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 "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CModHandler.h"
  16. #include "../CSoundBase.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "../CSkillHandler.h"
  19. #include "CObjectClassesHandler.h"
  20. #include "../IGameCallback.h"
  21. #include "../CGameState.h"
  22. #include "../CCreatureHandler.h"
  23. #include "../CStack.h"
  24. #include "../CTownHandler.h"
  25. #include "../mapping/CMap.h"
  26. #include "CGTownInstance.h"
  27. #include "../serializer/JsonSerializeFormat.h"
  28. #include "../StringConstants.h"
  29. ///helpers
  30. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  31. {
  32. InfoWindow iw;
  33. iw.soundID = soundID;
  34. iw.player = playerID;
  35. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  36. IObjectInterface::cb->sendAndApply(&iw);
  37. }
  38. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  39. {
  40. const PlayerColor playerID = h->getOwner();
  41. showInfoDialog(playerID,txtID,soundID);
  42. }
  43. static int lowestSpeed(const CGHeroInstance * chi)
  44. {
  45. if(!chi->stacksCount())
  46. {
  47. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  48. return 20;
  49. }
  50. auto i = chi->Slots().begin();
  51. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  52. int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
  53. for(; i != chi->Slots().end(); i++)
  54. ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
  55. return ret;
  56. }
  57. ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
  58. {
  59. unsigned ret = GameConstants::BASE_MOVEMENT_COST;
  60. //if there is road both on dest and src tiles - use road movement cost
  61. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  62. {
  63. int road = std::min(dest.roadType,from.roadType); //used road ID
  64. switch(road)
  65. {
  66. case ERoadType::DIRT_ROAD:
  67. ret = 75;
  68. break;
  69. case ERoadType::GRAVEL_ROAD:
  70. ret = 65;
  71. break;
  72. case ERoadType::COBBLESTONE_ROAD:
  73. ret = 50;
  74. break;
  75. default:
  76. logGlobal->error("Unknown road type: %d", road);
  77. break;
  78. }
  79. }
  80. else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
  81. {
  82. ret = VLC->heroh->terrCosts[from.terType];
  83. ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
  84. if(ret < GameConstants::BASE_MOVEMENT_COST)
  85. ret = GameConstants::BASE_MOVEMENT_COST;
  86. }
  87. return ret;
  88. }
  89. int CGHeroInstance::getNativeTerrain() const
  90. {
  91. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  92. // This is clearly bug in H3 however intended behaviour is not clear.
  93. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  94. // will always have best penalty without any influence from player-defined stacks order
  95. // TODO: What should we do if all hero stacks are neutral creatures?
  96. int nativeTerrain = -1;
  97. for(auto stack : stacks)
  98. {
  99. int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
  100. if(stackNativeTerrain == -1)
  101. continue;
  102. if(nativeTerrain == -1)
  103. nativeTerrain = stackNativeTerrain;
  104. else if(nativeTerrain != stackNativeTerrain)
  105. return -1;
  106. }
  107. return nativeTerrain;
  108. }
  109. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  110. {
  111. if (toh3m)
  112. {
  113. src.x+=1;
  114. return src;
  115. }
  116. else
  117. {
  118. src.x-=1;
  119. return src;
  120. }
  121. }
  122. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  123. {
  124. if (h3m)
  125. {
  126. return pos;
  127. }
  128. else
  129. {
  130. return convertPosition(pos,false);
  131. }
  132. }
  133. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  134. {
  135. for(auto & elem : secSkills)
  136. if(elem.first == skill)
  137. return elem.second;
  138. return 0;
  139. }
  140. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  141. {
  142. if(getSecSkillLevel(which) == 0)
  143. {
  144. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  145. updateSkill(which, val);
  146. }
  147. else
  148. {
  149. for (auto & elem : secSkills)
  150. {
  151. if(elem.first == which)
  152. {
  153. if(abs)
  154. elem.second = val;
  155. else
  156. elem.second += val;
  157. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  158. {
  159. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  160. elem.second = 3;
  161. }
  162. updateSkill(which, elem.second); //when we know final value
  163. }
  164. }
  165. }
  166. }
  167. bool CGHeroInstance::canLearnSkill() const
  168. {
  169. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  170. }
  171. int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
  172. {
  173. bool localTi = false;
  174. if(!ti)
  175. {
  176. localTi = true;
  177. ti = new TurnInfo(this);
  178. }
  179. int base;
  180. if(onLand)
  181. {
  182. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  183. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  184. int armySpeed = lowestSpeed(this) * 20 / 3;
  185. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  186. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  187. }
  188. else
  189. {
  190. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  191. }
  192. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  193. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  194. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  195. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  196. if(localTi)
  197. delete ti;
  198. return int(base* (1+modifier)) + bonus;
  199. }
  200. CGHeroInstance::CGHeroInstance()
  201. : IBoatGenerator(this)
  202. {
  203. setNodeType(HERO);
  204. ID = Obj::HERO;
  205. tacticFormationEnabled = inTownGarrison = false;
  206. mana = UNINITIALIZED_MANA;
  207. movement = UNINITIALIZED_MOVEMENT;
  208. portrait = UNINITIALIZED_PORTRAIT;
  209. isStanding = true;
  210. moveDir = 4;
  211. level = 1;
  212. exp = 0xffffffff;
  213. visitedTown = nullptr;
  214. type = nullptr;
  215. boat = nullptr;
  216. commander = nullptr;
  217. sex = 0xff;
  218. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  219. }
  220. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  221. {
  222. subID = SUBID.getNum();
  223. initHero(rand);
  224. }
  225. void CGHeroInstance::setType(si32 ID, si32 subID)
  226. {
  227. assert(ID == Obj::HERO); // just in case
