CGHeroInstance.cpp 53 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include <vstd/RNG.h>
  15. #include "../texts/CGeneralTextHandler.h"
  16. #include "../TerrainHandler.h"
  17. #include "../RoadHandler.h"
  18. #include "../IGameSettings.h"
  19. #include "../CSoundBase.h"
  20. #include "../spells/CSpellHandler.h"
  21. #include "../CSkillHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../gameState/CGameState.h"
  24. #include "../gameState/UpgradeInfo.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "../StartInfo.h"
  28. #include "CGTownInstance.h"
  29. #include "../entities/artifact/ArtifactUtils.h"
  30. #include "../entities/artifact/CArtifact.h"
  31. #include "../entities/faction/CTownHandler.h"
  32. #include "../entities/hero/CHeroHandler.h"
  33. #include "../entities/hero/CHeroClass.h"
  34. #include "../battle/CBattleInfoEssentials.h"
  35. #include "../campaign/CampaignState.h"
  36. #include "../json/JsonBonus.h"
  37. #include "../pathfinder/TurnInfo.h"
  38. #include "../serializer/JsonSerializeFormat.h"
  39. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  40. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  41. #include "../mapObjects/MiscObjects.h"
  42. #include "../modding/ModScope.h"
  43. #include "../networkPacks/PacksForClient.h"
  44. #include "../networkPacks/PacksForClientBattle.h"
  45. #include "../constants/StringConstants.h"
  46. #include "../battle/Unit.h"
  47. #include "CConfigHandler.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  50. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  51. {
  52. serializeJsonOwner(handler);
  53. bool isHeroType = heroType.has_value();
  54. handler.serializeBool("placeholderType", isHeroType, false);
  55. if(!handler.saving)
  56. {
  57. if(isHeroType)
  58. heroType = HeroTypeID::NONE;
  59. else
  60. powerRank = 0;
  61. }
  62. if(isHeroType)
  63. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  64. else
  65. handler.serializeInt("powerRank", powerRank.value());
  66. }
  67. FactionID CGHeroInstance::getFactionID() const
  68. {
  69. return getHeroClass()->faction;
  70. }
  71. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  72. {
  73. return this;
  74. }
  75. TerrainId CGHeroInstance::getNativeTerrain() const
  76. {
  77. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  78. // This is clearly bug in H3 however intended behaviour is not clear.
  79. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  80. // will always have best penalty without any influence from player-defined stacks order
  81. // and army that consist solely from neutral will always be considered to be on native terrain
  82. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  83. for(const auto & stack : stacks)
  84. {
  85. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  86. if(stackNativeTerrain == ETerrainId::NONE)
  87. continue;
  88. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  89. nativeTerrain = stackNativeTerrain;
  90. else if(nativeTerrain != stackNativeTerrain)
  91. return ETerrainId::NONE;
  92. }
  93. return nativeTerrain;
  94. }
  95. bool CGHeroInstance::isCoastVisitable() const
  96. {
  97. return true;
  98. }
  99. bool CGHeroInstance::isBlockedVisitable() const
  100. {
  101. return true;
  102. }
  103. BattleField CGHeroInstance::getBattlefield() const
  104. {
  105. return BattleField::NONE;
  106. }
  107. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  108. {
  109. for(const auto & elem : secSkills)
  110. if(elem.first == skill)
  111. return elem.second;
  112. return 0;
  113. }
  114. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  115. {
  116. if (val == 0) // skill removal
  117. {
  118. vstd::erase_if(secSkills, [which](const std::pair<SecondarySkill, ui8>& pair) { return pair.first == which; });
  119. updateSkillBonus(which, val);
  120. }
  121. else if(getSecSkillLevel(which) == 0)
  122. {
  123. secSkills.emplace_back(which, val);
  124. updateSkillBonus(which, val);
  125. }
  126. else
  127. {
  128. for (auto & elem : secSkills)
  129. {
  130. if(elem.first == which)
  131. {
  132. if(abs)
  133. elem.second = val;
  134. else
  135. elem.second += val;
  136. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  137. {
  138. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  139. elem.second = 3;
  140. }
  141. updateSkillBonus(which, elem.second); //when we know final value
  142. }
  143. }
  144. }
  145. }
  146. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  147. {
  148. return position - getVisitableOffset();
  149. }
  150. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  151. {
  152. return position + getVisitableOffset();
  153. }
  154. bool CGHeroInstance::canLearnSkill() const
