CGHeroInstance.cpp 49 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../CGeneralTextHandler.h"
  15. #include "../ArtifactUtils.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../GameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../CTownHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "CGTownInstance.h"
  29. #include "../pathfinder/TurnInfo.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  32. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  33. #include "../modding/ModScope.h"
  34. #include "../networkPacks/PacksForClient.h"
  35. #include "../networkPacks/PacksForClientBattle.h"
  36. #include "../constants/StringConstants.h"
  37. #include "../battle/Unit.h"
  38. VCMI_LIB_NAMESPACE_BEGIN
  39. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  40. {
  41. serializeJsonOwner(handler);
  42. bool isHeroType = heroType.has_value();
  43. handler.serializeBool("placeholderType", isHeroType, false);
  44. if(!handler.saving)
  45. {
  46. if(isHeroType)
  47. heroType = HeroTypeID::NONE;
  48. else
  49. powerRank = 0;
  50. }
  51. if(isHeroType)
  52. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  53. else
  54. handler.serializeInt("powerRank", powerRank.value());
  55. }
  56. static int lowestSpeed(const CGHeroInstance * chi)
  57. {
  58. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  59. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  60. if(!chi->stacksCount())
  61. {
  62. if(chi->commander && chi->commander->alive)
  63. {
  64. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  65. }
  66. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  67. return 20;
  68. }
  69. auto i = chi->Slots().begin();
  70. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  71. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  72. for(; i != chi->Slots().end(); i++)
  73. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  74. return ret;
  75. }
  76. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  77. {
  78. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  79. //if there is road both on dest and src tiles - use src road movement cost
  80. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  81. {
  82. ret = from.roadType->movementCost;
  83. }
  84. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  85. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  86. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  87. {
  88. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  89. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  90. if(ret < GameConstants::BASE_MOVEMENT_COST)
  91. ret = GameConstants::BASE_MOVEMENT_COST;
  92. }
  93. return static_cast<ui32>(ret);
  94. }
  95. FactionID CGHeroInstance::getFaction() const
  96. {
  97. return FactionID(type->heroClass->faction);
  98. }
  99. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  100. {
  101. return this;
  102. }
  103. TerrainId CGHeroInstance::getNativeTerrain() const
  104. {
  105. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  106. // This is clearly bug in H3 however intended behaviour is not clear.
  107. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  108. // will always have best penalty without any influence from player-defined stacks order
  109. // and army that consist solely from neutral will always be considered to be on native terrain
  110. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  111. for(const auto & stack : stacks)
  112. {
  113. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  114. if(stackNativeTerrain == ETerrainId::NONE)
  115. continue;
  116. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  117. nativeTerrain = stackNativeTerrain;
  118. else if(nativeTerrain != stackNativeTerrain)
  119. return ETerrainId::NONE;
  120. }
  121. return nativeTerrain;
  122. }
  123. bool CGHeroInstance::isCoastVisitable() const
  124. {
  125. return true;
  126. }
  127. BattleField CGHeroInstance::getBattlefield() const
  128. {
  129. return BattleField::NONE;
  130. }
  131. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  132. {
  133. for(const auto & elem : secSkills)
  134. if(elem.first == skill)
  135. return elem.second;
  136. return 0;
  137. }
  138. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  139. {
  140. if(getSecSkillLevel(which) == 0)
  141. {
  142. secSkills.emplace_back(which, val);
  143. updateSkillBonus(which, val);
  144. }
  145. else
  146. {
  147. for (auto & elem : secSkills)
  148. {
  149. if(elem.first == which)
  150. {
  151. if(abs)
  152. elem.second = val;
  153. else
  154. elem.second += val;
  155. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  156. {
  157. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  158. elem.second = 3;
  159. }
  160. updateSkillBonus(which, elem.second); //when we know final value
  161. }
  162. }
  163. }
  164. }
  165. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  166. {
  167. return position - getVisitableOffset();
  168. }
  169. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  170. {
  171. return position + getVisitableOffset();
  172. }
  173. bool CGHeroInstance::canLearnSkill() const
  174. {
  175. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  176. }
  177. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  178. {
  179. if ( !canLearnSkill())
  180. return false;
  181. if (!cb->isAllowed(2, which))
  182. return false;
  183. if (getSecSkillLevel(which) > 0)
  184. return false;
  185. if (type->heroClass->secSkillProbability[which] == 0)
  186. return false;
  187. return true;
  188. }
  189. int CGHeroInstance::movementPointsRemaining() const
  190. {
  191. return movement;
  192. }
  193. void CGHeroInstance::setMovementPoints(int points)
  194. {
  195. movement = std::max(0, points);
  196. }
  197. int CGHeroInstance::movementPointsLimit(bool onLand) const
  198. {
  199. TurnInfo ti(this);
  200. return movementPointsLimitCached(onLand, &ti);