  228. type = VLC->heroh->heroes[subID];
  229. portrait = type->imageIndex;
  230. CGObjectInstance::setType(ID, type->heroClass->id); // to find object handler we must use heroClass->id
  231. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  232. randomizeArmy(type->heroClass->faction);
  233. }
  234. void CGHeroInstance::initHero(CRandomGenerator & rand)
  235. {
  236. assert(validTypes(true));
  237. if(!type)
  238. type = VLC->heroh->heroes[subID];
  239. if (ID == Obj::HERO)
  240. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
  241. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  242. {
  243. for(auto spellID : type->spells)
  244. spells.insert(spellID);
  245. }
  246. else //remove placeholder
  247. spells -= SpellID::PRESET;
  248. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  249. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  250. if(!getArt(ArtifactPosition::MACH4))
  251. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  252. if(portrait < 0 || portrait == 255)
  253. portrait = type->imageIndex;
  254. if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
  255. {
  256. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  257. {
  258. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  259. }
  260. }
  261. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  262. secSkills = type->secSkillsInit;
  263. if (!name.length())
  264. name = type->name;
  265. if (sex == 0xFF)//sex is default
  266. sex = type->sex;
  267. setFormation(false);
  268. if (!stacksCount()) //standard army//initial army
  269. {
  270. initArmy(rand);
  271. }
  272. assert(validTypes());
  273. if(exp == 0xffffffff)
  274. {
  275. initExp(rand);
  276. }
  277. else
  278. {
  279. levelUpAutomatically(rand);
  280. }
  281. if (VLC->modh->modules.COMMANDERS && !commander)
  282. {
  283. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  284. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  285. commander->giveStackExp (exp); //after our exp is set
  286. }
  287. if (mana < 0)
  288. mana = manaLimit();
  289. }
  290. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  291. {
  292. if(!dst)
  293. dst = this;
  294. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  295. int pom = rand.nextInt(99);
  296. int warMachinesGiven = 0;
  297. if(pom < 9)
  298. howManyStacks = 1;
  299. else if(pom < 79)
  300. howManyStacks = 2;
  301. else
  302. howManyStacks = 3;
  303. vstd::amin(howManyStacks, type->initialArmy.size());
  304. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  305. {
  306. auto & stack = type->initialArmy[stackNo];
  307. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  308. const CCreature * creature = stack.creature.toCreature();
  309. if(creature == nullptr)
  310. {
  311. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  312. continue;
  313. }
  314. if(creature->warMachine != ArtifactID::NONE) //war machine
  315. {
  316. warMachinesGiven++;
  317. if(dst != this)
  318. continue;
  319. ArtifactID aid = creature->warMachine;
  320. const CArtifact * art = aid.toArtifact();
  321. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  322. {
  323. //TODO: should we try another possible slots?
  324. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  325. if(!getArt(slot))
  326. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  327. else
  328. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  329. }
  330. else
  331. {
  332. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  333. }
  334. }
  335. else
  336. {
  337. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  338. }
  339. }
  340. }
  341. CGHeroInstance::~CGHeroInstance()
  342. {
  343. commander.dellNull();
  344. }
  345. bool CGHeroInstance::needsLastStack() const
  346. {
  347. return true;
  348. }
  349. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  350. {
  351. if(h == this) return; //exclude potential self-visiting
  352. if (ID == Obj::HERO)
  353. {
  354. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  355. {
  356. //exchange
  357. cb->heroExchange(h->id, id);
  358. }
  359. else //battle
  360. {
  361. if(visitedTown) //we're in town
  362. visitedTown->onHeroVisit(h); //town will handle attacking
  363. else
  364. cb->startBattleI(h, this);
  365. }
  366. }
  367. else if(ID == Obj::PRISON)
  368. {
  369. int txt_id;
  370. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  371. {
  372. cb->changeObjPos(id,pos+int3(1,0,0),0);
  373. //update hero parameters
  374. SetMovePoints smp;
  375. smp.hid = id;
  376. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  377. cb->setMovePoints (&smp);
  378. cb->setManaPoints (id, manaLimit());
  379. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  380. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  381. txt_id = 102;
  382. }
  383. else //already 8 wandering heroes
  384. {
  385. txt_id = 103;
  386. }
  387. showInfoDialog(h,txt_id,soundBase::ROGUE);
  388. }
  389. }
  390. std::string CGHeroInstance::getObjectName() const
  391. {
  392. if(ID != Obj::PRISON)
  393. {
  394. std::string hoverName = VLC->generaltexth->allTexts[15];
  395. boost::algorithm::replace_first(hoverName,"%s",name);
  396. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  397. return hoverName;
  398. }
  399. else
  400. return CGObjectInstance::getObjectName();
  401. }
  402. const std::string & CGHeroInstance::getBiography() const
  403. {
  404. if (biography.length())
  405. return biography;
  406. return type->biography;
  407. }
  408. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  409. {
  410. return type->heroClass->isMagicHero() ? 3 : 4;
  411. }
  412. ui8 CGHeroInstance::maxlevelsToWisdom() const
  413. {
  414. return type->heroClass->isMagicHero() ? 3 : 6;
  415. }
  416. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  417. {
  418. rand.setSeed(0);
  419. magicSchoolCounter = 1;
  420. wisdomCounter = 1;
  421. }
  422. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  423. {
  424. magicSchoolCounter = 1;
  425. }
  426. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  427. {
  428. wisdomCounter = 1;
  429. }
  430. void CGHeroInstance::initObj(CRandomGenerator & rand)
  431. {
  432. blockVisit = true;
  433. auto hs = new HeroSpecial();
  434. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  435. attachTo(hs); //do we ever need to detach it?
