if (ID == Obj::RANDOM_HERO)
  554. {
  555. auto selectedHero = cb->gameState().pickNextHeroType(gameRandomizer.getDefault(), getOwner());
  556. ID = Obj::HERO;
  557. subID = selectedHero;
  558. randomizeArmy(getHeroClass()->faction);
  559. }
  560. auto oldSubID = subID;
  561. // to find object handler we must use heroClass->id
  562. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  563. // exclude prisons which should use appearance as set in map, via map editor or RMG
  564. if (ID != Obj::PRISON)
  565. setType(ID, getHeroClass()->getIndex());
  566. this->subID = oldSubID;
  567. }
  568. void CGHeroInstance::recreateSecondarySkillsBonuses()
  569. {
  570. auto secondarySkillsBonuses = getBonusesFrom(BonusSource::SECONDARY_SKILL);
  571. for(const auto & bonus : *secondarySkillsBonuses)
  572. removeBonus(bonus);
  573. for(const auto & skill_info : secSkills)
  574. if(skill_info.second > 0)
  575. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  576. }
  577. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  578. {
  579. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  580. if(val > 0)
  581. {
  582. auto skillBonus = (*LIBRARY->skillh)[which]->at(val).effects;
  583. for(const auto& b : skillBonus)
  584. addNewBonus(std::make_shared<Bonus>(*b));
  585. }
  586. }
  587. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  588. {
  589. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  590. setStackCount(SlotID(0), identifier.getNum());
  591. }
  592. int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
  593. {
  594. return primarySkills.getSkill(id);
  595. }
  596. double CGHeroInstance::getFightingStrength() const
  597. {
  598. const auto & skillValues = primarySkills.getSkills();
  599. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK.getNum()]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE.getNum()]));
  600. }
  601. double CGHeroInstance::getMagicStrength() const
  602. {
  603. const auto & skillValues = primarySkills.getSkills();
  604. if (!hasSpellbook())
  605. return 1;
  606. bool atLeastOneCombatSpell = false;
  607. for (auto spell : spells)
  608. {
  609. if (spell.toSpell()->isCombat())
  610. {
  611. atLeastOneCombatSpell = true;
  612. break;
  613. }
  614. }
  615. if (!atLeastOneCombatSpell)
  616. return 1;
  617. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE.getNum()] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER.getNum()] * mana / manaLimit()));
  618. }
  619. double CGHeroInstance::getHeroStrength() const
  620. {
  621. return getFightingStrength() * getMagicStrength();
  622. }
  623. uint64_t CGHeroInstance::getValueForDiplomacy() const
  624. {
  625. // H3 formula for hero strength when considering diplomacy skill
  626. uint64_t armyStrength = getArmyStrength();
  627. double heroStrength = sqrt(
  628. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::ATTACK)) *
  629. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::DEFENSE))
  630. );
  631. return heroStrength * armyStrength;
  632. }
  633. bool CGHeroInstance::compareCampaignValue(const CGHeroInstance * left, const CGHeroInstance * right)
  634. {
  635. // https://heroes.thelazy.net/index.php/Power_rating
  636. uint32_t leftLevel = left->level;
  637. uint64_t leftExperience = left->exp;
  638. uint32_t leftPrimary = left->getPrimSkillLevel(PrimarySkill::ATTACK) + left->getPrimSkillLevel(PrimarySkill::DEFENSE) + left->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + left->getPrimSkillLevel(PrimarySkill::DEFENSE);
  639. uint32_t leftPrimaryAndLevel = leftPrimary + leftLevel;
  640. uint32_t rightLevel = right->level;
  641. uint64_t rightExperience = right->exp;
  642. uint32_t rightPrimary = right->getPrimSkillLevel(PrimarySkill::ATTACK) + right->getPrimSkillLevel(PrimarySkill::DEFENSE) + right->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + right->getPrimSkillLevel(PrimarySkill::DEFENSE);
  643. uint32_t rightPrimaryAndLevel = rightPrimary + rightLevel;
  644. if (leftPrimaryAndLevel != rightPrimaryAndLevel)
  645. return leftPrimaryAndLevel > rightPrimaryAndLevel;
  646. if (leftLevel != rightLevel)
  647. return leftLevel > rightLevel;
  648. if (leftExperience != rightExperience)
  649. return leftExperience > rightExperience;
  650. return left->getHeroTypeID() > right->getHeroTypeID();
  651. }
  652. ui64 CGHeroInstance::getTotalStrength() const
  653. {
  654. double ret = getHeroStrength() * getArmyStrength();
  655. return static_cast<ui64>(ret);
  656. }
  657. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  658. {
  659. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  660. }
  661. int32_t CGHeroInstance::getCasterUnitId() const
  662. {
  663. return id.getNum();
  664. }
  665. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  666. {
  667. int32_t skill = -1; //skill level
  668. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  669. {
  670. int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  671. if(thisSchool > skill)