  201. }
  202. int CGHeroInstance::getLowestCreatureSpeed() const
  203. {
  204. return lowestCreatureSpeed;
  205. }
  206. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  207. {
  208. auto realLowestSpeed = lowestSpeed(this);
  209. if(lowestCreatureSpeed != realLowestSpeed)
  210. {
  211. lowestCreatureSpeed = realLowestSpeed;
  212. //Let updaters run again
  213. treeHasChanged();
  214. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  215. }
  216. }
  217. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  218. {
  219. updateArmyMovementBonus(onLand, ti);
  220. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  221. }
  222. CGHeroInstance::CGHeroInstance():
  223. tacticFormationEnabled(false),
  224. inTownGarrison(false),
  225. moveDir(4),
  226. mana(UNINITIALIZED_MANA),
  227. movement(UNINITIALIZED_MOVEMENT),
  228. level(1),
  229. exp(UNINITIALIZED_EXPERIENCE),
  230. gender(EHeroGender::DEFAULT),
  231. lowestCreatureSpeed(0)
  232. {
  233. setNodeType(HERO);
  234. ID = Obj::HERO;
  235. secSkills.emplace_back(SecondarySkill::NONE, -1);
  236. blockVisit = true;
  237. }
  238. PlayerColor CGHeroInstance::getOwner() const
  239. {
  240. return tempOwner;
  241. }
  242. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  243. {
  244. subID = SUBID.getNum();
  245. initHero(rand);
  246. }
  247. void CGHeroInstance::setType(si32 ID, si32 subID)
  248. {
  249. assert(ID == Obj::HERO); // just in case
  250. type = VLC->heroh->objects[subID];
  251. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  252. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  253. randomizeArmy(type->heroClass->faction);
  254. }
  255. void CGHeroInstance::initHero(CRandomGenerator & rand)
  256. {
  257. assert(validTypes(true));
  258. if(!type)
  259. type = VLC->heroh->objects[subID];
  260. if (ID == Obj::HERO)
  261. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  262. if(!vstd::contains(spells, SpellID::PRESET))
  263. {
  264. // hero starts with default spells
  265. for(const auto & spellID : type->spells)
  266. spells.insert(spellID);
  267. }
  268. else //remove placeholder
  269. spells -= SpellID::PRESET;
  270. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  271. {
  272. // hero starts with default spellbook presence status
  273. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  274. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  275. }
  276. else
  277. spells -= SpellID::SPELLBOOK_PRESET;
  278. if(!getArt(ArtifactPosition::MACH4))
  279. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  280. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  281. {
  282. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  283. {
  284. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  285. }
  286. }
  287. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  288. secSkills = type->secSkillsInit;
  289. if (gender == EHeroGender::DEFAULT)
  290. gender = type->gender;
  291. setFormation(false);
  292. if (!stacksCount()) //standard army//initial army
  293. {
  294. initArmy(rand);
  295. }
  296. assert(validTypes());
  297. if (patrol.patrolling)
  298. patrol.initialPos = visitablePos();
  299. if(exp == UNINITIALIZED_EXPERIENCE)
  300. {
  301. initExp(rand);
  302. }
  303. else
  304. {
  305. levelUpAutomatically(rand);
  306. }
  307. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  308. // must be done separately from global bonuses since recruitable heroes in taverns
  309. // are not attached to global bonus node but need access to some global bonuses
  310. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  311. // or MOVEMENT to compute initial movement before recruiting is finished
  312. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  313. for(const auto & b : baseBonuses.Struct())
  314. {
  315. auto bonus = JsonUtils::parseBonus(b.second);
  316. bonus->source = BonusSource::HERO_BASE_SKILL;
  317. bonus->sid = BonusSourceID(id);
  318. bonus->duration = BonusDuration::PERMANENT;
  319. addNewBonus(bonus);
  320. }
  321. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  322. {
  323. commander = new CCommanderInstance(type->heroClass->commander->getId());
  324. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  325. commander->giveStackExp (exp); //after our exp is set
  326. }
  327. skillsInfo.rand.setSeed(rand.nextInt());
  328. skillsInfo.resetMagicSchoolCounter();
  329. skillsInfo.resetWisdomCounter();
  330. //copy active (probably growing) bonuses from hero prototype to hero object
  331. for(const std::shared_ptr<Bonus> & b : type->specialty)
  332. addNewBonus(b);
  333. //initialize bonuses
  334. recreateSecondarySkillsBonuses();
  335. movement = movementPointsLimit(true);
  336. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  337. }
  338. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  339. {
  340. if(!dst)
  341. dst = this;
  342. int warMachinesGiven = 0;
  343. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  344. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  345. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  346. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  347. {
  348. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  349. continue;
  350. auto & stack = type->initialArmy[stackNo];
  351. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  352. const CCreature * creature = stack.creature.toCreature();
  353. if(creature == nullptr)
  354. {
  355. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  356. continue;
  357. }
  358. if(creature->warMachine != ArtifactID::NONE) //war machine
  359. {
  360. warMachinesGiven++;
  361. if(dst != this)
  362. continue;
  363. ArtifactID aid = creature->warMachine;
  364. const CArtifact * art = aid.toArtifact();
  365. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  366. {
  367. //TODO: should we try another possible slots?