  436. if(!type)
  437. initHero(rand); //TODO: set up everything for prison before specialties are configured
  438. skillsInfo.rand.setSeed(rand.nextInt());
  439. skillsInfo.resetMagicSchoolCounter();
  440. skillsInfo.resetWisdomCounter();
  441. if (ID != Obj::PRISON)
  442. {
  443. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  444. if (customApp)
  445. appearance = customApp.get();
  446. }
  447. for(const auto &spec : type->spec) //TODO: unfity with bonus system
  448. {
  449. auto bonus = std::make_shared<Bonus>();
  450. bonus->val = spec.val;
  451. bonus->sid = id.getNum(); //from the hero, specialty has no unique id
  452. bonus->duration = Bonus::PERMANENT;
  453. bonus->source = Bonus::HERO_SPECIAL;
  454. switch (spec.type)
  455. {
  456. case 1:// creature specialty
  457. {
  458. hs->growsWithLevel = true;
  459. const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
  460. //bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
  461. bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
  462. bonus->type = Bonus::PRIMARY_SKILL;
  463. bonus->valType = Bonus::ADDITIVE_VALUE;
  464. bonus->subtype = PrimarySkill::ATTACK;
  465. hs->addNewBonus(bonus);
  466. bonus = std::make_shared<Bonus>(*bonus);
  467. bonus->subtype = PrimarySkill::DEFENSE;
  468. hs->addNewBonus(bonus);
  469. //values will be calculated later
  470. bonus = std::make_shared<Bonus>(*bonus);
  471. bonus->type = Bonus::STACKS_SPEED;
  472. bonus->val = 1; //+1 speed
  473. hs->addNewBonus(bonus);
  474. }
  475. break;
  476. case 2://secondary skill
  477. hs->growsWithLevel = true;
  478. bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
  479. bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
  480. bonus->subtype = spec.subtype; //skill id
  481. bonus->val = spec.val; //value per level, in percent
  482. hs->addNewBonus(bonus);
  483. bonus = std::make_shared<Bonus>(*bonus);
  484. switch (spec.additionalinfo)
  485. {
  486. case 0: //normal
  487. bonus->valType = Bonus::PERCENT_TO_BASE;
  488. break;
  489. case 1: //when it's navigation or there's no 'base' at all
  490. bonus->valType = Bonus::PERCENT_TO_ALL;
  491. break;
  492. }
  493. bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
  494. hs->addNewBonus(bonus);
  495. break;
  496. case 3://spell damage bonus, level dependent but calculated elsewhere
  497. bonus->type = Bonus::SPECIAL_SPELL_LEV;
  498. bonus->subtype = spec.subtype;
  499. hs->addNewBonus(bonus);
  500. break;
  501. case 4://creature stat boost
  502. switch (spec.subtype)
  503. {
  504. case 1://attack
  505. bonus->type = Bonus::PRIMARY_SKILL;
  506. bonus->subtype = PrimarySkill::ATTACK;
  507. break;
  508. case 2://defense
  509. bonus->type = Bonus::PRIMARY_SKILL;
  510. bonus->subtype = PrimarySkill::DEFENSE;
  511. break;
  512. case 3:
  513. bonus->type = Bonus::CREATURE_DAMAGE;
  514. bonus->subtype = 0; //both min and max
  515. break;
  516. case 4://hp
  517. bonus->type = Bonus::STACK_HEALTH;
  518. break;
  519. case 5:
  520. bonus->type = Bonus::STACKS_SPEED;
  521. break;
  522. default:
  523. continue;
  524. }
  525. bonus->additionalInfo = spec.additionalinfo; //creature id
  526. bonus->valType = Bonus::ADDITIVE_VALUE;
  527. bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
  528. hs->addNewBonus(bonus);
  529. break;
  530. case 5://spell damage bonus in percent
  531. bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
  532. bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
  533. bonus->subtype = spec.subtype; //spell id
  534. hs->addNewBonus(bonus);
  535. break;
  536. case 6://damage bonus for bless (Adela)
  537. bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
  538. bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
  539. bonus->additionalInfo = spec.additionalinfo; //damage factor
  540. hs->addNewBonus(bonus);
  541. break;
  542. case 7://maxed mastery for spell
  543. bonus->type = Bonus::MAXED_SPELL;
  544. bonus->subtype = spec.subtype; //spell i
  545. hs->addNewBonus(bonus);
  546. break;
  547. case 8://peculiar spells - enchantments
  548. bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
  549. bonus->subtype = spec.subtype; //spell id
  550. bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
  551. hs->addNewBonus(bonus);
  552. break;
  553. case 9://upgrade creatures
  554. {
  555. const auto &creatures = VLC->creh->creatures;
  556. bonus->type = Bonus::SPECIAL_UPGRADE;
  557. bonus->subtype = spec.subtype; //base id
  558. bonus->additionalInfo = spec.additionalinfo; //target id
  559. hs->addNewBonus(bonus);
  560. bonus = std::make_shared<Bonus>(*bonus);
  561. for(auto cre_id : creatures[spec.subtype]->upgrades)
  562. {
  563. bonus->subtype = cre_id; //propagate for regular upgrades of base creature
  564. hs->addNewBonus(bonus);
  565. bonus = std::make_shared<Bonus>(*bonus);
  566. }
  567. break;
  568. }
  569. case 10://resource generation
  570. bonus->type = Bonus::GENERATE_RESOURCE;
  571. bonus->subtype = spec.subtype;
  572. hs->addNewBonus(bonus);
  573. break;
  574. case 11://starting skill with mastery (Adrienne)
  575. setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
  576. break;
  577. case 12://army speed
  578. bonus->type = Bonus::STACKS_SPEED;
  579. hs->addNewBonus(bonus);
  580. break;
  581. case 13://Dragon bonuses (Mutare)
  582. bonus->type = Bonus::PRIMARY_SKILL;
  583. bonus->valType = Bonus::ADDITIVE_VALUE;
  584. switch (spec.subtype)
  585. {
  586. case 1:
  587. bonus->subtype = PrimarySkill::ATTACK;
  588. break;
  589. case 2:
  590. bonus->subtype = PrimarySkill::DEFENSE;
  591. break;
  592. }
  593. bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
  594. hs->addNewBonus(bonus);
  595. break;
  596. default:
  597. logGlobal->warn("Unexpected hero %s specialty %d", type->name, spec.type);
  598. break;
  599. }
  600. }
  601. specialty.push_back(hs); //will it work?
