CGHeroInstance.cpp 45 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CModHandler.h"
  18. #include "../CSoundBase.h"
  19. #include "../spells/CSpellHandler.h"
  20. #include "../CSkillHandler.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../CGameState.h"
  24. #include "../CCreatureHandler.h"
  25. #include "../CTownHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "CGTownInstance.h"
  28. #include "../serializer/JsonSerializeFormat.h"
  29. #include "../StringConstants.h"
  30. #include "../battle/Unit.h"
  31. ///helpers
  32. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  33. {
  34. InfoWindow iw;
  35. iw.soundID = soundID;
  36. iw.player = playerID;
  37. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  38. IObjectInterface::cb->sendAndApply(&iw);
  39. }
  40. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  41. {
  42. const PlayerColor playerID = h->getOwner();
  43. showInfoDialog(playerID,txtID,soundID);
  44. }
  45. static int lowestSpeed(const CGHeroInstance * chi)
  46. {
  47. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  48. static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
  49. if(!chi->stacksCount())
  50. {
  51. if(chi->commander && chi->commander->alive)
  52. {
  53. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  54. }
  55. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  56. return 20;
  57. }
  58. auto i = chi->Slots().begin();
  59. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  60. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  61. for(; i != chi->Slots().end(); i++)
  62. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  63. return ret;
  64. }
  65. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  66. {
  67. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  68. //if there is road both on dest and src tiles - use road movement cost
  69. if(dest.roadType != ROAD_NAMES[0] && from.roadType != ROAD_NAMES[0])
  70. {
  71. int roadPos = std::min(vstd::find_pos(ROAD_NAMES, dest.roadType), vstd::find_pos(ROAD_NAMES, from.roadType)); //used road ID
  72. switch(roadPos)
  73. {
  74. case 1:
  75. ret = 75;
  76. break;
  77. case 2:
  78. ret = 65;
  79. break;
  80. case 3:
  81. ret = 50;
  82. break;
  83. default:
  84. logGlobal->error("Unknown road type: %d", roadPos);
  85. break;
  86. }
  87. }
  88. else if(ti->nativeTerrain != from.terType //the terrain is not native
  89. && ti->nativeTerrain != Terrain::ANY //no special creature bonus
  90. && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType.id()) //no special movement bonus
  91. )
  92. {
  93. static const CSelector selectorPATHFINDING = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  94. static const std::string keyPATHFINDING = "type_"+std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY)+"s_"+std::to_string((si32)SecondarySkill::PATHFINDING);
  95. ret = VLC->heroh->terrCosts[from.terType];
  96. ret -= valOfBonuses(selectorPATHFINDING, keyPATHFINDING);
  97. if(ret < GameConstants::BASE_MOVEMENT_COST)
  98. ret = GameConstants::BASE_MOVEMENT_COST;
  99. }
  100. return (ui32)ret;
  101. }
  102. Terrain CGHeroInstance::getNativeTerrain() const
  103. {
  104. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  105. // This is clearly bug in H3 however intended behaviour is not clear.
  106. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  107. // will always have best penalty without any influence from player-defined stacks order
  108. // TODO: What should we do if all hero stacks are neutral creatures?
  109. Terrain nativeTerrain("BORDER");
  110. for(auto stack : stacks)
  111. {
  112. Terrain stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  113. if(stackNativeTerrain == Terrain("BORDER"))
  114. continue;
  115. if(nativeTerrain == Terrain("BORDER"))
  116. nativeTerrain = stackNativeTerrain;
  117. else if(nativeTerrain != stackNativeTerrain)
  118. return Terrain("BORDER");
  119. }
  120. return nativeTerrain;
  121. }
  122. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  123. {
  124. if (toh3m)
  125. {
  126. src.x+=1;
  127. return src;
  128. }
  129. else
  130. {
  131. src.x-=1;
  132. return src;
  133. }
  134. }
  135. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  136. {
  137. if (h3m)
  138. {
  139. return pos;
  140. }
  141. else
  142. {
  143. return convertPosition(pos,false);
  144. }
  145. }
  146. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  147. {
  148. for(auto & elem : secSkills)
  149. if(elem.first == skill)
  150. return elem.second;
  151. return 0;
  152. }
  153. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  154. {
  155. if(getSecSkillLevel(which) == 0)
  156. {
  157. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  158. updateSkillBonus(which, val);
  159. }
  160. else
  161. {
  162. for (auto & elem : secSkills)
  163. {
  164. if(elem.first == which)
  165. {
  166. if(abs)
  167. elem.second = val;
  168. else
  169. elem.second += val;
  170. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  171. {
  172. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  173. elem.second = 3;
  174. }
  175. updateSkillBonus(which, elem.second); //when we know final value