  368. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  369. if(!getArt(slot))
  370. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  371. else
  372. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  373. }
  374. else
  375. {
  376. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  377. }
  378. }
  379. else
  380. {
  381. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  382. }
  383. }
  384. }
  385. CGHeroInstance::~CGHeroInstance()
  386. {
  387. commander.dellNull();
  388. }
  389. bool CGHeroInstance::needsLastStack() const
  390. {
  391. return true;
  392. }
  393. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  394. {
  395. if(h == this) return; //exclude potential self-visiting
  396. if (ID == Obj::HERO)
  397. {
  398. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  399. {
  400. //exchange
  401. cb->heroExchange(h->id, id);
  402. }
  403. else //battle
  404. {
  405. if(visitedTown) //we're in town
  406. visitedTown->onHeroVisit(h); //town will handle attacking
  407. else
  408. cb->startBattleI(h, this);
  409. }
  410. }
  411. else if(ID == Obj::PRISON)
  412. {
  413. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  414. {
  415. //update hero parameters
  416. SetMovePoints smp;
  417. smp.hid = id;
  418. cb->setManaPoints (id, manaLimit());
  419. ObjectInstanceID boatId;
  420. const auto boatPos = visitablePos();
  421. if (cb->gameState()->map->getTile(boatPos).isWater())
  422. {
  423. smp.val = movementPointsLimit(false);
  424. if (!boat)
  425. {
  426. //Create a new boat for hero
  427. cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
  428. boatId = cb->getTopObj(boatPos)->id;
  429. }
  430. }
  431. else
  432. {
  433. smp.val = movementPointsLimit(true);
  434. }
  435. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  436. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  437. cb->setMovePoints (&smp);
  438. h->showInfoDialog(102);
  439. }
  440. else //already 8 wandering heroes
  441. {
  442. h->showInfoDialog(103);
  443. }
  444. }
  445. }
  446. std::string CGHeroInstance::getObjectName() const
  447. {
  448. if(ID != Obj::PRISON)
  449. {
  450. std::string hoverName = VLC->generaltexth->allTexts[15];
  451. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  452. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  453. return hoverName;
  454. }
  455. else
  456. return VLC->objtypeh->getObjectName(ID, 0);
  457. }
  458. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  459. {
  460. return type->heroClass->isMagicHero() ? 3 : 4;
  461. }
  462. ui8 CGHeroInstance::maxlevelsToWisdom() const
  463. {
  464. return type->heroClass->isMagicHero() ? 3 : 6;
  465. }
  466. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  467. magicSchoolCounter(1),
  468. wisdomCounter(1)
  469. {
  470. rand.setSeed(0);
  471. }
  472. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  473. {
  474. magicSchoolCounter = 1;
  475. }
  476. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  477. {
  478. wisdomCounter = 1;
  479. }
  480. void CGHeroInstance::initObj(CRandomGenerator & rand)
  481. {
  482. if(!type)
  483. initHero(rand); //TODO: set up everything for prison before specialties are configured
  484. if (ID != Obj::PRISON)
  485. {
  486. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  487. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  488. if (customApp)
  489. appearance = customApp;
  490. }
  491. }
  492. void CGHeroInstance::recreateSecondarySkillsBonuses()
  493. {
  494. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  495. for(const auto & bonus : *secondarySkillsBonuses)
  496. removeBonus(bonus);
  497. for(const auto & skill_info : secSkills)
  498. if(skill_info.second > 0)
  499. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  500. }
  501. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  502. {
  503. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  504. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  505. for(const auto & b : skillBonus)
  506. addNewBonus(std::make_shared<Bonus>(*b));
  507. }
  508. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  509. {
  510. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  511. setStackCount(SlotID(0), val);
  512. }
  513. double CGHeroInstance::getFightingStrength() const
  514. {
  515. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  516. }
  517. double CGHeroInstance::getMagicStrength() const
  518. {
  519. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  520. }
  521. double CGHeroInstance::getHeroStrength() const
  522. {
  523. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  524. }
  525. ui64 CGHeroInstance::getTotalStrength() const
  526. {
  527. double ret = getFightingStrength() * getArmyStrength();
  528. return static_cast<ui64>(ret);
  529. }
  530. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  531. {
  532. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  533. }
  534. int32_t CGHeroInstance::getCasterUnitId() const
  535. {
  536. return id.getNum();
  537. }
  538. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  539. {
  540. int32_t skill = -1; //skill level
  541. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  542. {
  543. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  544. if(thisSchool > skill)
  545. {
  546. skill = thisSchool;
  547. if(outSelectedSchool)
  548. *outSelectedSchool = cnf;
  549. }
  550. });
  551. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  552. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  553. vstd::amax(skill, 0); //in case we don't know any school
  554. vstd::amin(skill, 3);
  555. return skill;
  556. }
  557. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  558. {
  559. //applying sorcery secondary skill
  560. if(spell->isMagical())
  561. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  562. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  563. int maxSchoolBonus = 0;
  564. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  565. {
  566. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  567. });
  568. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  569. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  570. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  571. return base;
  572. }
  573. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  574. {
  575. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  576. return base;
  577. }
  578. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  579. {
  580. return getSpellSchoolLevel(spell);
  581. }
  582. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  583. {