  602. for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
  603. {
  604. auto hs = new HeroSpecial();
  605. attachTo(hs); //do we ever need to detach it?
  606. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  607. for (auto bonus : hs2.bonuses)
  608. {
  609. hs->addNewBonus (bonus);
  610. }
  611. hs->growsWithLevel = hs2.growsWithLevel;
  612. specialty.push_back(hs); //will it work?
  613. }
  614. //initialize bonuses
  615. recreateSecondarySkillsBonuses();
  616. Updatespecialty();
  617. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  618. type->name = name;
  619. }
  620. void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
  621. {
  622. for (auto hs : specialty)
  623. {
  624. if (hs->growsWithLevel)
  625. {
  626. //const auto &creatures = VLC->creh->creatures;
  627. for(auto& b : hs->getBonusList())
  628. {
  629. switch (b->type)
  630. {
  631. case Bonus::SECONDARY_SKILL_PREMY:
  632. b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
  633. break; //use only hero skills as bonuses to avoid feedback loop
  634. case Bonus::PRIMARY_SKILL: //for creatures, that is
  635. {
  636. const CCreature * cre = nullptr;
  637. int creLevel = 0;
  638. if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
  639. {
  640. cre = creatureLimiter->creature;
  641. creLevel = cre->level;
  642. if (!creLevel)
  643. {
  644. creLevel = 5; //treat ballista as tier 5
  645. }
  646. }
  647. else //no creature found, can't calculate value
  648. {
  649. logGlobal->warn("Primary skill specialty growth supported only with creature type limiters");
  650. break;
  651. }
  652. double primSkillModifier = (int)(level / creLevel) / 20.0;
  653. int param;
  654. switch (b->subtype)
  655. {
  656. case PrimarySkill::ATTACK:
  657. param = cre->Attack();
  658. break;
  659. case PrimarySkill::DEFENSE:
  660. param = cre->Defense();
  661. break;
  662. default:
  663. continue;
  664. }
  665. b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
  666. break;
  667. }
  668. }
  669. }
  670. }
  671. }
  672. }
  673. void CGHeroInstance::recreateSecondarySkillsBonuses()
  674. {
  675. auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
  676. for(auto bonus : *secondarySkillsBonuses)
  677. removeBonus(bonus);
  678. for(auto skill_info : secSkills)
  679. updateSkill(SecondarySkill(skill_info.first), skill_info.second);
  680. }
  681. void CGHeroInstance::updateSkill(SecondarySkill which, int val)
  682. {
  683. BonusList skillBonus = (*VLC->skillh)[which]->getBonus(val);
  684. for (auto b : skillBonus)
  685. addNewBonus(std::make_shared<Bonus>(*b));
  686. /*
  687. if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
  688. { //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
  689. bool luck = which == SecondarySkill::LUCK;
  690. Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
  691. auto b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
  692. if(!b)
  693. {
  694. b = std::make_shared<Bonus>(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
  695. addNewBonus(b);
  696. }
  697. else
  698. b->val = +val;
  699. }
  700. else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
  701. {
  702. if(auto b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
  703. b->val = +val;
  704. else
  705. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
  706. }
  707. int skillVal = 0;
  708. switch (which)
  709. {
  710. case SecondarySkill::ARCHERY:
  711. switch (val)
  712. {
  713. case 1:
  714. skillVal = 10; break;
  715. case 2:
  716. skillVal = 25; break;
  717. case 3:
  718. skillVal = 50; break;
  719. }
  720. break;
  721. case SecondarySkill::LOGISTICS:
  722. skillVal = 10 * val; break;
  723. case SecondarySkill::NAVIGATION:
  724. skillVal = 50 * val; break;
  725. case SecondarySkill::MYSTICISM:
  726. skillVal = val; break;
  727. case SecondarySkill::EAGLE_EYE:
  728. skillVal = 30 + 10 * val; break;
  729. case SecondarySkill::NECROMANCY:
  730. skillVal = 10 * val; break;
  731. case SecondarySkill::LEARNING:
  732. skillVal = 5 * val; break;
  733. case SecondarySkill::OFFENCE:
  734. skillVal = 10 * val; break;
  735. case SecondarySkill::ARMORER:
  736. skillVal = 5 * val; break;
  737. case SecondarySkill::INTELLIGENCE:
  738. skillVal = 25 << (val-1); break;
  739. case SecondarySkill::SORCERY:
  740. skillVal = 5 * val; break;
  741. case SecondarySkill::RESISTANCE:
  742. skillVal = 5 << (val-1); break;
  743. case SecondarySkill::FIRST_AID:
  744. skillVal = 25 + 25*val; break;
  745. case SecondarySkill::ESTATES:
  746. skillVal = 125 << (val-1); break;
  747. }
  748. Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
  749. if(auto b = getExportedBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
  750. .And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
  751. {
  752. b->val = skillVal;
  753. b->valType = skillValType;
  754. }
  755. else
  756. {
  757. auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
  758. bonus->source = Bonus::SECONDARY_SKILL;
  759. addNewBonus(bonus);
  760. }
  761. */
  762. CBonusSystemNode::treeHasChanged();
  763. }
  764. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  765. {
  766. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  767. setStackCount(SlotID(0), val);
  768. }
  769. TFaction CGHeroInstance::getFaction() const
  770. {
  771. return type->heroClass->faction;
  772. }
  773. double CGHeroInstance::getFightingStrength() const
  774. {
  775. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  776. }
  777. double CGHeroInstance::getMagicStrength() const
  778. {
  779. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  780. }
  781. double CGHeroInstance::getHeroStrength() const
  782. {
  783. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  784. }
  785. ui64 CGHeroInstance::getTotalStrength() const
  786. {
  787. double ret = getFightingStrength() * getArmyStrength();
  788. return (ui64) ret;
  789. }
  790. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  791. {
  792. return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
  793. }
  794. ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
  795. {
  796. si16 skill = -1; //skill level
  797. spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
  798. {
  799. int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  800. if(thisSchool > skill)