  176. }
  177. }
  178. }
  179. }
  180. bool CGHeroInstance::canLearnSkill() const
  181. {
  182. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  183. }
  184. int CGHeroInstance::maxMovePoints(bool onLand) const
  185. {
  186. TurnInfo ti(this);
  187. return maxMovePointsCached(onLand, &ti);
  188. }
  189. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  190. {
  191. int base;
  192. if(onLand)
  193. {
  194. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  195. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  196. int armySpeed = lowestSpeed(this) * 20 / 3;
  197. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  198. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  199. }
  200. else
  201. {
  202. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  203. }
  204. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  205. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  206. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  207. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  208. return int(base * (1 + modifier)) + bonus;
  209. }
  210. CGHeroInstance::CGHeroInstance()
  211. : IBoatGenerator(this)
  212. {
  213. setNodeType(HERO);
  214. ID = Obj::HERO;
  215. tacticFormationEnabled = inTownGarrison = false;
  216. mana = UNINITIALIZED_MANA;
  217. movement = UNINITIALIZED_MOVEMENT;
  218. portrait = UNINITIALIZED_PORTRAIT;
  219. isStanding = true;
  220. moveDir = 4;
  221. level = 1;
  222. exp = 0xffffffff;
  223. visitedTown = nullptr;
  224. type = nullptr;
  225. boat = nullptr;
  226. commander = nullptr;
  227. sex = 0xff;
  228. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  229. }
  230. PlayerColor CGHeroInstance::getOwner() const
  231. {
  232. return tempOwner;
  233. }
  234. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  235. {
  236. subID = SUBID.getNum();
  237. initHero(rand);
  238. }
  239. void CGHeroInstance::setType(si32 ID, si32 subID)
  240. {
  241. assert(ID == Obj::HERO); // just in case
  242. type = VLC->heroh->objects[subID];
  243. portrait = type->imageIndex;
  244. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  245. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  246. randomizeArmy(type->heroClass->faction);
  247. }
  248. void CGHeroInstance::initHero(CRandomGenerator & rand)
  249. {
  250. assert(validTypes(true));
  251. if(!type)
  252. type = VLC->heroh->objects[subID];
  253. if (ID == Obj::HERO)
  254. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  255. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  256. {
  257. for(auto spellID : type->spells)
  258. spells.insert(spellID);
  259. }
  260. else //remove placeholder
  261. spells -= SpellID::PRESET;
  262. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  263. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  264. if(!getArt(ArtifactPosition::MACH4))
  265. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  266. if(portrait < 0 || portrait == 255)
  267. portrait = type->imageIndex;
  268. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  269. {
  270. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  271. {
  272. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  273. }
  274. }
  275. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  276. secSkills = type->secSkillsInit;
  277. if (!name.length())
  278. name = type->name;
  279. if (sex == 0xFF)//sex is default
  280. sex = type->sex;
  281. setFormation(false);
  282. if (!stacksCount()) //standard army//initial army
  283. {
  284. initArmy(rand);
  285. }
  286. assert(validTypes());
  287. if(exp == 0xffffffff)
  288. {
  289. initExp(rand);
  290. }
  291. else
  292. {
  293. levelUpAutomatically(rand);
  294. }
  295. if (VLC->modh->modules.COMMANDERS && !commander)
  296. {
  297. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  298. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  299. commander->giveStackExp (exp); //after our exp is set
  300. }
  301. if (mana < 0)
  302. mana = manaLimit();
  303. }
  304. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  305. {
  306. if(!dst)
  307. dst = this;
  308. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  309. int pom = rand.nextInt(99);
  310. int warMachinesGiven = 0;
  311. if(pom < 9)
  312. howManyStacks = 1;
  313. else if(pom < 79)
  314. howManyStacks = 2;
  315. else
  316. howManyStacks = 3;
  317. vstd::amin(howManyStacks, type->initialArmy.size());
  318. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  319. {
  320. auto & stack = type->initialArmy[stackNo];
  321. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  322. const CCreature * creature = stack.creature.toCreature();
  323. if(creature == nullptr)
  324. {
  325. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  326. continue;
  327. }
  328. if(creature->warMachine != ArtifactID::NONE) //war machine
  329. {
  330. warMachinesGiven++;
  331. if(dst != this)
  332. continue;
  333. ArtifactID aid = creature->warMachine;
  334. const CArtifact * art = aid.toArtifact();
  335. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  336. {
  337. //TODO: should we try another possible slots?
