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