  584. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  585. }
  586. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  587. {
  588. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  589. }
  590. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  591. {
  592. return 0;
  593. }
  594. PlayerColor CGHeroInstance::getCasterOwner() const
  595. {
  596. return tempOwner;
  597. }
  598. void CGHeroInstance::getCasterName(MetaString & text) const
  599. {
  600. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  601. text.replaceRawString(getNameTranslated());
  602. }
  603. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  604. {
  605. const bool singleTarget = attacked.size() == 1;
  606. const int textIndex = singleTarget ? 195 : 196;
  607. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  608. getCasterName(text);
  609. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  610. if(singleTarget)
  611. attacked.at(0)->addNameReplacement(text, true);
  612. }
  613. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  614. {
  615. return this;
  616. }
  617. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  618. {
  619. if(spellCost != 0)
  620. {
  621. SetMana sm;
  622. sm.absolute = false;
  623. sm.hid = id;
  624. sm.val = -spellCost;
  625. server->apply(&sm);
  626. }
  627. }
  628. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  629. {
  630. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  631. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  632. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  633. bool schoolBonus = false;
  634. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  635. {
  636. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  637. {
  638. schoolBonus = stop = true;
  639. }
  640. });
  641. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  642. if(spell->isSpecial())
  643. {
  644. if(inSpellBook)
  645. {//hero has this spell in spellbook
  646. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  647. }
  648. return specificBonus;
  649. }
  650. else if(!isAllowed)
  651. {
  652. if(inSpellBook)
  653. {
  654. //hero has this spell in spellbook
  655. //it is normal if set in map editor, but trace it to possible debug of magic guild
  656. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  657. }
  658. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  659. }
  660. else
  661. {
  662. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  663. }
  664. }
  665. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  666. {
  667. if(!hasSpellbook())
  668. return false;
  669. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  670. return false;
  671. if(vstd::contains(spells, spell->getId()))//already known
  672. return false;
  673. if(spell->isSpecial())
  674. {
  675. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  676. return false;//special spells can not be learned
  677. }
  678. if(spell->isCreatureAbility())
  679. {
  680. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  681. return false;//creature abilities can not be learned
  682. }
  683. if(!allowBanned && !IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  684. {
  685. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  686. return false;//banned spells should not be learned
  687. }
  688. return true;
  689. }
  690. /**
  691. * Calculates what creatures and how many to be raised from a battle.
  692. * @param battleResult The results of the battle.
  693. * @return Returns a pair with the first value indicating the ID of the creature
  694. * type and second value the amount. Both values are returned as -1 if necromancy
  695. * could not be applied.
  696. */
  697. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  698. {
  699. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  700. // need skill or cloak of undead king - lesser artifacts don't work without skill
  701. if (hasImprovedNecromancy)
  702. {
  703. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  704. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  705. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  706. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  707. // figure out what to raise - pick strongest creature meeting requirements
  708. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  709. int requiredCasualtyLevel = 1;
  710. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  711. if(!improvedNecromancy->empty())
  712. {
  713. int maxCasualtyLevel = 1;
  714. for(const auto & casualty : casualties)
  715. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  716. // pick best bonus available
  717. std::shared_ptr<Bonus> topPick;
  718. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  719. {
  720. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  721. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  722. continue;
  723. if(!topPick)
  724. {
  725. topPick = newPick;
  726. }
  727. else
  728. {
  729. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  730. {
  731. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  732. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  733. };
  734. if(quality(topPick) < quality(newPick))
  735. topPick = newPick;
  736. }
  737. }
  738. if(topPick)
  739. {
  740. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  741. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  742. }
  743. }
  744. assert(creatureTypeRaised != CreatureID::NONE);
  745. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  746. if(getSlotFor(creatureTypeRaised) == SlotID())
  747. {
  748. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  749. {
  750. if(getSlotFor(upgraded) != SlotID())
  751. {
  752. creatureTypeRaised = upgraded;
  753. necromancySkill *= 2/3.0;
  754. break;
  755. }
  756. }
  757. }
  758. // calculate number of creatures raised - low level units contribute at 50% rate
  759. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  760. double raisedUnits = 0;
  761. for(const auto & casualty : casualties)
  762. {
  763. const CCreature * c = VLC->creh->objects[casualty.first];
  764. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  765. if(c->getLevel() < requiredCasualtyLevel)
  766. raisedFromCasualty *= 0.5;
  767. raisedUnits += raisedFromCasualty;
  768. }
  769. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  770. }
  771. return CStackBasicDescriptor();
  772. }
  773. /**
  774. * Show the necromancy dialog with information about units raised.
  775. * @param raisedStack Pair where the first element represents ID of the raised creature
  776. * and the second element the amount.