  338. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  339. if(!getArt(slot))
  340. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  341. else
  342. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  343. }
  344. else
  345. {
  346. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  347. }
  348. }
  349. else
  350. {
  351. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  352. }
  353. }
  354. }
  355. CGHeroInstance::~CGHeroInstance()
  356. {
  357. commander.dellNull();
  358. }
  359. bool CGHeroInstance::needsLastStack() const
  360. {
  361. return true;
  362. }
  363. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  364. {
  365. if(h == this) return; //exclude potential self-visiting
  366. if (ID == Obj::HERO)
  367. {
  368. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  369. {
  370. //exchange
  371. cb->heroExchange(h->id, id);
  372. }
  373. else //battle
  374. {
  375. if(visitedTown) //we're in town
  376. visitedTown->onHeroVisit(h); //town will handle attacking
  377. else
  378. cb->startBattleI(h, this);
  379. }
  380. }
  381. else if(ID == Obj::PRISON)
  382. {
  383. int txt_id;
  384. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  385. {
  386. cb->changeObjPos(id,pos+int3(1,0,0),0);
  387. //update hero parameters
  388. SetMovePoints smp;
  389. smp.hid = id;
  390. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  391. cb->setMovePoints (&smp);
  392. cb->setManaPoints (id, manaLimit());
  393. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  394. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  395. txt_id = 102;
  396. }
  397. else //already 8 wandering heroes
  398. {
  399. txt_id = 103;
  400. }
  401. showInfoDialog(h,txt_id);
  402. }
  403. }
  404. std::string CGHeroInstance::getObjectName() const
  405. {
  406. if(ID != Obj::PRISON)
  407. {
  408. std::string hoverName = VLC->generaltexth->allTexts[15];
  409. boost::algorithm::replace_first(hoverName,"%s",name);
  410. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  411. return hoverName;
  412. }
  413. else
  414. return CGObjectInstance::getObjectName();
  415. }
  416. const std::string & CGHeroInstance::getBiography() const
  417. {
  418. if (biography.length())
  419. return biography;
  420. return type->biography;
  421. }
  422. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  423. {
  424. return type->heroClass->isMagicHero() ? 3 : 4;
  425. }
  426. ui8 CGHeroInstance::maxlevelsToWisdom() const
  427. {
  428. return type->heroClass->isMagicHero() ? 3 : 6;
  429. }
  430. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  431. {
  432. rand.setSeed(0);
  433. magicSchoolCounter = 1;
  434. wisdomCounter = 1;
  435. }
  436. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  437. {
  438. magicSchoolCounter = 1;
  439. }
  440. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  441. {
  442. wisdomCounter = 1;
  443. }
  444. void CGHeroInstance::initObj(CRandomGenerator & rand)
  445. {
  446. blockVisit = true;
  447. if(!type)
  448. initHero(rand); //TODO: set up everything for prison before specialties are configured
  449. skillsInfo.rand.setSeed(rand.nextInt());
  450. skillsInfo.resetMagicSchoolCounter();
  451. skillsInfo.resetWisdomCounter();
  452. if (ID != Obj::PRISON)
  453. {
  454. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  455. if (customApp)
  456. appearance = customApp.get();
  457. }
  458. //copy active (probably growing) bonuses from hero prototype to hero object
  459. for(std::shared_ptr<Bonus> b : type->specialty)
  460. addNewBonus(b);
  461. //dito for old-style bonuses -> compatibility for old savegames
  462. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  463. for(std::shared_ptr<Bonus> b : sb.bonuses)
  464. addNewBonus(b);
  465. for(SSpecialtyInfo & spec : type->specDeprecated)
  466. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  467. addNewBonus(b);
  468. //initialize bonuses
  469. recreateSecondarySkillsBonuses();
  470. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  471. type->name = name;
  472. }
  473. void CGHeroInstance::recreateSecondarySkillsBonuses()
  474. {
  475. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  476. for(auto bonus : *secondarySkillsBonuses)
  477. removeBonus(bonus);
  478. for(auto skill_info : secSkills)
  479. if(skill_info.second > 0)
  480. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  481. }
  482. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  483. {
  484. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  485. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  486. for (auto b : skillBonus)
  487. addNewBonus(std::make_shared<Bonus>(*b));
  488. }
  489. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  490. {
  491. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  492. setStackCount(SlotID(0), val);
  493. }
  494. double CGHeroInstance::getFightingStrength() const
  495. {
  496. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  497. }
  498. double CGHeroInstance::getMagicStrength() const
  499. {
  500. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  501. }
  502. double CGHeroInstance::getHeroStrength() const
  503. {
  504. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  505. }
  506. ui64 CGHeroInstance::getTotalStrength() const
  507. {
  508. double ret = getFightingStrength() * getArmyStrength();
  509. return (ui64) ret;
  510. }
  511. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  512. {
  513. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  514. }