  672. {
  673. skill = thisSchool;
  674. if(outSelectedSchool)
  675. *outSelectedSchool = cnf;
  676. }
  677. });
  678. vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
  679. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  680. vstd::amax(skill, 0); //in case we don't know any school
  681. vstd::amin(skill, 3);
  682. return skill;
  683. }
  684. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  685. {
  686. //applying sorcery secondary skill
  687. if(spell->isMagical())
  688. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  689. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  690. int maxSchoolBonus = 0;
  691. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  692. {
  693. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  694. });
  695. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  696. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  697. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  698. return base;
  699. }
  700. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  701. {
  702. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  703. return base;
  704. }
  705. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  706. {
  707. return getSpellSchoolLevel(spell);
  708. }
  709. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  710. {
  711. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  712. }
  713. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  714. {
  715. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  716. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  717. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  718. return spellpower + durationCommon + durationSpecific;
  719. }
  720. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  721. {
  722. return 0;
  723. }
  724. PlayerColor CGHeroInstance::getCasterOwner() const
  725. {
  726. return tempOwner;
  727. }
  728. void CGHeroInstance::getCasterName(MetaString & text) const
  729. {
  730. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  731. text.replaceRawString(getNameTranslated());
  732. }
  733. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const
  734. {
  735. const bool singleTarget = attacked.size() == 1;
  736. const int textIndex = singleTarget ? 195 : 196;
  737. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  738. getCasterName(text);
  739. text.replaceName(spell->getId());
  740. if(singleTarget)
  741. attacked.at(0)->addNameReplacement(text, true);
  742. }
  743. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  744. {
  745. return this;
  746. }
  747. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  748. {
  749. if(spellCost != 0)
  750. {
  751. SetMana sm;
  752. sm.mode = ChangeValueMode::RELATIVE;
  753. sm.hid = id;
  754. sm.val = -spellCost;
  755. server->apply(sm);
  756. }
  757. }
  758. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  759. {
  760. const bool isAllowed = cb->isAllowed(spell->getId());
  761. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  762. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  763. bool schoolBonus = false;
  764. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  765. {
  766. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  767. {
  768. schoolBonus = stop = true;
  769. }
  770. });
  771. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  772. if(spell->isSpecial())
  773. {
  774. if(inSpellBook)
  775. {//hero has this spell in spellbook
  776. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  777. }
  778. return specificBonus;
  779. }
  780. else if(!isAllowed)
  781. {
  782. if(inSpellBook)
  783. {
  784. //hero has this spell in spellbook
  785. //it is normal if set in map editor, but trace it to possible debug of magic guild
  786. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  787. }
  788. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  789. }
  790. else
  791. {
  792. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  793. }
  794. }
  795. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  796. {
  797. if(!hasSpellbook())
  798. return false;
  799. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  800. return false;
  801. if(vstd::contains(spells, spell->getId()))//already known
  802. return false;
  803. if(spell->isSpecial())
  804. {
  805. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  806. return false;//special spells can not be learned
  807. }
  808. if(spell->isCreatureAbility())
  809. {
  810. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  811. return false;//creature abilities can not be learned
  812. }
  813. if(!allowBanned && !cb->isAllowed(spell->getId()))
  814. {
  815. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  816. return false;//banned spells should not be learned
  817. }
  818. return true;
  819. }
  820. /**
  821. * Calculates what creatures and how many to be raised from a battle.