  155. {
  156. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  157. }
  158. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  159. {
  160. if ( !canLearnSkill())
  161. return false;
  162. if (!cb->isAllowed(which))
  163. return false;
  164. if (getSecSkillLevel(which) > 0)
  165. return false;
  166. if (getHeroClass()->secSkillProbability.count(which) == 0)
  167. return false;
  168. if (getHeroClass()->secSkillProbability.at(which) == 0)
  169. return false;
  170. return true;
  171. }
  172. int CGHeroInstance::movementPointsRemaining() const
  173. {
  174. return movement;
  175. }
  176. void CGHeroInstance::setMovementPoints(int points)
  177. {
  178. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  179. movement = 1000000;
  180. else
  181. movement = std::max(0, points);
  182. }
  183. int CGHeroInstance::movementPointsLimit(bool onLand) const
  184. {
  185. auto ti = getTurnInfo(0);
  186. return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
  187. }
  188. int CGHeroInstance::getLowestCreatureSpeed() const
  189. {
  190. if(stacksCount() != 0)
  191. {
  192. int minimalSpeed = std::numeric_limits<int>::max();
  193. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  194. for(const auto & slot : Slots())
  195. minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
  196. return minimalSpeed;
  197. }
  198. else
  199. {
  200. if(commander && commander->alive)
  201. return commander->getInitiative();
  202. }
  203. return 10;
  204. }
  205. std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
  206. {
  207. return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
  208. }
  209. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  210. {
  211. if (onLand)
  212. return ti->getMovePointsLimitLand();
  213. else
  214. return ti->getMovePointsLimitWater();
  215. }
  216. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  217. : CArmedInstance(cb),
  218. CArtifactSet(cb),
  219. tacticFormationEnabled(false),
  220. inTownGarrison(false),
  221. moveDir(4),
  222. mana(UNINITIALIZED_MANA),
  223. movement(UNINITIALIZED_MOVEMENT),
  224. level(1),
  225. exp(UNINITIALIZED_EXPERIENCE),
  226. gender(EHeroGender::DEFAULT),
  227. primarySkills(this),
  228. magicSchoolMastery(this),
  229. turnInfoCache(std::make_unique<TurnInfoCache>(this)),
  230. manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
  231. {
  232. setNodeType(HERO);
  233. ID = Obj::HERO;
  234. secSkills.emplace_back(SecondarySkill::NONE, -1);
  235. }
  236. PlayerColor CGHeroInstance::getOwner() const
  237. {
  238. return tempOwner;
  239. }
  240. const CHeroClass * CGHeroInstance::getHeroClass() const
  241. {
  242. return getHeroType()->heroClass;
  243. }
  244. HeroClassID CGHeroInstance::getHeroClassID() const
  245. {
  246. auto heroType = getHeroTypeID();
  247. if (heroType.hasValue())
  248. return getHeroType()->heroClass->getId();
  249. else
  250. return HeroClassID();
  251. }
  252. const CHero * CGHeroInstance::getHeroType() const
  253. {
  254. return getHeroTypeID().toHeroType();
  255. }
  256. HeroTypeID CGHeroInstance::getHeroTypeID() const
  257. {
  258. if (ID == Obj::RANDOM_HERO)
  259. return HeroTypeID::NONE;
  260. return HeroTypeID(getObjTypeIndex().getNum());
  261. }
  262. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  263. {
  264. subID = heroType;
  265. }
  266. bool CGHeroInstance::isGarrisoned() const
  267. {
  268. return inTownGarrison;
  269. }
  270. const CGTownInstance * CGHeroInstance::getVisitedTown() const
  271. {
  272. if (!visitedTown.hasValue())
  273. return nullptr;
  274. return cb->getTown(visitedTown);
  275. }
  276. CGTownInstance * CGHeroInstance::getVisitedTown()
  277. {
  278. if (!visitedTown.hasValue())
  279. return nullptr;
  280. return dynamic_cast<CGTownInstance*>(cb->gameState().getObjInstance(visitedTown));
  281. }
  282. void CGHeroInstance::setVisitedTown(const CGTownInstance * town, bool garrisoned)
  283. {
  284. if (town)
  285. visitedTown = town->id;
  286. else
  287. visitedTown = {};
  288. inTownGarrison = garrisoned;
  289. }
  290. const CCommanderInstance * CGHeroInstance::getCommander() const
  291. {
  292. return commander.get();
  293. }
  294. CCommanderInstance * CGHeroInstance::getCommander()
  295. {
  296. return commander.get();
  297. }
  298. void CGHeroInstance::initObj(vstd::RNG & rand)
  299. {
  300. if (ID == Obj::HERO)
  301. updateAppearance();
  302. }
  303. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  304. {
  305. subID = SUBID.getNum();
  306. initHero(rand);
  307. }
  308. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  309. {
  310. if (ID == Obj::HERO)
  311. return LIBRARY->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  312. else // prison or random hero