  515. int32_t CGHeroInstance::getCasterUnitId() const
  516. {
  517. return -1; //TODO: special value for attacker/defender hero
  518. }
  519. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  520. {
  521. int32_t skill = -1; //skill level
  522. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  523. {
  524. int32_t thisSchool = std::max<int32_t>(
  525. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  526. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  527. if(thisSchool > skill)
  528. {
  529. skill = thisSchool;
  530. if(outSelectedSchool)
  531. *outSelectedSchool = (ui8)cnf.id;
  532. }
  533. });
  534. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  535. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  536. vstd::amax(skill, 0); //in case we don't know any school
  537. vstd::amin(skill, 3);
  538. return skill;
  539. }
  540. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  541. {
  542. //applying sorcery secondary skill
  543. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  544. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  545. int maxSchoolBonus = 0;
  546. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  547. {
  548. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  549. });
  550. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  551. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  552. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  553. return base;
  554. }
  555. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  556. {
  557. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  558. return base;
  559. }
  560. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  561. {
  562. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  563. return 3;//todo: recheck specialty from where this bonus is. possible bug
  564. else
  565. return getSpellSchoolLevel(spell);
  566. }
  567. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  568. {
  569. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  570. }
  571. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  572. {
  573. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  574. }
  575. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  576. {
  577. return 0;
  578. }
  579. PlayerColor CGHeroInstance::getCasterOwner() const
  580. {
  581. return tempOwner;
  582. }
  583. void CGHeroInstance::getCasterName(MetaString & text) const
  584. {
  585. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  586. text.addReplacement(name);
  587. }
  588. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  589. {
  590. const bool singleTarget = attacked.size() == 1;
  591. const int textIndex = singleTarget ? 195 : 196;
  592. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  593. getCasterName(text);
  594. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  595. if(singleTarget)
  596. attacked.at(0)->addNameReplacement(text, true);
  597. }
  598. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  599. {
  600. if(spellCost != 0)
  601. {
  602. SetMana sm;
  603. sm.absolute = false;
  604. sm.hid = id;
  605. sm.val = -spellCost;
  606. server->apply(&sm);
  607. }
  608. }
  609. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  610. {
  611. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  612. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  613. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  614. bool schoolBonus = false;
  615. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  616. {
  617. if(hasBonusOfType(cnf.knoledgeBonus))
  618. {
  619. schoolBonus = stop = true;
  620. }
  621. });
  622. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  623. if(spell->isSpecial())
  624. {
  625. if(inSpellBook)
  626. {//hero has this spell in spellbook
  627. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  628. }
  629. return specificBonus;
  630. }
  631. else if(!isAllowed)
  632. {
  633. if(inSpellBook)
  634. {
  635. //hero has this spell in spellbook
  636. //it is normal if set in map editor, but trace it to possible debug of magic guild
  637. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  638. }
  639. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  640. }
  641. else
  642. {
  643. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  644. }
  645. }
  646. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  647. {
  648. if(!hasSpellbook())
  649. return false;
  650. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  651. return false;
  652. if(vstd::contains(spells, spell->getId()))//already known
  653. return false;
  654. if(spell->isSpecial())
  655. {
  656. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  657. return false;//special spells can not be learned
  658. }
  659. if(spell->isCreatureAbility())
  660. {
  661. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  662. return false;//creature abilities can not be learned
  663. }
  664. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  665. {
  666. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  667. return false;//banned spells should not be learned
  668. }
  669. return true;
  670. }
  671. /**
  672. * Calculates what creatures and how many to be raised from a battle.
  673. * @param battleResult The results of the battle.
  674. * @return Returns a pair with the first value indicating the ID of the creature
  675. * type and second value the amount. Both values are returned as -1 if necromancy
  676. * could not be applied.