  801. {
  802. skill = thisSchool;
  803. if(outSelectedSchool)
  804. *outSelectedSchool = (ui8)cnf.id;
  805. }
  806. });
  807. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  808. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
  809. vstd::amax(skill, 0); //in case we don't know any school
  810. vstd::amin(skill, 3);
  811. return skill;
  812. }
  813. ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
  814. {
  815. //applying sorcery secondary skill
  816. base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  817. base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->id.toEnum())) / 100.0;
  818. spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
  819. {
  820. base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
  821. stop = true; //only bonus from one school is used
  822. });
  823. if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
  824. base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
  825. return base;
  826. }
  827. int CGHeroInstance::getEffectLevel(const CSpell * spell) const
  828. {
  829. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->id))
  830. return 3;//todo: recheck specialty from where this bonus is. possible bug
  831. else
  832. return getSpellSchoolLevel(spell);
  833. }
  834. int CGHeroInstance::getEffectPower(const CSpell * spell) const
  835. {
  836. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  837. }
  838. int CGHeroInstance::getEnchantPower(const CSpell * spell) const
  839. {
  840. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  841. }
  842. int CGHeroInstance::getEffectValue(const CSpell * spell) const
  843. {
  844. return 0;
  845. }
  846. const PlayerColor CGHeroInstance::getOwner() const
  847. {
  848. return tempOwner;
  849. }
  850. void CGHeroInstance::getCasterName(MetaString & text) const
  851. {
  852. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  853. text.addReplacement(name);
  854. }
  855. void CGHeroInstance::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
  856. {
  857. const bool singleTarget = attacked.size() == 1;
  858. const int textIndex = singleTarget ? 195 : 196;
  859. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  860. getCasterName(text);
  861. text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
  862. if(singleTarget)
  863. text.addReplacement(MetaString::CRE_PL_NAMES, attacked.at(0)->getCreature()->idNumber.num);
  864. }
  865. bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  866. {
  867. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
  868. const bool inSpellBook = vstd::contains(spells, spell->id) && hasSpellbook();
  869. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
  870. bool schoolBonus = false;
  871. spell->forEachSchool([this, &schoolBonus](const SpellSchoolInfo & cnf, bool & stop)
  872. {
  873. if(hasBonusOfType(cnf.knoledgeBonus))
  874. {
  875. schoolBonus = stop = true;
  876. }
  877. });
  878. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
  879. if(spell->isSpecialSpell())
  880. {
  881. if(inSpellBook)
  882. {//hero has this spell in spellbook
  883. logGlobal->error("Special spell %s in spellbook.", spell->name);
  884. }
  885. return specificBonus;
  886. }
  887. else if(!isAllowed)
  888. {
  889. if(inSpellBook)
  890. {
  891. //hero has this spell in spellbook
  892. //it is normal if set in map editor, but trace it to possible debug of magic guild
  893. logGlobal->trace("Banned spell %s in spellbook.", spell->name);
  894. }
  895. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  896. }
  897. else
  898. {
  899. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  900. }
  901. }
  902. bool CGHeroInstance::canLearnSpell(const CSpell * spell) const
  903. {
  904. if(!hasSpellbook())
  905. return false;
  906. if(spell->level > getSecSkillLevel(SecondarySkill::WISDOM) + 2) //not enough wisdom
  907. return false;
  908. if(vstd::contains(spells, spell->id))//already known
  909. return false;
  910. if(spell->isSpecialSpell())
  911. {
  912. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->name);
  913. return false;//special spells can not be learned
  914. }
  915. if(spell->isCreatureAbility())
  916. {
  917. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->name);
  918. return false;//creature abilities can not be learned
  919. }
  920. if(!IObjectInterface::cb->isAllowed(0, spell->id))
  921. {
  922. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->name);
  923. return false;//banned spells should not be learned
  924. }
  925. return true;
  926. }
  927. /**
  928. * Calculates what creatures and how many to be raised from a battle.
  929. * @param battleResult The results of the battle.
  930. * @return Returns a pair with the first value indicating the ID of the creature
  931. * type and second value the amount. Both values are returned as -1 if necromancy
  932. * could not be applied.
  933. */
  934. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  935. {
  936. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  937. // Hero knows necromancy or has Necromancer Cloak
  938. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  939. {
  940. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
  941. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  942. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  943. ui32 raisedUnits = 0;
  944. // Figure out what to raise and how many.
  945. const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  946. const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  947. const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
  948. const ui32 raisedUnitHP = raisedUnitType->MaxHealth();
  949. //calculate creatures raised from each defeated stack
  950. for (auto & casualtie : casualties)
  951. {
  952. // Get lost enemy hit points convertible to units.
  953. CCreature * c = VLC->creh->creatures[casualtie.first];
  954. const ui32 raisedHP = c->MaxHealth() * casualtie.second * necromancySkill;
  955. raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
  956. }
  957. // Make room for new units.
  958. SlotID slot = getSlotFor(raisedUnitType->idNumber);
  959. if (slot == SlotID())
  960. {
  961. // If there's no room for unit, try it's upgraded version 2/3rds the size.