  313. return LIBRARY->objtypeh->getHandlerFor(ID, 0);
  314. }
  315. void CGHeroInstance::updateAppearance()
  316. {
  317. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  318. auto terrain = cb->gameState().getTile(visitablePos())->getTerrainID();
  319. auto app = handler->getOverride(terrain, this);
  320. if (app)
  321. appearance = app;
  322. }
  323. void CGHeroInstance::initHero(vstd::RNG & rand)
  324. {
  325. assert(validTypes(true));
  326. if (gender == EHeroGender::DEFAULT)
  327. gender = getHeroType()->gender;
  328. if (ID == Obj::HERO)
  329. {
  330. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  331. appearance = handler->getTemplates().front();
  332. }
  333. if(!vstd::contains(spells, SpellID::PRESET))
  334. {
  335. // hero starts with default spells
  336. for(const auto & spellID : getHeroType()->spells)
  337. spells.insert(spellID);
  338. }
  339. else //remove placeholder
  340. spells -= SpellID::PRESET;
  341. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  342. {
  343. // hero starts with default spellbook presence status
  344. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  345. {
  346. auto artifact = cb->gameState().createArtifact(ArtifactID::SPELLBOOK);
  347. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  348. }
  349. }
  350. else
  351. spells -= SpellID::SPELLBOOK_PRESET;
  352. if(!getArt(ArtifactPosition::MACH4))
  353. {
  354. auto artifact = cb->gameState().createArtifact(ArtifactID::CATAPULT);
  355. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  356. }
  357. if(!hasBonusFrom(BonusSource::HERO_BASE_SKILL))
  358. {
  359. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  360. {
  361. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  362. }
  363. }
  364. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  365. secSkills = getHeroType()->secSkillsInit;
  366. setFormation(EArmyFormation::LOOSE);
  367. if (!stacksCount()) //standard army//initial army
  368. {
  369. initArmy(rand);
  370. }
  371. assert(validTypes());
  372. if (patrol.patrolling)
  373. patrol.initialPos = visitablePos();
  374. if(exp == UNINITIALIZED_EXPERIENCE)
  375. {
  376. initExp(rand);
  377. }
  378. else
  379. {
  380. levelUpAutomatically(rand);
  381. }
  382. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  383. // must be done separately from global bonuses since recruitable heroes in taverns
  384. // are not attached to global bonus node but need access to some global bonuses
  385. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : LIBRARY->modh->heroBaseBonuses)
  386. // or MOVEMENT to compute initial movement before recruiting is finished
  387. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  388. for(const auto & b : baseBonuses.Struct())
  389. {
  390. auto bonus = JsonUtils::parseBonus(b.second);
  391. bonus->source = BonusSource::HERO_BASE_SKILL;
  392. bonus->sid = BonusSourceID(id);
  393. bonus->duration = BonusDuration::PERMANENT;
  394. addNewBonus(bonus);
  395. }
  396. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  397. {
  398. commander = std::make_unique<CCommanderInstance>(cb, getHeroClass()->commander);
  399. commander->setArmy(getArmy()); //TODO: separate function for setting commanders
  400. commander->giveStackExp (exp); //after our exp is set
  401. }
  402. skillsInfo = SecondarySkillsInfo();
  403. //copy active (probably growing) bonuses from hero prototype to hero object
  404. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  405. addNewBonus(b);
  406. //initialize bonuses
  407. recreateSecondarySkillsBonuses();
  408. movement = movementPointsLimit(true);
  409. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  410. }
  411. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  412. {
  413. if(!dst)
  414. dst = this;
  415. int warMachinesGiven = 0;
  416. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  417. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  418. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  419. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  420. {
  421. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  422. continue;
  423. auto & stack = getHeroType()->initialArmy[stackNo];
  424. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  425. if(stack.creature == CreatureID::NONE)
  426. {
  427. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  428. continue;
  429. }
  430. const CCreature * creature = stack.creature.toCreature();
  431. if(creature->warMachine != ArtifactID::NONE) //war machine
  432. {
  433. warMachinesGiven++;
  434. if(dst != this)
  435. continue;
  436. ArtifactID aid = creature->warMachine;