  677. */
  678. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  679. {
  680. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  681. // need skill or cloak of undead king - lesser artifacts don't work without skill
  682. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  683. {
  684. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  685. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  686. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  687. // figure out what to raise - pick strongest creature meeting requirements
  688. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  689. int requiredCasualtyLevel = 1;
  690. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  691. if(!improvedNecromancy->empty())
  692. {
  693. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  694. {
  695. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  696. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  697. };
  698. int maxCasualtyLevel = 1;
  699. for(auto & casualty : casualties)
  700. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  701. // pick best bonus available
  702. std::shared_ptr<Bonus> topPick;
  703. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  704. {
  705. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  706. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  707. continue;
  708. if(!topPick)
  709. {
  710. topPick = newPick;
  711. }
  712. else
  713. {
  714. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::vector<int>
  715. {
  716. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  717. std::vector<int> v = {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  718. return v;
  719. };
  720. if(quality(topPick) < quality(newPick))
  721. topPick = newPick;
  722. }
  723. }
  724. if(topPick)
  725. {
  726. creatureTypeRaised = getCreatureID(topPick);
  727. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  728. }
  729. }
  730. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  731. if(getSlotFor(creatureTypeRaised) == SlotID())
  732. {
  733. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  734. {
  735. if(getSlotFor(upgraded) != SlotID())
  736. {
  737. creatureTypeRaised = upgraded;
  738. necromancySkill *= 2/3.0;
  739. break;
  740. }
  741. }
  742. }
  743. // calculate number of creatures raised - low level units contribute at 50% rate
  744. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  745. double raisedUnits = 0;
  746. for(auto & casualty : casualties)
  747. {
  748. const CCreature * c = VLC->creh->objects[casualty.first];
  749. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  750. if(c->level < requiredCasualtyLevel)
  751. raisedFromCasualty *= 0.5;
  752. raisedUnits += raisedFromCasualty;
  753. }
  754. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  755. }
  756. return CStackBasicDescriptor();
  757. }
  758. /**
  759. * Show the necromancy dialog with information about units raised.
  760. * @param raisedStack Pair where the first element represents ID of the raised creature
  761. * and the second element the amount.
  762. */
  763. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  764. {
  765. InfoWindow iw;
  766. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  767. iw.player = tempOwner;
  768. iw.components.push_back(Component(raisedStack));
  769. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  770. {
  771. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  772. iw.text.addReplacement(raisedStack.count);
  773. }
  774. else // Practicing the dark arts of necromancy, ... (singular)
  775. {
  776. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  777. }
  778. iw.text.addReplacement(raisedStack);
  779. cb->showInfoDialog(&iw);
  780. }
  781. /*
  782. int3 CGHeroInstance::getSightCenter() const
  783. {
  784. return getPosition(false);
  785. }*/
  786. int CGHeroInstance::getSightRadius() const
  787. {
  788. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  789. }
  790. si32 CGHeroInstance::manaRegain() const
  791. {
  792. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  793. return manaLimit();
  794. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  795. }
  796. si32 CGHeroInstance::getManaNewTurn() const
  797. {
  798. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  799. {
  800. //if hero starts turn in town with mage guild - restore all mana
  801. return std::max(mana, manaLimit());
  802. }
  803. si32 res = mana + manaRegain();
  804. res = std::min(res, manaLimit());
  805. res = std::max(res, mana);
  806. res = std::max(res, 0);
  807. return res;
  808. }
  809. // /**
  810. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  811. // * or discards it if it cannot be equipped.
  812. // */
  813. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  814. // {
  815. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  816. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  817. // ai->putAt(this, ai->firstAvailableSlot(this));
  818. // }
  819. int CGHeroInstance::getBoatType() const
  820. {
  821. switch(type->heroClass->getAlignment())
  822. {
  823. case EAlignment::GOOD:
  824. return 1;
  825. case EAlignment::EVIL:
  826. return 0;
  827. case EAlignment::NEUTRAL:
  828. return 2;
  829. default:
  830. throw std::runtime_error("Wrong alignment!");
  831. }
  832. }
  833. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  834. {
  835. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  836. // Check issue 515 for details
  837. offsets =
  838. {
  839. 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)
  840. };
  841. }
  842. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  843. {