  777. */
  778. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  779. {
  780. InfoWindow iw;
  781. iw.type = EInfoWindowMode::AUTO;
  782. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  783. iw.player = tempOwner;
  784. iw.components.emplace_back(raisedStack);
  785. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  786. {
  787. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  788. iw.text.replaceNumber(raisedStack.count);
  789. }
  790. else // Practicing the dark arts of necromancy, ... (singular)
  791. {
  792. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  793. }
  794. iw.text.replaceCreatureName(raisedStack);
  795. cb->showInfoDialog(&iw);
  796. }
  797. /*
  798. int3 CGHeroInstance::getSightCenter() const
  799. {
  800. return getPosition(false);
  801. }*/
  802. int CGHeroInstance::getSightRadius() const
  803. {
  804. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  805. }
  806. si32 CGHeroInstance::manaRegain() const
  807. {
  808. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  809. return manaLimit();
  810. return valOfBonuses(BonusType::MANA_REGENERATION);
  811. }
  812. si32 CGHeroInstance::getManaNewTurn() const
  813. {
  814. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  815. {
  816. //if hero starts turn in town with mage guild - restore all mana
  817. return std::max(mana, manaLimit());
  818. }
  819. si32 res = mana + manaRegain();
  820. res = std::min(res, manaLimit());
  821. res = std::max(res, mana);
  822. res = std::max(res, 0);
  823. return res;
  824. }
  825. // /**
  826. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  827. // * or discards it if it cannot be equipped.
  828. // */
  829. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  830. // {
  831. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  832. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  833. // ai->putAt(this, ai->firstAvailableSlot(this));
  834. // }
  835. BoatId CGHeroInstance::getBoatType() const
  836. {
  837. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  838. }
  839. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  840. {
  841. offsets = {
  842. {0, -1, 0},
  843. {+1, -1, 0},
  844. {+1, 0, 0},
  845. {+1, +1, 0},
  846. {0, +1, 0},
  847. {-1, +1, 0},
  848. {-1, 0, 0},
  849. {-1, -1, 0},
  850. };
  851. }
  852. const IObjectInterface * CGHeroInstance::getObject() const
  853. {
  854. return this;
  855. }
  856. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  857. {
  858. return sp->getCost(getSpellSchoolLevel(sp));
  859. }
  860. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  861. {
  862. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  863. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  864. if(hasBonus(sel))
  865. removeBonuses(sel);
  866. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  867. }
  868. EAlignment CGHeroInstance::getAlignment() const
  869. {
  870. return type->heroClass->getAlignment();
  871. }
  872. void CGHeroInstance::initExp(CRandomGenerator & rand)
  873. {
  874. exp = rand.nextInt(40, 89);
  875. }
  876. std::string CGHeroInstance::nodeName() const
  877. {
  878. return "Hero " + getNameTextID();
  879. }
  880. si32 CGHeroInstance::manaLimit() const
  881. {
  882. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  883. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  884. }
  885. HeroTypeID CGHeroInstance::getPortraitSource() const
  886. {
  887. if (customPortraitSource.isValid())
  888. return customPortraitSource;
  889. else
  890. return HeroTypeID(subID);
  891. }
  892. int32_t CGHeroInstance::getIconIndex() const
  893. {
  894. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  895. }
  896. std::string CGHeroInstance::getNameTranslated() const
  897. {
  898. return VLC->generaltexth->translate(getNameTextID());
  899. }
  900. std::string CGHeroInstance::getNameTextID() const
  901. {
  902. if (!nameCustomTextId.empty())
  903. return nameCustomTextId;
  904. if (type)
  905. return type->getNameTextID();
  906. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  907. // assert(0);
  908. return "";
  909. }
  910. std::string CGHeroInstance::getBiographyTranslated() const
  911. {
  912. return VLC->generaltexth->translate(getBiographyTextID());
  913. }
  914. std::string CGHeroInstance::getBiographyTextID() const
  915. {
  916. if (!biographyCustomTextId.empty())
  917. return biographyCustomTextId;
  918. if (type)
  919. return type->getBiographyTextID();
  920. return ""; //for random hero
  921. }
  922. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  923. {
  924. assert(art->canBePutAt(this, pos));
  925. if(ArtifactUtils::isSlotEquipment(pos))
  926. attachTo(*art);
  927. return CArtifactSet::putArtifact(pos, art);
  928. }
  929. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  930. {
  931. auto art = getArt(pos);
  932. assert(art);
  933. CArtifactSet::removeArtifact(pos);
  934. if(ArtifactUtils::isSlotEquipment(pos))
  935. detachFrom(*art);
  936. }
  937. bool CGHeroInstance::hasSpellbook() const
  938. {
  939. return getArt(ArtifactPosition::SPELLBOOK);
  940. }
  941. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  942. {
  943. spells.insert(spell);
  944. }
  945. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  946. {
  947. spells.erase(spell);
  948. }
  949. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  950. {
  951. return vstd::contains(spells, spell);
  952. }
  953. void CGHeroInstance::removeSpellbook()
  954. {
  955. spells.clear();
  956. if(hasSpellbook())
  957. {
  958. getArt(ArtifactPosition::SPELLBOOK)->removeFrom(*this, ArtifactPosition::SPELLBOOK);
  959. }
  960. }
  961. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  962. {
  963. return spells;
  964. }
  965. int CGHeroInstance::maxSpellLevel() const
  966. {
  967. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  968. }
  969. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  970. {
  971. assert(newBoat);
  972. boat = newBoat;
  973. attachTo(const_cast<CGBoat&>(*boat));