  437. const CArtifact * art = aid.toArtifact();
  438. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  439. {
  440. //TODO: should we try another possible slots?
  441. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  442. if(!getArt(slot))
  443. {
  444. auto artifact = cb->gameState().createArtifact(aid);
  445. putArtifact(slot, artifact);
  446. }
  447. else
  448. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  449. }
  450. else
  451. {
  452. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  453. }
  454. }
  455. else
  456. {
  457. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  458. }
  459. }
  460. }
  461. CGHeroInstance::~CGHeroInstance() = default;
  462. bool CGHeroInstance::needsLastStack() const
  463. {
  464. return true;
  465. }
  466. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  467. {
  468. if(h == this) return; //exclude potential self-visiting
  469. if (ID == Obj::HERO)
  470. {
  471. if( cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  472. {
  473. //exchange
  474. cb->heroExchange(h->id, id);
  475. }
  476. else //battle
  477. {
  478. if(getVisitedTown()) //we're in town
  479. getVisitedTown()->onHeroVisit(h); //town will handle attacking
  480. else
  481. cb->startBattle(h, this);
  482. }
  483. }
  484. else if(ID == Obj::PRISON)
  485. {
  486. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  487. {
  488. //update hero parameters
  489. SetMovePoints smp;
  490. smp.hid = id;
  491. cb->setManaPoints (id, manaLimit());
  492. ObjectInstanceID boatId;
  493. const auto boatPos = visitablePos();
  494. if (cb->gameState().getMap().getTile(boatPos).isWater())
  495. {
  496. smp.val = movementPointsLimit(false);
  497. if (!inBoat())
  498. {
  499. //Create a new boat for hero
  500. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  501. boatId = cb->getTopObj(boatPos)->id;
  502. }
  503. }
  504. else
  505. {
  506. smp.val = movementPointsLimit(true);
  507. }
  508. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  509. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  510. cb->setMovePoints (&smp);
  511. h->showInfoDialog(102);
  512. }
  513. else //already 8 wandering heroes
  514. {
  515. h->showInfoDialog(103);
  516. }
  517. }
  518. }
  519. std::string CGHeroInstance::getObjectName() const
  520. {
  521. if(ID != Obj::PRISON)
  522. {
  523. std::string hoverName = LIBRARY->generaltexth->allTexts[15];
  524. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  525. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  526. return hoverName;
  527. }
  528. else
  529. return LIBRARY->objtypeh->getObjectName(ID, 0);
  530. }
  531. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  532. {
  533. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  534. return hoverText;
  535. }
  536. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  537. {
  538. std::string output = "";
  539. if(player == getOwner())
  540. {
  541. output += " " + LIBRARY->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  542. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!inBoat())));
  543. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  544. }
  545. return output;
  546. }
  547. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  548. {
  549. return getHeroClass()->isMagicHero() ? 3 : 4;
  550. }
  551. ui8 CGHeroInstance::maxlevelsToWisdom() const
  552. {
  553. return getHeroClass()->isMagicHero() ? 3 : 6;
  554. }
  555. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  556. magicSchoolCounter(1),
  557. wisdomCounter(1)
  558. {}
  559. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  560. {
  561. magicSchoolCounter = 0;
  562. }
  563. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  564. {
  565. wisdomCounter = 0;
  566. }
  567. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  568. {
  569. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  570. if (ID == Obj::RANDOM_HERO)
  571. {
  572. auto selectedHero = cb->gameState().pickNextHeroType(getOwner());
  573. ID = Obj::HERO;
  574. subID = selectedHero;
  575. randomizeArmy(getHeroClass()->faction);
  576. }
  577. auto oldSubID = subID;
  578. // to find object handler we must use heroClass->id
  579. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  580. // exclude prisons which should use appearance as set in map, via map editor or RMG
  581. if (ID != Obj::PRISON)
  582. setType(ID, getHeroClass()->getIndex());
  583. this->subID = oldSubID;
  584. }
  585. void CGHeroInstance::recreateSecondarySkillsBonuses()
  586. {
  587. auto secondarySkillsBonuses = getBonusesFrom(BonusSource::SECONDARY_SKILL);
  588. for(const auto & bonus : *secondarySkillsBonuses)
  589. removeBonus(bonus);
  590. for(const auto & skill_info : secSkills)