  822. * @param battleResult The results of the battle.
  823. * @return Returns a pair with the first value indicating the ID of the creature
  824. * type and second value the amount. Both values are returned as -1 if necromancy
  825. * could not be applied.
  826. */
  827. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  828. {
  829. TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
  830. // need skill or cloak of undead king - lesser artifacts don't work without skill
  831. if (improvedNecromancy->empty())
  832. return CStackBasicDescriptor();
  833. int raisedUnitsPercentage = std::clamp(valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE), 0, 100);
  834. if (raisedUnitsPercentage == 0)
  835. return CStackBasicDescriptor();
  836. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  837. if(casualties.empty())
  838. return CStackBasicDescriptor();
  839. // figure out what to raise - pick strongest creature meeting requirements
  840. CreatureID bestCreature = CreatureID::NONE;
  841. int necromancerPower = improvedNecromancy->totalValue();
  842. // pick best bonus available
  843. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  844. {
  845. // addInfo[0] = required necromancy skill
  846. if(newPick->additionalInfo[0] > necromancerPower)
  847. continue;
  848. CreatureID newCreature = newPick->subtype.as<CreatureID>();;
  849. if(!bestCreature.hasValue())
  850. {
  851. bestCreature = newCreature;
  852. }
  853. else
  854. {
  855. auto quality = [](CreatureID pick) -> std::tuple<int, int>
  856. {
  857. const auto * c = pick.toCreature();
  858. return std::tuple<int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue())};
  859. };
  860. if(quality(bestCreature) < quality(newCreature))
  861. bestCreature = newCreature;
  862. }
  863. }
  864. assert(bestCreature != CreatureID::NONE);
  865. CreatureID selectedCreature = bestCreature;
  866. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  867. if(getSlotFor(selectedCreature) == SlotID())
  868. {
  869. for (const auto & slot : Slots())
  870. {
  871. if (selectedCreature.toCreature()->isMyDirectOrIndirectUpgrade(slot.second->getCreature()))
  872. {
  873. selectedCreature = slot.second->getCreatureID();
  874. break;
  875. }
  876. }
  877. }
  878. // calculate number of creatures raised - low level units contribute at 50% rate
  879. const double raisedUnitHealth = selectedCreature.toCreature()->getMaxHealth();
  880. double raisedUnits = 0;
  881. for(const auto & casualty : casualties)
  882. {
  883. const CCreature * c = casualty.first.toCreature();
  884. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * raisedUnitsPercentage;
  885. if (bestCreature != selectedCreature)
  886. raisedUnits += raisedFromCasualty * 2 / 3 / 100;
  887. else
  888. raisedUnits += raisedFromCasualty / 100;
  889. }
  890. return CStackBasicDescriptor(selectedCreature, std::max(static_cast<int>(raisedUnits), 1));
  891. }
  892. int CGHeroInstance::getSightRadius() const
  893. {
  894. int baseValue = LIBRARY->engineSettings()->getInteger(EGameSettings::HEROES_BASE_SCOUNTING_RANGE);
  895. return applyBonuses(BonusType::SIGHT_RADIUS, baseValue);
  896. }
  897. si32 CGHeroInstance::manaRegain() const
  898. {
  899. int percentageRegeneration = valOfBonuses(BonusType::MANA_PERCENTAGE_REGENERATION);
  900. int regeneratedByPercentage = manaLimit() * percentageRegeneration / 100;
  901. int regeneratedByValue = valOfBonuses(BonusType::MANA_REGENERATION);
  902. return std::max(regeneratedByValue, regeneratedByPercentage);
  903. }
  904. si32 CGHeroInstance::getManaNewTurn() const
  905. {
  906. if(getVisitedTown() && getVisitedTown()->hasBuilt(BuildingID::MAGES_GUILD_1))
  907. {
  908. //if hero starts turn in town with mage guild - restore all mana
  909. return std::max(mana, manaLimit());
  910. }
  911. si32 res = mana + manaRegain();
  912. res = std::min(res, manaLimit());
  913. res = std::max(res, mana);
  914. res = std::max(res, 0);
  915. return res;
  916. }
  917. // /**
  918. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  919. // * or discards it if it cannot be equipped.