  974. const_cast<CGBoat*>(boat)->hero = this;
  975. }
  976. void CGHeroInstance::deserializationFix()
  977. {
  978. artDeserializationFix(this);
  979. boatDeserializationFix();
  980. }
  981. void CGHeroInstance::boatDeserializationFix()
  982. {
  983. if (boat)
  984. attachTo(const_cast<CGBoat&>(*boat));
  985. }
  986. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  987. {
  988. if(!visitedTown)
  989. return nullptr;
  990. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  991. : (CBonusSystemNode *)(visitedTown.get());
  992. }
  993. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  994. {
  995. if(visitedTown)
  996. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  997. return &CArmedInstance::whereShouldBeAttached(gs);
  998. }
  999. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1000. {
  1001. if(visitedTown)
  1002. {
  1003. if(inTownGarrison)
  1004. return *visitedTown;
  1005. else
  1006. return visitedTown->townAndVis;
  1007. }
  1008. else
  1009. return CArmedInstance::whereShouldBeAttached(gs);
  1010. }
  1011. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1012. {
  1013. std::unique_ptr<TurnInfo> turnInfoLocal;
  1014. if(!ti)
  1015. {
  1016. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1017. ti = turnInfoLocal.get();
  1018. }
  1019. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1020. return 0; // take all MPs by default
  1021. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1022. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1023. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1024. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1025. return ret;
  1026. }
  1027. EDiggingStatus CGHeroInstance::diggingStatus() const
  1028. {
  1029. if(static_cast<int>(movement) < movementPointsLimit(true))
  1030. return EDiggingStatus::LACK_OF_MOVEMENT;
  1031. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  1032. return EDiggingStatus::BACKPACK_IS_FULL;
  1033. return cb->getTileDigStatus(visitablePos());
  1034. }
  1035. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1036. {
  1037. return ArtBearer::HERO;
  1038. }
  1039. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1040. {
  1041. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1042. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1043. std::vector<SecondarySkill> obligatory = {};
  1044. for(auto i = 0; i < VLC->skillh->size(); i++)
  1045. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1046. obligatory.emplace_back(i); //Always return all obligatory skills
  1047. return obligatory;
  1048. };
  1049. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1050. {
  1051. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1052. for(const auto & skill : ss)
  1053. {
  1054. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1055. {
  1056. obligatorySkills.push_back(skill);
  1057. break; //only one
  1058. }
  1059. }
  1060. };
  1061. if (!skillsInfo.wisdomCounter)
  1062. {
  1063. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1064. selectObligatorySkill(obligatory);
  1065. }
  1066. if (!skillsInfo.magicSchoolCounter)
  1067. {
  1068. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1069. selectObligatorySkill(obligatory);
  1070. }
  1071. std::vector<SecondarySkill> skills;
  1072. //picking sec. skills for choice
  1073. std::set<SecondarySkill> basicAndAdv;
  1074. std::set<SecondarySkill> expert;
  1075. std::set<SecondarySkill> none;
  1076. for(int i = 0; i < VLC->skillh->size(); i++)
  1077. if (canLearnSkill(SecondarySkill(i)))
  1078. none.insert(SecondarySkill(i));
  1079. for(const auto & elem : secSkills)
  1080. {
  1081. if(elem.second < MasteryLevel::EXPERT)
  1082. basicAndAdv.insert(elem.first);
  1083. else
  1084. expert.insert(elem.first);
  1085. none.erase(elem.first);
  1086. }
  1087. for(const auto & s : obligatorySkills) //don't duplicate them
  1088. {
  1089. none.erase (s);
  1090. basicAndAdv.erase (s);
  1091. expert.erase (s);
  1092. }
  1093. //first offered skill:
  1094. // 1) give obligatory skill
  1095. // 2) give any other new skill
  1096. // 3) upgrade existing
  1097. if(canLearnSkill() && !obligatorySkills.empty())
  1098. {
  1099. skills.push_back (obligatorySkills[0]);
  1100. }
  1101. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1102. {
  1103. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1104. none.erase(skills.back());
  1105. }
  1106. else if(!basicAndAdv.empty())
  1107. {
  1108. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1109. basicAndAdv.erase(skills.back());
  1110. }
  1111. //second offered skill:
  1112. //1) upgrade existing
  1113. //2) give obligatory skill
  1114. //3) give any other new skill
  1115. if(!basicAndAdv.empty())
  1116. {
  1117. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1118. skills.push_back(s);
  1119. basicAndAdv.erase(s);
  1120. }
  1121. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1122. {
  1123. skills.push_back (obligatorySkills[1]);
  1124. }
  1125. else if(!none.empty() && canLearnSkill())
  1126. {
  1127. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1128. none.erase(skills.back());
  1129. }
  1130. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1131. std::swap(skills[0], skills[1]);
  1132. return skills;
  1133. }
  1134. PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1135. {
  1136. assert(gainsLevel());
  1137. int randomValue = rand.nextInt(99);
  1138. int pom = 0;
  1139. int primarySkill = 0;
  1140. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1141. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1142. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1143. {
  1144. pom += skillChances[primarySkill];
  1145. if(randomValue < pom)
  1146. {
  1147. break;
  1148. }
  1149. }
  1150. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1151. {
  1152. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1153. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1154. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1155. }