  591. if(skill_info.second > 0)
  592. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  593. }
  594. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  595. {
  596. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  597. if(val > 0)
  598. {
  599. auto skillBonus = (*LIBRARY->skillh)[which]->at(val).effects;
  600. for(const auto& b : skillBonus)
  601. addNewBonus(std::make_shared<Bonus>(*b));
  602. }
  603. }
  604. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  605. {
  606. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  607. setStackCount(SlotID(0), identifier.getNum());
  608. }
  609. int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
  610. {
  611. return primarySkills.getSkill(id);
  612. }
  613. double CGHeroInstance::getFightingStrength() const
  614. {
  615. const auto & skillValues = primarySkills.getSkills();
  616. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK.getNum()]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE.getNum()]));
  617. }
  618. double CGHeroInstance::getMagicStrength() const
  619. {
  620. const auto & skillValues = primarySkills.getSkills();
  621. if (!hasSpellbook())
  622. return 1;
  623. bool atLeastOneCombatSpell = false;
  624. for (auto spell : spells)
  625. {
  626. if (spell.toSpell()->isCombat())
  627. {
  628. atLeastOneCombatSpell = true;
  629. break;
  630. }
  631. }
  632. if (!atLeastOneCombatSpell)
  633. return 1;
  634. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE.getNum()] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER.getNum()] * mana / manaLimit()));
  635. }
  636. double CGHeroInstance::getHeroStrength() const
  637. {
  638. return getFightingStrength() * getMagicStrength();
  639. }
  640. uint64_t CGHeroInstance::getValueForDiplomacy() const
  641. {
  642. // H3 formula for hero strength when considering diplomacy skill
  643. uint64_t armyStrength = getArmyStrength();
  644. double heroStrength = sqrt(
  645. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::ATTACK)) *
  646. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::DEFENSE))
  647. );
  648. return heroStrength * armyStrength;
  649. }
  650. uint32_t CGHeroInstance::getValueForCampaign() const
  651. {
  652. /// Determined by testing H3: hero is preferred for transfer in campaigns if total sum of his primary skills and his secondary skill levels is greatest
  653. uint32_t score = 0;
  654. score += getPrimSkillLevel(PrimarySkill::ATTACK);
  655. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  656. score += getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  657. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  658. for (const auto& secondary : secSkills)
  659. score += secondary.second;
  660. return score;
  661. }
  662. ui64 CGHeroInstance::getTotalStrength() const
  663. {
  664. double ret = getHeroStrength() * getArmyStrength();
  665. return static_cast<ui64>(ret);
  666. }
  667. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  668. {
  669. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  670. }
  671. int32_t CGHeroInstance::getCasterUnitId() const
  672. {
  673. return id.getNum();
  674. }
  675. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  676. {
  677. int32_t skill = -1; //skill level
  678. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  679. {
  680. int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  681. if(thisSchool > skill)
  682. {
  683. skill = thisSchool;
  684. if(outSelectedSchool)
  685. *outSelectedSchool = cnf;
  686. }
  687. });
  688. vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
  689. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  690. vstd::amax(skill, 0); //in case we don't know any school
  691. vstd::amin(skill, 3);
  692. return skill;
  693. }
  694. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  695. {
  696. //applying sorcery secondary skill
  697. if(spell->isMagical())
  698. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  699. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  700. int maxSchoolBonus = 0;
  701. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  702. {
  703. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  704. });
  705. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  706. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  707. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  708. return base;
  709. }
  710. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  711. {
  712. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  713. return base;
  714. }
  715. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  716. {
  717. return getSpellSchoolLevel(spell);
  718. }
  719. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  720. {