  920. // */
  921. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  922. // {
  923. // CArtifact * const artifact = LIBRARY->arth->objects[aid]; //pointer to constant object
  924. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  925. // ai->putAt(this, ai->firstAvailableSlot(this));
  926. // }
  927. BoatId CGHeroInstance::getBoatType() const
  928. {
  929. return BoatId(LIBRARY->townh->getById(getHeroClass()->faction)->getBoatType());
  930. }
  931. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  932. {
  933. offsets = {
  934. {0, -1, 0},
  935. {+1, -1, 0},
  936. {+1, 0, 0},
  937. {+1, +1, 0},
  938. {0, +1, 0},
  939. {-1, +1, 0},
  940. {-1, 0, 0},
  941. {-1, -1, 0},
  942. };
  943. }
  944. const IObjectInterface * CGHeroInstance::getObject() const
  945. {
  946. return this;
  947. }
  948. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  949. {
  950. return sp->getCost(getSpellSchoolLevel(sp));
  951. }
  952. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  953. {
  954. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  955. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  956. removeBonuses(sel);
  957. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  958. }
  959. EAlignment CGHeroInstance::getAlignment() const
  960. {
  961. return getHeroClass()->getAlignment();
  962. }
  963. void CGHeroInstance::initExp(vstd::RNG & rand)
  964. {
  965. exp = rand.nextInt(40, 89);
  966. }
  967. std::string CGHeroInstance::nodeName() const
  968. {
  969. return "Hero " + getNameTextID();
  970. }
  971. si32 CGHeroInstance::manaLimit() const
  972. {
  973. return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
  974. }
  975. HeroTypeID CGHeroInstance::getPortraitSource() const
  976. {
  977. if (customPortraitSource.isValid())
  978. return customPortraitSource;
  979. else
  980. return getHeroTypeID();
  981. }
  982. int32_t CGHeroInstance::getIconIndex() const
  983. {
  984. return getPortraitSource().toEntity(LIBRARY)->getIconIndex();
  985. }
  986. std::string CGHeroInstance::getNameTranslated() const
  987. {
  988. return LIBRARY->generaltexth->translate(getNameTextID());
  989. }
  990. std::string CGHeroInstance::getClassNameTranslated() const
  991. {
  992. return LIBRARY->generaltexth->translate(getClassNameTextID());
  993. }
  994. std::string CGHeroInstance::getClassNameTextID() const
  995. {
  996. if (isCampaignGem())
  997. return "core.genrltxt.735";
  998. return getHeroClass()->getNameTextID();
  999. }
  1000. std::string CGHeroInstance::getNameTextID() const
  1001. {
  1002. if (!nameCustomTextId.empty())
  1003. return nameCustomTextId;
  1004. if (getHeroTypeID().hasValue())
  1005. return getHeroType()->getNameTextID();
  1006. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1007. // assert(0);
  1008. return "";
  1009. }
  1010. std::string CGHeroInstance::getBiographyTranslated() const
  1011. {
  1012. return LIBRARY->generaltexth->translate(getBiographyTextID());
  1013. }
  1014. std::string CGHeroInstance::getBiographyTextID() const
  1015. {
  1016. if (!biographyCustomTextId.empty())
  1017. return biographyCustomTextId;
  1018. if (getHeroTypeID().hasValue())
  1019. return getHeroType()->getBiographyTextID();
  1020. return ""; //for random hero
  1021. }
  1022. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, const CArtifactInstance * art)
  1023. {
  1024. assert(art->canBePutAt(this, pos));
  1025. if(ArtifactUtils::isSlotEquipment(pos))
  1026. attachToSource(*art);
  1027. return CArtifactSet::putArtifact(pos, art);
  1028. }
  1029. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1030. {
  1031. auto art = getArt(pos);
  1032. assert(art);
  1033. CArtifactSet::removeArtifact(pos);
  1034. if(ArtifactUtils::isSlotEquipment(pos))
  1035. detachFromSource(*art);
  1036. }
  1037. bool CGHeroInstance::hasSpellbook() const
  1038. {
  1039. return getArt(ArtifactPosition::SPELLBOOK);
  1040. }
  1041. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1042. {
  1043. spells.insert(spell);
  1044. }
  1045. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1046. {
  1047. spells.erase(spell);
  1048. }