  844. return sp->getCost(getSpellSchoolLevel(sp));
  845. }
  846. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  847. {
  848. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  849. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  850. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  851. }
  852. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  853. {
  854. return type->heroClass->getAlignment();
  855. }
  856. void CGHeroInstance::initExp(CRandomGenerator & rand)
  857. {
  858. exp = rand.nextInt(40, 89);
  859. }
  860. std::string CGHeroInstance::nodeName() const
  861. {
  862. return "Hero " + name;
  863. }
  864. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  865. {
  866. assert(!getArt(pos));
  867. art->putAt(ArtifactLocation(this, pos));
  868. }
  869. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  870. {
  871. putArtifact(art->firstBackpackSlot(this), art);
  872. }
  873. bool CGHeroInstance::hasSpellbook() const
  874. {
  875. return getArt(ArtifactPosition::SPELLBOOK);
  876. }
  877. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  878. {
  879. spells.insert(spell);
  880. }
  881. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  882. {
  883. spells.erase(spell);
  884. }
  885. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  886. {
  887. return vstd::contains(spells, spell);
  888. }
  889. void CGHeroInstance::removeSpellbook()
  890. {
  891. spells.clear();
  892. if(hasSpellbook())
  893. {
  894. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  895. }
  896. }
  897. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  898. {
  899. return spells;
  900. }
  901. int CGHeroInstance::maxSpellLevel() const
  902. {
  903. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  904. }
  905. void CGHeroInstance::deserializationFix()
  906. {
  907. artDeserializationFix(this);
  908. }
  909. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  910. {
  911. if(!visitedTown)
  912. return nullptr;
  913. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  914. : (CBonusSystemNode *)(visitedTown.get());
  915. }
  916. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  917. {
  918. if(visitedTown)
  919. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  920. return CArmedInstance::whereShouldBeAttached(gs);
  921. }
  922. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  923. {
  924. if(visitedTown)
  925. {
  926. if(inTownGarrison)
  927. return visitedTown;
  928. else
  929. return &visitedTown->townAndVis;
  930. }
  931. else
  932. return CArmedInstance::whereShouldBeAttached(gs);
  933. }
  934. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  935. {
  936. int ret = 0; //take all MPs by default
  937. bool localTi = false;
  938. if(!ti)
  939. {
  940. localTi = true;
  941. ti = new TurnInfo(this);
  942. }
  943. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  944. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  945. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  946. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  947. if(localTi)
  948. delete ti;
  949. return ret;
  950. }
  951. EDiggingStatus CGHeroInstance::diggingStatus() const
  952. {
  953. if((int)movement < maxMovePoints(true))
  954. return EDiggingStatus::LACK_OF_MOVEMENT;
  955. return cb->getTile(getPosition(false))->getDiggingStatus();
  956. }
  957. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  958. {
  959. return ArtBearer::HERO;
  960. }
  961. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  962. {
  963. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  964. if (!skillsInfo.wisdomCounter)
  965. {
  966. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  967. obligatorySkills.push_back(SecondarySkill::WISDOM);
  968. }
  969. if (!skillsInfo.magicSchoolCounter)
  970. {
  971. std::vector<SecondarySkill> ss =
  972. {
  973. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  974. };
  975. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  976. for (auto skill : ss)
  977. {
  978. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  979. {
  980. obligatorySkills.push_back(skill);
  981. break; //only one
  982. }
  983. }
  984. }
  985. std::vector<SecondarySkill> skills;
  986. //picking sec. skills for choice
  987. std::set<SecondarySkill> basicAndAdv, expert, none;
  988. for(int i = 0; i < VLC->skillh->size(); i++)
  989. if (cb->isAllowed(2,i))
  990. none.insert(SecondarySkill(i));
  991. for(auto & elem : secSkills)
  992. {
  993. if(elem.second < SecSkillLevel::EXPERT)
  994. basicAndAdv.insert(elem.first);
  995. else
  996. expert.insert(elem.first);
  997. none.erase(elem.first);
  998. }
  999. for (auto s : obligatorySkills) //don't duplicate them
  1000. {
  1001. none.erase (s);
  1002. basicAndAdv.erase (s);
  1003. expert.erase (s);
  1004. }
  1005. //first offered skill:
  1006. // 1) give obligatory skill
  1007. // 2) give any other new skill
  1008. // 3) upgrade existing
  1009. if (canLearnSkill() && obligatorySkills.size() > 0)
  1010. {
  1011. skills.push_back (obligatorySkills[0]);
  1012. }
  1013. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1014. {
  1015. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1016. none.erase(skills.back());
  1017. }
  1018. else if(!basicAndAdv.empty())
  1019. {
  1020. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1021. basicAndAdv.erase(skills.back());
  1022. }
  1023. //second offered skill:
  1024. //1) upgrade existing
  1025. //2) give obligatory skill
  1026. //3) give any other new skill
  1027. if(!basicAndAdv.empty())
  1028. {
  1029. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1030. skills.push_back(s);