  962. raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
  963. raisedUnits = (raisedUnits*2)/3;
  964. slot = getSlotFor(raisedUnitType->idNumber);
  965. }
  966. if (raisedUnits <= 0)
  967. raisedUnits = 1;
  968. return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
  969. }
  970. return CStackBasicDescriptor();
  971. }
  972. /**
  973. * Show the necromancy dialog with information about units raised.
  974. * @param raisedStack Pair where the first element represents ID of the raised creature
  975. * and the second element the amount.
  976. */
  977. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  978. {
  979. InfoWindow iw;
  980. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  981. iw.player = tempOwner;
  982. iw.components.push_back(Component(raisedStack));
  983. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  984. {
  985. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  986. iw.text.addReplacement(raisedStack.count);
  987. }
  988. else // Practicing the dark arts of necromancy, ... (singular)
  989. {
  990. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  991. }
  992. iw.text.addReplacement(raisedStack);
  993. cb->showInfoDialog(&iw);
  994. }
  995. /*
  996. int3 CGHeroInstance::getSightCenter() const
  997. {
  998. return getPosition(false);
  999. }*/
  1000. int CGHeroInstance::getSightRadius() const
  1001. {
  1002. return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
  1003. }
  1004. si32 CGHeroInstance::manaRegain() const
  1005. {
  1006. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  1007. return manaLimit();
  1008. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  1009. }
  1010. si32 CGHeroInstance::getManaNewTurn() const
  1011. {
  1012. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  1013. {
  1014. //if hero starts turn in town with mage guild - restore all mana
  1015. return std::max(mana, manaLimit());
  1016. }
  1017. si32 res = mana + manaRegain();
  1018. res = std::min(res, manaLimit());
  1019. res = std::max(res, mana);
  1020. res = std::max(res, 0);
  1021. return res;
  1022. }
  1023. // /**
  1024. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  1025. // * or discards it if it cannot be equipped.
  1026. // */
  1027. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  1028. // {
  1029. // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  1030. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  1031. // ai->putAt(this, ai->firstAvailableSlot(this));
  1032. // }
  1033. int CGHeroInstance::getBoatType() const
  1034. {
  1035. switch(type->heroClass->getAlignment())
  1036. {
  1037. case EAlignment::GOOD:
  1038. return 1;
  1039. case EAlignment::EVIL:
  1040. return 0;
  1041. case EAlignment::NEUTRAL:
  1042. return 2;
  1043. default:
  1044. throw std::runtime_error("Wrong alignment!");
  1045. }
  1046. }
  1047. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  1048. {
  1049. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  1050. // Check issue 515 for details
  1051. offsets =
  1052. {
  1053. int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
  1054. };
  1055. }
  1056. int CGHeroInstance::getSpellCost(const CSpell *sp) const
  1057. {
  1058. return sp->getCost(getSpellSchoolLevel(sp));
  1059. }
  1060. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  1061. {
  1062. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  1063. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
  1064. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  1065. }
  1066. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  1067. {
  1068. return type->heroClass->getAlignment();
  1069. }
  1070. void CGHeroInstance::initExp(CRandomGenerator & rand)
  1071. {
  1072. exp = rand.nextInt(40, 89);
  1073. }
  1074. std::string CGHeroInstance::nodeName() const
  1075. {
  1076. return "Hero " + name;
  1077. }
  1078. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  1079. {
  1080. assert(!getArt(pos));
  1081. art->putAt(ArtifactLocation(this, pos));
  1082. }
  1083. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  1084. {
  1085. putArtifact(art->firstBackpackSlot(this), art);
  1086. }
  1087. bool CGHeroInstance::hasSpellbook() const
  1088. {
  1089. return getArt(ArtifactPosition::SPELLBOOK);
  1090. }
  1091. void CGHeroInstance::deserializationFix()
  1092. {
  1093. artDeserializationFix(this);
  1094. for (auto hs : specialty)
  1095. {
  1096. attachTo (hs);
  1097. }
  1098. }
  1099. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
  1100. {
  1101. if(visitedTown)
  1102. {
  1103. if(inTownGarrison)
  1104. return visitedTown;
  1105. else
  1106. return &visitedTown->townAndVis;
  1107. }
  1108. else
  1109. return CArmedInstance::whereShouldBeAttached(gs);
  1110. }
  1111. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1112. {
  1113. int ret = 0; //take all MPs by default
  1114. bool localTi = false;
  1115. if(!ti)
  1116. {
  1117. localTi = true;
  1118. ti = new TurnInfo(this);
  1119. }
  1120. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  1121. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  1122. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1123. ret = (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
  1124. if(localTi)
  1125. delete ti;
  1126. return ret;
  1127. }
  1128. EDiggingStatus CGHeroInstance::diggingStatus() const
  1129. {
  1130. if(movement < maxMovePoints(true))
  1131. return EDiggingStatus::LACK_OF_MOVEMENT;
  1132. return cb->getTile(getPosition(false))->getDiggingStatus();
  1133. }
  1134. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1135. {
  1136. return ArtBearer::HERO;
  1137. }
  1138. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1139. {
  1140. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1141. if (!skillsInfo.wisdomCounter)
  1142. {
  1143. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  1144. obligatorySkills.push_back(SecondarySkill::WISDOM);
  1145. }
  1146. if (!skillsInfo.magicSchoolCounter)
  1147. {
  1148. std::vector<SecondarySkill> ss =
  1149. {
  1150. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  1151. };
  1152. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1153. for (auto skill : ss)
  1154. {
  1155. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  1156. {
  1157. obligatorySkills.push_back(skill);
  1158. break; //only one
  1159. }
  1160. }
  1161. }
  1162. std::vector<SecondarySkill> skills;
  1163. //picking sec. skills for choice
  1164. std::set<SecondarySkill> basicAndAdv, expert, none;
  1165. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  1166. if (cb->isAllowed(2,i))