  1049. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1050. {
  1051. return vstd::contains(spells, spell);
  1052. }
  1053. void CGHeroInstance::removeSpellbook()
  1054. {
  1055. spells.clear();
  1056. if(hasSpellbook())
  1057. {
  1058. cb->gameState().getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1059. }
  1060. }
  1061. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1062. {
  1063. return spells;
  1064. }
  1065. int CGHeroInstance::maxSpellLevel() const
  1066. {
  1067. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(BonusType::MAX_LEARNABLE_SPELL_LEVEL));
  1068. }
  1069. bool CGHeroInstance::inBoat() const
  1070. {
  1071. return boardedBoat.hasValue();
  1072. }
  1073. const CGBoat * CGHeroInstance::getBoat() const
  1074. {
  1075. if (boardedBoat.hasValue())
  1076. return dynamic_cast<const CGBoat*>(cb->getObjInstance(boardedBoat));
  1077. return nullptr;
  1078. }
  1079. CGBoat * CGHeroInstance::getBoat()
  1080. {
  1081. if (boardedBoat.hasValue())
  1082. return dynamic_cast<CGBoat*>(cb->gameState().getObjInstance(boardedBoat));
  1083. return nullptr;
  1084. }
  1085. void CGHeroInstance::setBoat(CGBoat* newBoat)
  1086. {
  1087. if (newBoat)
  1088. {
  1089. boardedBoat = newBoat->id;
  1090. attachTo(*newBoat);
  1091. newBoat->setBoardedHero(this);
  1092. }
  1093. else if (boardedBoat.hasValue())
  1094. {
  1095. auto oldBoat = getBoat();
  1096. boardedBoat = {};
  1097. detachFrom(*oldBoat);
  1098. oldBoat->setBoardedHero(nullptr);
  1099. }
  1100. }
  1101. void CGHeroInstance::restoreBonusSystem(CGameState & gs)
  1102. {
  1103. CArmedInstance::restoreBonusSystem(gs);
  1104. artDeserializationFix(gs, this);
  1105. if (commander)
  1106. commander->artDeserializationFix(gs, this->commander.get());
  1107. if (boardedBoat.hasValue())
  1108. {
  1109. auto boat = gs.getObjInstance(boardedBoat);
  1110. if (boat)
  1111. attachTo(dynamic_cast<CGBoat&>(*boat));
  1112. }
  1113. }
  1114. void CGHeroInstance::attachToBonusSystem(CGameState & gs)
  1115. {
  1116. CArmedInstance::attachToBonusSystem(gs);
  1117. if (boardedBoat.hasValue())
  1118. {
  1119. auto boat = gs.getObjInstance(boardedBoat);
  1120. if (boat)
  1121. attachTo(dynamic_cast<CGBoat&>(*boat));
  1122. }
  1123. }
  1124. void CGHeroInstance::detachFromBonusSystem(CGameState & gs)
  1125. {
  1126. CArmedInstance::detachFromBonusSystem(gs);
  1127. if (boardedBoat.hasValue())
  1128. {
  1129. auto boat = gs.getObjInstance(boardedBoat);
  1130. if (boat)
  1131. detachFrom(dynamic_cast<CGBoat&>(*boat));
  1132. }
  1133. }
  1134. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1135. {
  1136. if(!getVisitedTown())
  1137. return nullptr;
  1138. if (isBattleOutsideTown)
  1139. return const_cast<CTownAndVisitingHero *>(&getVisitedTown()->townAndVis);
  1140. return const_cast<CGTownInstance*>(getVisitedTown());
  1141. }
  1142. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState & gs)
  1143. {
  1144. if(getVisitedTown())
  1145. return whereShouldBeAttachedOnSiege(getVisitedTown()->isBattleOutsideTown(this));
  1146. return &CArmedInstance::whereShouldBeAttached(gs);
  1147. }
  1148. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState & gs)
  1149. {
  1150. if(visitedTown.hasValue())
  1151. {
  1152. auto town = gs.getTown(visitedTown);
  1153. if(isGarrisoned())
  1154. return *town;
  1155. else
  1156. return town->townAndVis;
  1157. }
  1158. else
  1159. return CArmedInstance::whereShouldBeAttached(gs);
  1160. }
  1161. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1162. {
  1163. if(!ti->hasFreeShipBoarding())
  1164. return 0; // take all MPs by default
  1165. auto boatLayer = inBoat() ? getBoat()->layer : EPathfindingLayer::SAIL;
  1166. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1167. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1168. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1169. return ret;
  1170. }
  1171. EDiggingStatus CGHeroInstance::diggingStatus() const
  1172. {
  1173. if(static_cast<int>(movement) < movementPointsLimit(true))
  1174. return EDiggingStatus::LACK_OF_MOVEMENT;
  1175. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1176. return EDiggingStatus::BACKPACK_IS_FULL;