  1031. basicAndAdv.erase(s);
  1032. }
  1033. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1034. {
  1035. skills.push_back (obligatorySkills[1]);
  1036. }
  1037. else if(none.size() && canLearnSkill())
  1038. {
  1039. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1040. none.erase(skills.back());
  1041. }
  1042. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1043. std::swap(skills[0], skills[1]);
  1044. return skills;
  1045. }
  1046. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1047. {
  1048. assert(gainsLevel());
  1049. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1050. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1051. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1052. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1053. {
  1054. pom += skillChances[primarySkill];
  1055. if(randomValue < pom)
  1056. {
  1057. break;
  1058. }
  1059. }
  1060. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1061. {
  1062. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1063. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1064. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1065. }
  1066. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1067. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1068. }
  1069. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1070. {
  1071. assert(gainsLevel());
  1072. boost::optional<SecondarySkill> chosenSecondarySkill;
  1073. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1074. if(!proposedSecondarySkills.empty())
  1075. {
  1076. std::vector<SecondarySkill> learnedSecondarySkills;
  1077. for(auto secondarySkill : proposedSecondarySkills)
  1078. {
  1079. if(getSecSkillLevel(secondarySkill) > 0)
  1080. {
  1081. learnedSecondarySkills.push_back(secondarySkill);
  1082. }
  1083. }
  1084. if(learnedSecondarySkills.empty())
  1085. {
  1086. // there are only new skills to learn, so choose anyone of them
  1087. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1088. }
  1089. else
  1090. {
  1091. // preferably upgrade a already learned secondary skill
  1092. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1093. }
  1094. }
  1095. return chosenSecondarySkill;
  1096. }
  1097. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1098. {
  1099. if(primarySkill < PrimarySkill::EXPERIENCE)
  1100. {
  1101. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1102. .And(Selector::subtype()(primarySkill))
  1103. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1104. assert(skill);
  1105. if(abs)
  1106. {
  1107. skill->val = static_cast<si32>(value);
  1108. }
  1109. else
  1110. {
  1111. skill->val += static_cast<si32>(value);
  1112. }
  1113. CBonusSystemNode::treeHasChanged();
  1114. }
  1115. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1116. {
  1117. if(abs)
  1118. {
  1119. exp = value;
  1120. }
  1121. else
  1122. {
  1123. exp += value;
  1124. }
  1125. }
  1126. }
  1127. bool CGHeroInstance::gainsLevel() const
  1128. {
  1129. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1130. }
  1131. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1132. {
  1133. ++level;
  1134. //deterministic secondary skills
  1135. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1136. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1137. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1138. {
  1139. skillsInfo.resetWisdomCounter();
  1140. }
  1141. SecondarySkill spellSchools[] = {
  1142. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1143. for(auto skill : spellSchools)
  1144. {
  1145. if(vstd::contains(skills, skill))
  1146. {
  1147. skillsInfo.resetMagicSchoolCounter();
  1148. break;
  1149. }
  1150. }
  1151. //update specialty and other bonuses that scale with level
  1152. treeHasChanged();
  1153. }
  1154. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1155. {
  1156. while(gainsLevel())
  1157. {
  1158. const auto primarySkill = nextPrimarySkill(rand);
  1159. setPrimarySkill(primarySkill, 1, false);
  1160. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1161. const auto secondarySkill = nextSecondarySkill(rand);
  1162. if(secondarySkill)
  1163. {
  1164. setSecSkillLevel(*secondarySkill, 1, false);
  1165. }
  1166. //TODO why has the secondary skills to be passed to the method?
  1167. levelUp(proposedSecondarySkills);
  1168. }
  1169. }
  1170. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1171. {
  1172. //VISIONS spell support
  1173. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1174. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1175. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1176. if (visionsMultiplier > 0)
  1177. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1178. const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
  1179. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1180. return (distance < visionsRange) && (target->pos.z == pos.z);
  1181. }
  1182. std::string CGHeroInstance::getHeroTypeName() const
  1183. {
  1184. if(ID == Obj::HERO || ID == Obj::PRISON)
  1185. {
  1186. if(type)
  1187. {
  1188. return type->identifier;
  1189. }
  1190. else
  1191. {
  1192. return VLC->heroh->objects[subID]->identifier;
  1193. }
  1194. }
  1195. return "";
  1196. }
  1197. void CGHeroInstance::afterAddToMap(CMap * map)
  1198. {
  1199. if(ID == Obj::HERO)
  1200. map->heroesOnMap.push_back(this);
  1201. }
  1202. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1203. {
  1204. if(ID == Obj::HERO || ID == Obj::PRISON)
  1205. {
  1206. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
  1207. if(rawId)
  1208. subID = rawId.get();
  1209. else
  1210. subID = 0; //fallback to Orrin, throw error instead?