  1167. none.insert(SecondarySkill(i));
  1168. for(auto & elem : secSkills)
  1169. {
  1170. if(elem.second < SecSkillLevel::EXPERT)
  1171. basicAndAdv.insert(elem.first);
  1172. else
  1173. expert.insert(elem.first);
  1174. none.erase(elem.first);
  1175. }
  1176. for (auto s : obligatorySkills) //don't duplicate them
  1177. {
  1178. none.erase (s);
  1179. basicAndAdv.erase (s);
  1180. expert.erase (s);
  1181. }
  1182. //first offered skill:
  1183. // 1) give obligatory skill
  1184. // 2) give any other new skill
  1185. // 3) upgrade existing
  1186. if (canLearnSkill() && obligatorySkills.size() > 0)
  1187. {
  1188. skills.push_back (obligatorySkills[0]);
  1189. }
  1190. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1191. {
  1192. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1193. none.erase(skills.back());
  1194. }
  1195. else if(!basicAndAdv.empty())
  1196. {
  1197. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1198. basicAndAdv.erase(skills.back());
  1199. }
  1200. //second offered skill:
  1201. //1) upgrade existing
  1202. //2) give obligatory skill
  1203. //3) give any other new skill
  1204. if(!basicAndAdv.empty())
  1205. {
  1206. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1207. skills.push_back(s);
  1208. basicAndAdv.erase(s);
  1209. }
  1210. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1211. {
  1212. skills.push_back (obligatorySkills[1]);
  1213. }
  1214. else if(none.size() && canLearnSkill())
  1215. {
  1216. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1217. none.erase(skills.back());
  1218. }
  1219. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1220. std::swap(skills[0], skills[1]);
  1221. return skills;
  1222. }
  1223. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1224. {
  1225. assert(gainsLevel());
  1226. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1227. const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1228. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1229. {
  1230. pom += skillChances[primarySkill];
  1231. if(randomValue < pom)
  1232. {
  1233. break;
  1234. }
  1235. }
  1236. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1237. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1238. }
  1239. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1240. {
  1241. assert(gainsLevel());
  1242. boost::optional<SecondarySkill> chosenSecondarySkill;
  1243. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1244. if(!proposedSecondarySkills.empty())
  1245. {
  1246. std::vector<SecondarySkill> learnedSecondarySkills;
  1247. for(auto secondarySkill : proposedSecondarySkills)
  1248. {
  1249. if(getSecSkillLevel(secondarySkill) > 0)
  1250. {
  1251. learnedSecondarySkills.push_back(secondarySkill);
  1252. }
  1253. }
  1254. if(learnedSecondarySkills.empty())
  1255. {
  1256. // there are only new skills to learn, so choose anyone of them
  1257. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1258. }
  1259. else
  1260. {
  1261. // preferably upgrade a already learned secondary skill
  1262. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1263. }
  1264. }
  1265. return chosenSecondarySkill;
  1266. }
  1267. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1268. {
  1269. if(primarySkill < PrimarySkill::EXPERIENCE)
  1270. {
  1271. auto skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
  1272. .And(Selector::subtype(primarySkill))
  1273. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1274. assert(skill);
  1275. if(abs)
  1276. {
  1277. skill->val = value;
  1278. }
  1279. else
  1280. {
  1281. skill->val += value;
  1282. }
  1283. CBonusSystemNode::treeHasChanged();
  1284. }
  1285. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1286. {
  1287. if(abs)
  1288. {
  1289. exp = value;
  1290. }
  1291. else
  1292. {
  1293. exp += value;
  1294. }
  1295. }
  1296. }
  1297. bool CGHeroInstance::gainsLevel() const
  1298. {
  1299. return exp >= VLC->heroh->reqExp(level+1);
  1300. }
  1301. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1302. {
  1303. ++level;
  1304. //deterministic secondary skills
  1305. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1306. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1307. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1308. {
  1309. skillsInfo.resetWisdomCounter();
  1310. }
  1311. SecondarySkill spellSchools[] = {
  1312. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1313. for(auto skill : spellSchools)
  1314. {
  1315. if(vstd::contains(skills, skill))
  1316. {
  1317. skillsInfo.resetMagicSchoolCounter();
  1318. break;
  1319. }
  1320. }
  1321. //specialty
  1322. Updatespecialty();
  1323. }
  1324. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1325. {
  1326. while(gainsLevel())
  1327. {
  1328. const auto primarySkill = nextPrimarySkill(rand);
  1329. setPrimarySkill(primarySkill, 1, false);
  1330. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1331. const auto secondarySkill = nextSecondarySkill(rand);
  1332. if(secondarySkill)
  1333. {
  1334. setSecSkillLevel(*secondarySkill, 1, false);
  1335. }
  1336. //TODO why has the secondary skills to be passed to the method?
  1337. levelUp(proposedSecondarySkills);
  1338. }
  1339. }
  1340. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1341. {
  1342. //VISIONS spell support
  1343. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1344. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1345. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1346. if (visionsMultiplier > 0)
  1347. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1348. const int distance = target->pos.dist2d(getPosition(false));
  1349. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1350. return (distance < visionsRange) && (target->pos.z == pos.z);
  1351. }
  1352. std::string CGHeroInstance::getHeroTypeName() const
  1353. {
  1354. if(ID == Obj::HERO || ID == Obj::PRISON)
  1355. {
  1356. if(type)
  1357. {
  1358. return type->identifier;
  1359. }
  1360. else
  1361. {
  1362. return VLC->heroh->heroes[subID]->identifier;
  1363. }
  1364. }
  1365. return "";
  1366. }
  1367. void CGHeroInstance::afterAddToMap(CMap * map)
  1368. {
  1369. if(ID == Obj::HERO)
  1370. map->heroesOnMap.push_back(this);
  1371. }
  1372. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1373. {
  1374. if(ID == Obj::HERO || ID == Obj::PRISON)
  1375. {
  1376. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
  1377. if(rawId)
  1378. subID = rawId.get();
  1379. else
  1380. subID = 0; //fallback to Orrin, throw error instead?