  1177. return cb->getTileDigStatus(visitablePos());
  1178. }
  1179. ArtBearer CGHeroInstance::bearerType() const
  1180. {
  1181. return ArtBearer::HERO;
  1182. }
  1183. std::vector<SecondarySkill> CGHeroInstance::getLevelupSkillCandidates(IGameRandomizer & gameRandomizer) const
  1184. {
  1185. std::set<SecondarySkill> basicAndAdv;
  1186. std::set<SecondarySkill> none;
  1187. std::vector<SecondarySkill> skills;
  1188. if (canLearnSkill())
  1189. {
  1190. for(int i = 0; i < LIBRARY->skillh->size(); i++)
  1191. if (canLearnSkill(SecondarySkill(i)))
  1192. none.insert(SecondarySkill(i));
  1193. }
  1194. for(const auto & elem : secSkills)
  1195. {
  1196. if(elem.second < MasteryLevel::EXPERT)
  1197. basicAndAdv.insert(elem.first);
  1198. none.erase(elem.first);
  1199. }
  1200. if (!basicAndAdv.empty())
  1201. {
  1202. skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
  1203. basicAndAdv.erase(skills.back());
  1204. }
  1205. if (!none.empty())
  1206. {
  1207. skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
  1208. none.erase(skills.back());
  1209. }
  1210. if (!basicAndAdv.empty() && skills.size() < 2)
  1211. {
  1212. skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
  1213. basicAndAdv.erase(skills.back());
  1214. }
  1215. if (!none.empty() && skills.size() < 2)
  1216. {
  1217. skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
  1218. none.erase(skills.back());
  1219. }
  1220. return skills;
  1221. }
  1222. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ChangeValueMode mode)
  1223. {
  1224. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1225. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1226. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1227. assert(skill);
  1228. if(mode == ChangeValueMode::ABSOLUTE)
  1229. {
  1230. skill->val = static_cast<si32>(value);
  1231. }
  1232. else
  1233. {
  1234. skill->val += static_cast<si32>(value);
  1235. }
  1236. nodeHasChanged();
  1237. }
  1238. void CGHeroInstance::setExperience(si64 value, ChangeValueMode mode)
  1239. {
  1240. if(mode == ChangeValueMode::ABSOLUTE)
  1241. {
  1242. exp = value;
  1243. }
  1244. else
  1245. {
  1246. exp += value;
  1247. }
  1248. }
  1249. bool CGHeroInstance::gainsLevel() const
  1250. {
  1251. return level < LIBRARY->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(LIBRARY->heroh->reqExp(level+1));
  1252. }
  1253. void CGHeroInstance::levelUp()
  1254. {
  1255. ++level;
  1256. //update specialty and other bonuses that scale with level
  1257. nodeHasChanged();
  1258. }
  1259. void CGHeroInstance::attachCommanderToArmy()
  1260. {
  1261. if (commander)
  1262. commander->setArmy(this);
  1263. }
  1264. void CGHeroInstance::levelUpAutomatically(IGameRandomizer & gameRandomizer)
  1265. {
  1266. while(gainsLevel())
  1267. {
  1268. const auto primarySkill = gameRandomizer.rollPrimarySkillForLevelup(this);
  1269. const auto proposedSecondarySkills = getLevelupSkillCandidates(gameRandomizer);
  1270. setPrimarySkill(primarySkill, 1, ChangeValueMode::RELATIVE);
  1271. if(!proposedSecondarySkills.empty())
  1272. setSecSkillLevel(proposedSecondarySkills.front(), 1, ChangeValueMode::RELATIVE);
  1273. levelUp();
  1274. }
  1275. }
  1276. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1277. {
  1278. //VISIONS spell support
  1279. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1280. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1281. if (visionsMultiplier > 0)
  1282. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1283. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1284. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1285. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1286. }
  1287. std::string CGHeroInstance::getHeroTypeName() const
  1288. {
  1289. if(ID == Obj::HERO || ID == Obj::PRISON)
  1290. return getHeroType()->getJsonKey();
  1291. return "";
  1292. }
  1293. void CGHeroInstance::afterAddToMap(CMap * map)
  1294. {
  1295. map->heroAddedToMap(this);
  1296. }
  1297. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1298. {
  1299. map->heroRemovedFromMap(this);