  1211. }
  1212. }
  1213. void CGHeroInstance::updateFrom(const JsonNode & data)
  1214. {
  1215. CGObjectInstance::updateFrom(data);
  1216. }
  1217. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1218. {
  1219. handler.serializeString("biography", biography);
  1220. handler.serializeInt("experience", exp, 0);
  1221. if (!handler.saving)
  1222. {
  1223. while (gainsLevel())
  1224. {
  1225. ++level;
  1226. }
  1227. }
  1228. handler.serializeString("name", name);
  1229. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1230. {
  1231. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1232. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1233. if(handler.saving)
  1234. {
  1235. if(portrait >= 0)
  1236. {
  1237. if(portrait < legacyHeroes || portrait >= moddedStart)
  1238. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1239. else
  1240. handler.serializeInt("portrait", portrait, -1);
  1241. }
  1242. }
  1243. else
  1244. {
  1245. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1246. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1247. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1248. else
  1249. handler.serializeInt("portrait", portrait, -1);
  1250. }
  1251. }
  1252. //primary skills
  1253. if(handler.saving)
  1254. {
  1255. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1256. if(haveSkills)
  1257. {
  1258. auto primarySkills = handler.enterStruct("primarySkills");
  1259. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1260. {
  1261. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1262. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1263. }
  1264. }
  1265. }
  1266. else
  1267. {
  1268. auto primarySkills = handler.enterStruct("primarySkills");
  1269. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1270. {
  1271. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1272. {
  1273. int value = 0;
  1274. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1275. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1276. }
  1277. }
  1278. }
  1279. //secondary skills
  1280. if(handler.saving)
  1281. {
  1282. //does hero have default skills?
  1283. bool defaultSkills = false;
  1284. bool normalSkills = false;
  1285. for(const auto & p : secSkills)
  1286. {
  1287. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1288. defaultSkills = true;
  1289. else
  1290. normalSkills = true;
  1291. }
  1292. if(defaultSkills && normalSkills)
  1293. logGlobal->error("Mixed default and normal secondary skills");
  1294. //in json default skills means no field/null
  1295. if(!defaultSkills)
  1296. {
  1297. //enter structure here as handler initialize it
  1298. auto secondarySkills = handler.enterStruct("secondarySkills");
  1299. for(auto & p : secSkills)
  1300. {
  1301. const si32 rawId = p.first.num;
  1302. if(rawId < 0 || rawId >= VLC->skillh->size())
  1303. logGlobal->error("Invalid secondary skill %d", rawId);
  1304. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1305. }
  1306. }
  1307. }
  1308. else
  1309. {
  1310. auto secondarySkills = handler.enterStruct("secondarySkills");
  1311. const JsonNode & skillMap = handler.getCurrent();
  1312. secSkills.clear();
  1313. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1314. {
  1315. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1316. }
  1317. else
  1318. {
  1319. for(const auto & p : skillMap.Struct())
  1320. {
  1321. const std::string skillId = p.first;
  1322. const std::string levelId = p.second.String();
  1323. const int rawId = CSkillHandler::decodeSkill(skillId);
  1324. if(rawId < 0)
  1325. {
  1326. logGlobal->error("Invalid secondary skill %s", skillId);
  1327. continue;
  1328. }
  1329. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1330. if(level < 0)
  1331. {
  1332. logGlobal->error("Invalid secondary skill level%s", levelId);
  1333. continue;
  1334. }
  1335. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1336. }
  1337. }
  1338. }
  1339. handler.serializeIdArray("spellBook", spells);
  1340. if(handler.saving)
  1341. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1342. }
  1343. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1344. {
  1345. serializeCommonOptions(handler);
  1346. serializeJsonOwner(handler);
  1347. if(ID == Obj::HERO || ID == Obj::PRISON)
  1348. {
  1349. std::string typeName;
  1350. if(handler.saving)
  1351. typeName = getHeroTypeName();
  1352. handler.serializeString("type", typeName);
  1353. if(!handler.saving)
  1354. setHeroTypeName(typeName);
  1355. }
  1356. CCreatureSet::serializeJson(handler, "army", 7);
  1357. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1358. {
  1359. static const int NO_PATROLING = -1;
  1360. int rawPatrolRadius = NO_PATROLING;
  1361. if(handler.saving)
  1362. {
  1363. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1364. }
  1365. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1366. if(!handler.saving)
  1367. {
  1368. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1369. patrol.initialPos = convertPosition(pos, false);
  1370. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1371. }
  1372. }
  1373. }
  1374. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1375. {
  1376. serializeCommonOptions(handler);
  1377. }
  1378. bool CGHeroInstance::isMissionCritical() const
  1379. {
  1380. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1381. {
  1382. if(event.trigger.test([&](const EventCondition & condition)
  1383. {
  1384. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1385. {
  1386. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1387. return (hero != this);
  1388. }
  1389. else if(condition.condition == EventCondition::IS_HUMAN)
  1390. {
  1391. return true;
  1392. }
  1393. return false;
  1394. }))
  1395. {
  1396. return true;
  1397. }
  1398. }
  1399. return false;
  1400. }