  1381. }
  1382. }
  1383. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1384. {
  1385. handler.serializeString("biography", biography);
  1386. handler.serializeInt("experience", exp, 0);
  1387. handler.serializeString("name", name);
  1388. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1389. {
  1390. const int legacyHeroes = VLC->modh->settings.data["textData"]["hero"].Integer();
  1391. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1392. if(handler.saving)
  1393. {
  1394. if(portrait >= 0)
  1395. {
  1396. if(portrait < legacyHeroes || portrait >= moddedStart)
  1397. handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
  1398. else
  1399. handler.serializeInt("portrait", portrait, -1);
  1400. }
  1401. }
  1402. else
  1403. {
  1404. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1405. if(portraitNode.getType() == JsonNode::DATA_STRING)
  1406. handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
  1407. else
  1408. handler.serializeInt("portrait", portrait, -1);
  1409. }
  1410. }
  1411. //primary skills
  1412. if(handler.saving)
  1413. {
  1414. const bool haveSkills = hasBonus(Selector::type(Bonus::PRIMARY_SKILL).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1415. if(haveSkills)
  1416. {
  1417. auto primarySkills = handler.enterStruct("primarySkills");
  1418. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1419. {
  1420. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1421. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1422. }
  1423. }
  1424. }
  1425. else
  1426. {
  1427. auto primarySkills = handler.enterStruct("primarySkills");
  1428. if(primarySkills.get().getType() == JsonNode::DATA_STRUCT)
  1429. {
  1430. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1431. {
  1432. int value = 0;
  1433. primarySkills->serializeInt(PrimarySkill::names[i], value, 0);
  1434. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1435. }
  1436. }
  1437. }
  1438. //secondary skills
  1439. if(handler.saving)
  1440. {
  1441. //does hero have default skills?
  1442. bool defaultSkills = false;
  1443. bool normalSkills = false;
  1444. for(const auto & p : secSkills)
  1445. {
  1446. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1447. defaultSkills = true;
  1448. else
  1449. normalSkills = true;
  1450. }
  1451. if(defaultSkills && normalSkills)
  1452. logGlobal->error("Mixed default and normal secondary skills");
  1453. //in json default skills means no field/null
  1454. if(!defaultSkills)
  1455. {
  1456. //enter structure here as handler initialize it
  1457. auto secondarySkills = handler.enterStruct("secondarySkills");
  1458. for(auto & p : secSkills)
  1459. {
  1460. const si32 rawId = p.first.num;
  1461. if(rawId < 0 || rawId >= GameConstants::SKILL_QUANTITY)
  1462. logGlobal->error("Invalid secondary skill %d", rawId);
  1463. handler.serializeEnum(NSecondarySkill::names[rawId], p.second, 0, NSecondarySkill::levels);
  1464. }
  1465. }
  1466. }
  1467. else
  1468. {
  1469. auto secondarySkills = handler.enterStruct("secondarySkills");
  1470. const JsonNode & skillMap = handler.getCurrent();
  1471. secSkills.clear();
  1472. if(skillMap.getType() == JsonNode::DATA_NULL)
  1473. {
  1474. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1475. }
  1476. else
  1477. {
  1478. for(const auto & p : skillMap.Struct())
  1479. {
  1480. const std::string skillId = p.first;
  1481. const std::string levelId = p.second.String();
  1482. const int rawId = vstd::find_pos(NSecondarySkill::names, skillId);
  1483. if(rawId < 0)
  1484. {
  1485. logGlobal->error("Invalid secondary skill %s", skillId);
  1486. continue;
  1487. }
  1488. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1489. if(level < 0)
  1490. {
  1491. logGlobal->error("Invalid secondary skill level%s", levelId);
  1492. continue;
  1493. }
  1494. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1495. }
  1496. }
  1497. }
  1498. handler.serializeIdArray("spellBook", spells, &CSpellHandler::decodeSpell, &CSpellHandler::encodeSpell);
  1499. if(handler.saving)
  1500. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1501. }
  1502. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1503. {
  1504. serializeCommonOptions(handler);
  1505. serializeJsonOwner(handler);
  1506. if(ID == Obj::HERO || ID == Obj::PRISON)
  1507. {
  1508. std::string typeName;
  1509. if(handler.saving)
  1510. typeName = getHeroTypeName();
  1511. handler.serializeString("type", typeName);
  1512. if(!handler.saving)
  1513. setHeroTypeName(typeName);
  1514. }
  1515. CCreatureSet::serializeJson(handler, "army", 7);
  1516. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1517. {
  1518. static const int NO_PATROLING = -1;
  1519. int rawPatrolRadius = NO_PATROLING;
  1520. if(handler.saving)
  1521. {
  1522. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1523. }
  1524. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1525. if(!handler.saving)
  1526. {
  1527. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1528. patrol.initialPos = convertPosition(pos, false);
  1529. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1530. }
  1531. }
  1532. }
  1533. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1534. {
  1535. serializeCommonOptions(handler);
  1536. }
  1537. bool CGHeroInstance::isMissionCritical() const
  1538. {
  1539. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1540. {
  1541. if(event.trigger.test([&](const EventCondition & condition)
  1542. {
  1543. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1544. {
  1545. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1546. return (hero != this);
  1547. }
  1548. else if(condition.condition == EventCondition::IS_HUMAN)
  1549. {
  1550. return true;
  1551. }
  1552. return false;
  1553. }))
  1554. {
  1555. return true;
  1556. }
  1557. }
  1558. return false;
  1559. }