  1300. }
  1301. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1302. {
  1303. if(ID == Obj::HERO || ID == Obj::PRISON)
  1304. {
  1305. auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1306. if(rawId)
  1307. subID = rawId.value();
  1308. else
  1309. {
  1310. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1311. }
  1312. }
  1313. }
  1314. void CGHeroInstance::updateFrom(const JsonNode & data)
  1315. {
  1316. CGObjectInstance::updateFrom(data);
  1317. }
  1318. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1319. {
  1320. handler.serializeString("biography", biographyCustomTextId);
  1321. handler.serializeInt("experience", exp, 0);
  1322. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1323. {
  1324. while (gainsLevel())
  1325. {
  1326. ++level;
  1327. }
  1328. }
  1329. handler.serializeString("name", nameCustomTextId);
  1330. handler.serializeInt("gender", gender, 0);
  1331. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1332. //primary skills
  1333. if(handler.saving)
  1334. {
  1335. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1336. if(haveSkills)
  1337. {
  1338. auto primarySkills = handler.enterStruct("primarySkills");
  1339. for(auto skill : PrimarySkill::ALL_SKILLS())
  1340. {
  1341. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1342. handler.serializeInt(NPrimarySkill::names[skill.getNum()], value, 0);
  1343. }
  1344. }
  1345. }
  1346. else
  1347. {
  1348. auto primarySkills = handler.enterStruct("primarySkills");
  1349. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1350. {
  1351. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1352. {
  1353. int value = 0;
  1354. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1355. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1356. }
  1357. }
  1358. }
  1359. //secondary skills
  1360. if(handler.saving)
  1361. {
  1362. //does hero have default skills?
  1363. bool defaultSkills = false;
  1364. bool normalSkills = false;
  1365. for(const auto & p : secSkills)
  1366. {
  1367. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1368. defaultSkills = true;
  1369. else
  1370. normalSkills = true;
  1371. }
  1372. if(defaultSkills && normalSkills)
  1373. logGlobal->error("Mixed default and normal secondary skills");
  1374. //in json default skills means no field/null
  1375. if(!defaultSkills)
  1376. {
  1377. //enter array here as handler initialize it
  1378. auto secondarySkills = handler.enterArray("secondarySkills");
  1379. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1380. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1381. {
  1382. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1383. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1384. handler.serializeId("skill", skillId);
  1385. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1386. handler.serializeString("level", skillLevel);
  1387. }
  1388. }
  1389. }
  1390. else
  1391. {
  1392. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1393. secSkills.clear();
  1394. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1395. {
  1396. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1397. }
  1398. else
  1399. {
  1400. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1401. {
  1402. const int rawId = SecondarySkill::decode(skillId);
  1403. if(rawId < 0)
  1404. {
  1405. logGlobal->error("Invalid secondary skill %s", skillId);
  1406. return;
  1407. }
  1408. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1409. if(level < 0)
  1410. {
  1411. logGlobal->error("Invalid secondary skill level%s", levelId);
  1412. return;
  1413. }
  1414. secSkills.emplace_back(SecondarySkill(rawId), level);
  1415. };
  1416. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1417. {
  1418. for(const auto & p : secondarySkills.Vector())
  1419. {
  1420. auto skillMap = p.Struct();
  1421. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1422. }
  1423. }
  1424. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1425. {
  1426. for(const auto & p : secondarySkills.Struct())
  1427. {
  1428. addSkill(p.first, p.second.String());
  1429. };
  1430. }
  1431. }
  1432. }