  1156. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1157. return static_cast<PrimarySkill>(primarySkill);
  1158. }
  1159. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1160. {
  1161. assert(gainsLevel());
  1162. std::optional<SecondarySkill> chosenSecondarySkill;
  1163. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1164. if(!proposedSecondarySkills.empty())
  1165. {
  1166. std::vector<SecondarySkill> learnedSecondarySkills;
  1167. for(const auto & secondarySkill : proposedSecondarySkills)
  1168. {
  1169. if(getSecSkillLevel(secondarySkill) > 0)
  1170. {
  1171. learnedSecondarySkills.push_back(secondarySkill);
  1172. }
  1173. }
  1174. if(learnedSecondarySkills.empty())
  1175. {
  1176. // there are only new skills to learn, so choose anyone of them
  1177. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1178. }
  1179. else
  1180. {
  1181. // preferably upgrade a already learned secondary skill
  1182. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1183. }
  1184. }
  1185. return chosenSecondarySkill;
  1186. }
  1187. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1188. {
  1189. if(primarySkill < PrimarySkill::EXPERIENCE)
  1190. {
  1191. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1192. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1193. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1194. assert(skill);
  1195. if(abs)
  1196. {
  1197. skill->val = static_cast<si32>(value);
  1198. }
  1199. else
  1200. {
  1201. skill->val += static_cast<si32>(value);
  1202. }
  1203. CBonusSystemNode::treeHasChanged();
  1204. }
  1205. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1206. {
  1207. if(abs)
  1208. {
  1209. exp = value;
  1210. }
  1211. else
  1212. {
  1213. exp += value;
  1214. }
  1215. }
  1216. }
  1217. bool CGHeroInstance::gainsLevel() const
  1218. {
  1219. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1220. }
  1221. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1222. {
  1223. ++level;
  1224. //deterministic secondary skills
  1225. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1226. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1227. for(const auto & skill : skills)
  1228. {
  1229. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1230. skillsInfo.resetWisdomCounter();
  1231. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1232. skillsInfo.resetMagicSchoolCounter();
  1233. }
  1234. //update specialty and other bonuses that scale with level
  1235. treeHasChanged();
  1236. }
  1237. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1238. {
  1239. while(gainsLevel())
  1240. {
  1241. const auto primarySkill = nextPrimarySkill(rand);
  1242. setPrimarySkill(primarySkill, 1, false);
  1243. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1244. const auto secondarySkill = nextSecondarySkill(rand);
  1245. if(secondarySkill)
  1246. {
  1247. setSecSkillLevel(*secondarySkill, 1, false);
  1248. }
  1249. //TODO why has the secondary skills to be passed to the method?
  1250. levelUp(proposedSecondarySkills);
  1251. }
  1252. }
  1253. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1254. {
  1255. //VISIONS spell support
  1256. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1257. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1258. if (visionsMultiplier > 0)
  1259. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1260. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1261. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1262. return (distance < visionsRange) && (target->pos.z == pos.z);
  1263. }
  1264. std::string CGHeroInstance::getHeroTypeName() const
  1265. {
  1266. if(ID == Obj::HERO || ID == Obj::PRISON)
  1267. {
  1268. if(type)
  1269. {
  1270. return type->getJsonKey();
  1271. }
  1272. else
  1273. {
  1274. return VLC->heroh->objects[subID]->getJsonKey();
  1275. }
  1276. }
  1277. return "";
  1278. }
  1279. void CGHeroInstance::afterAddToMap(CMap * map)
  1280. {
  1281. if(ID == Obj::HERO)
  1282. map->heroesOnMap.emplace_back(this);
  1283. }
  1284. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1285. {
  1286. if (ID == Obj::HERO)
  1287. vstd::erase_if_present(map->heroesOnMap, this);
  1288. }
  1289. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1290. {
  1291. if(ID == Obj::HERO || ID == Obj::PRISON)
  1292. {
  1293. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1294. if(rawId)
  1295. subID = rawId.value();
  1296. else
  1297. {
  1298. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1299. }
  1300. }
  1301. }
  1302. void CGHeroInstance::updateFrom(const JsonNode & data)
  1303. {
  1304. CGObjectInstance::updateFrom(data);
  1305. }
  1306. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1307. {
  1308. handler.serializeString("biography", biographyCustomTextId);
  1309. handler.serializeInt("experience", exp, 0);
  1310. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1311. {
  1312. while (gainsLevel())
  1313. {
  1314. ++level;
  1315. }
  1316. }
  1317. handler.serializeString("name", nameCustomTextId);
  1318. handler.serializeInt("gender", gender, 0);
  1319. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1320. //primary skills
  1321. if(handler.saving)
  1322. {
  1323. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1324. if(haveSkills)
  1325. {
  1326. auto primarySkills = handler.enterStruct("primarySkills");
  1327. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1328. {
  1329. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1330. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1331. }
  1332. }
  1333. }
  1334. else
  1335. {
  1336. auto primarySkills = handler.enterStruct("primarySkills");
  1337. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1338. {
  1339. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1340. {
  1341. int value = 0;
  1342. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1343. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1344. }
  1345. }
  1346. }
  1347. //secondary skills
  1348. if(handler.saving)
  1349. {
  1350. //does hero have default skills?