  1433. handler.serializeIdArray("spellBook", spells);
  1434. if(handler.saving)
  1435. {
  1436. if(auto * ecb = dynamic_cast<EditorCallback *>(cb))
  1437. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", const_cast<CMap *>(ecb->getMapConstPtr()));
  1438. else
  1439. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", &cb->gameState().getMap());
  1440. }
  1441. }
  1442. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1443. {
  1444. serializeCommonOptions(handler);
  1445. serializeJsonOwner(handler);
  1446. if(ID == Obj::HERO || ID == Obj::PRISON)
  1447. {
  1448. std::string typeName;
  1449. if(handler.saving)
  1450. typeName = getHeroTypeName();
  1451. handler.serializeString("type", typeName);
  1452. if(!handler.saving)
  1453. setHeroTypeName(typeName);
  1454. }
  1455. if(!handler.saving)
  1456. {
  1457. if(!appearance)
  1458. {
  1459. // crossoverDeserialize
  1460. appearance = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1461. }
  1462. }
  1463. CArmedInstance::serializeJsonOptions(handler);
  1464. {
  1465. ui32 rawPatrolRadius = NO_PATROLLING;
  1466. if(handler.saving)
  1467. {
  1468. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1469. }
  1470. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1471. if(!handler.saving)
  1472. {
  1473. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1474. patrol.initialPos = visitablePos();
  1475. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1476. }
  1477. }
  1478. }
  1479. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1480. {
  1481. serializeCommonOptions(handler);
  1482. }
  1483. bool CGHeroInstance::isMissionCritical() const
  1484. {
  1485. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1486. {
  1487. if (event.effect.type != EventEffect::DEFEAT)
  1488. continue;
  1489. auto const & testFunctor = [&](const EventCondition & condition)
  1490. {
  1491. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1492. return (id != condition.objectID);
  1493. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1494. {
  1495. if(hasArt(condition.objectType.as<ArtifactID>()))
  1496. return true;
  1497. }
  1498. if(condition.condition == EventCondition::IS_HUMAN)
  1499. return true;
  1500. return false;
  1501. };
  1502. if(event.trigger.test(testFunctor))
  1503. return true;
  1504. }
  1505. return false;
  1506. }
  1507. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
  1508. {
  1509. TConstBonusListPtr lista = stack.getBonusesOfType(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId()));
  1510. for(const auto & it : *lista)
  1511. {
  1512. auto nid = CreatureID(it->additionalInfo[0]);
  1513. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1514. {
  1515. info.addUpgrade(nid, stack.getType());
  1516. }
  1517. }
  1518. }
  1519. bool CGHeroInstance::isCampaignYog() const
  1520. {
  1521. const StartInfo *si = cb->getStartInfo();
  1522. return si && si->campState &&si->campState->getYogWizardID() == getHeroTypeID();
  1523. }
  1524. bool CGHeroInstance::isCampaignGem() const
  1525. {
  1526. const StartInfo *si = cb->getStartInfo();
  1527. return si && si->campState &&si->campState->getGemSorceressID() == getHeroTypeID();
  1528. }
  1529. ResourceSet CGHeroInstance::dailyIncome() const
  1530. {
  1531. ResourceSet income;
  1532. for (GameResID k : GameResID::ALL_RESOURCES())
  1533. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1534. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1535. income.applyHandicap(playerSettings->handicap.percentIncome);
  1536. return income;
  1537. }
  1538. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1539. {
  1540. return {};
  1541. }
  1542. const IOwnableObject * CGHeroInstance::asOwnable() const
  1543. {
  1544. return this;
  1545. }
  1546. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1547. {
  1548. std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(which.getNum());
  1549. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1550. auto minSkillValue = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
  1551. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1552. }
  1553. VCMI_LIB_NAMESPACE_END