  1351. bool defaultSkills = false;
  1352. bool normalSkills = false;
  1353. for(const auto & p : secSkills)
  1354. {
  1355. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1356. defaultSkills = true;
  1357. else
  1358. normalSkills = true;
  1359. }
  1360. if(defaultSkills && normalSkills)
  1361. logGlobal->error("Mixed default and normal secondary skills");
  1362. //in json default skills means no field/null
  1363. if(!defaultSkills)
  1364. {
  1365. //enter array here as handler initialize it
  1366. auto secondarySkills = handler.enterArray("secondarySkills");
  1367. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1368. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1369. {
  1370. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1371. const si32 rawId = secSkills.at(skillIndex).first;
  1372. if(rawId < 0 || rawId >= VLC->skillh->size())
  1373. logGlobal->error("Invalid secondary skill %d", rawId);
  1374. auto value = (*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey();
  1375. handler.serializeString("skill", value);
  1376. value = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1377. handler.serializeString("level", value);
  1378. }
  1379. }
  1380. }
  1381. else
  1382. {
  1383. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1384. secSkills.clear();
  1385. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1386. {
  1387. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1388. }
  1389. else
  1390. {
  1391. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1392. {
  1393. const int rawId = CSkillHandler::decodeSkill(skillId);
  1394. if(rawId < 0)
  1395. {
  1396. logGlobal->error("Invalid secondary skill %s", skillId);
  1397. return;
  1398. }
  1399. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1400. if(level < 0)
  1401. {
  1402. logGlobal->error("Invalid secondary skill level%s", levelId);
  1403. return;
  1404. }
  1405. secSkills.emplace_back(SecondarySkill(rawId), level);
  1406. };
  1407. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1408. {
  1409. for(const auto & p : secondarySkills.Vector())
  1410. {
  1411. auto skillMap = p.Struct();
  1412. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1413. }
  1414. }
  1415. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1416. {
  1417. for(const auto & p : secondarySkills.Struct())
  1418. {
  1419. addSkill(p.first, p.second.String());
  1420. };
  1421. }
  1422. }
  1423. }
  1424. handler.serializeIdArray("spellBook", spells);
  1425. if(handler.saving)
  1426. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1427. }
  1428. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1429. {
  1430. serializeCommonOptions(handler);
  1431. serializeJsonOwner(handler);
  1432. if(ID == Obj::HERO || ID == Obj::PRISON)
  1433. {
  1434. std::string typeName;
  1435. if(handler.saving)
  1436. typeName = getHeroTypeName();
  1437. handler.serializeString("type", typeName);
  1438. if(!handler.saving)
  1439. setHeroTypeName(typeName);
  1440. }
  1441. CArmedInstance::serializeJsonOptions(handler);
  1442. {
  1443. static constexpr int NO_PATROLING = -1;
  1444. int rawPatrolRadius = NO_PATROLING;
  1445. if(handler.saving)
  1446. {
  1447. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1448. }
  1449. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1450. if(!handler.saving)
  1451. {
  1452. if(!appearance)
  1453. {
  1454. // crossoverDeserialize
  1455. type = VLC->heroh->objects[subID];
  1456. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1457. }
  1458. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1459. patrol.initialPos = visitablePos();
  1460. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1461. }
  1462. }
  1463. }
  1464. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1465. {
  1466. serializeCommonOptions(handler);
  1467. }
  1468. bool CGHeroInstance::isMissionCritical() const
  1469. {
  1470. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1471. {
  1472. if (event.effect.type != EventEffect::DEFEAT)
  1473. continue;
  1474. auto const & testFunctor = [&](const EventCondition & condition)
  1475. {
  1476. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1477. {
  1478. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1479. return (hero != this);
  1480. }
  1481. if(condition.condition == EventCondition::IS_HUMAN)
  1482. return true;
  1483. return false;
  1484. };
  1485. if(event.trigger.test(testFunctor))
  1486. return true;
  1487. }
  1488. return false;
  1489. }
  1490. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1491. {
  1492. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1493. for(const auto & it : *lista)
  1494. {
  1495. auto nid = CreatureID(it->additionalInfo[0]);
  1496. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1497. {
  1498. info.newID.push_back(nid);
  1499. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1500. }
  1501. }
  1502. }
  1503. VCMI_LIB_NAMESPACE_END