  721. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  722. }
  723. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  724. {
  725. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  726. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  727. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  728. return spellpower + durationCommon + durationSpecific;
  729. }
  730. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  731. {
  732. return 0;
  733. }
  734. PlayerColor CGHeroInstance::getCasterOwner() const
  735. {
  736. return tempOwner;
  737. }
  738. void CGHeroInstance::getCasterName(MetaString & text) const
  739. {
  740. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  741. text.replaceRawString(getNameTranslated());
  742. }
  743. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const
  744. {
  745. const bool singleTarget = attacked.size() == 1;
  746. const int textIndex = singleTarget ? 195 : 196;
  747. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  748. getCasterName(text);
  749. text.replaceName(spell->getId());
  750. if(singleTarget)
  751. attacked.at(0)->addNameReplacement(text, true);
  752. }
  753. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  754. {
  755. return this;
  756. }
  757. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  758. {
  759. if(spellCost != 0)
  760. {
  761. SetMana sm;
  762. sm.absolute = false;
  763. sm.hid = id;
  764. sm.val = -spellCost;
  765. server->apply(sm);
  766. }
  767. }
  768. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  769. {
  770. const bool isAllowed = cb->isAllowed(spell->getId());
  771. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  772. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  773. bool schoolBonus = false;
  774. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  775. {
  776. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  777. {
  778. schoolBonus = stop = true;
  779. }
  780. });
  781. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  782. if(spell->isSpecial())
  783. {
  784. if(inSpellBook)
  785. {//hero has this spell in spellbook
  786. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  787. }
  788. return specificBonus;
  789. }
  790. else if(!isAllowed)
  791. {
  792. if(inSpellBook)
  793. {
  794. //hero has this spell in spellbook
  795. //it is normal if set in map editor, but trace it to possible debug of magic guild
  796. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  797. }
  798. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  799. }
  800. else
  801. {
  802. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  803. }
  804. }
  805. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  806. {
  807. if(!hasSpellbook())
  808. return false;
  809. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  810. return false;
  811. if(vstd::contains(spells, spell->getId()))//already known
  812. return false;
  813. if(spell->isSpecial())
  814. {
  815. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  816. return false;//special spells can not be learned
  817. }
  818. if(spell->isCreatureAbility())
  819. {
  820. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  821. return false;//creature abilities can not be learned
  822. }
  823. if(!allowBanned && !cb->isAllowed(spell->getId()))
  824. {
  825. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  826. return false;//banned spells should not be learned
  827. }
  828. return true;
  829. }
  830. /**
  831. * Calculates what creatures and how many to be raised from a battle.
  832. * @param battleResult The results of the battle.
  833. * @return Returns a pair with the first value indicating the ID of the creature
  834. * type and second value the amount. Both values are returned as -1 if necromancy
  835. * could not be applied.
  836. */
  837. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  838. {
  839. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  840. // need skill or cloak of undead king - lesser artifacts don't work without skill
  841. if (hasImprovedNecromancy)
  842. {
  843. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  844. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  845. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  846. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  847. if(casualties.empty())
  848. return CStackBasicDescriptor();
  849. // figure out what to raise - pick strongest creature meeting requirements
  850. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  851. int requiredCasualtyLevel = 1;
  852. TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
  853. if(!improvedNecromancy->empty())
  854. {
  855. int maxCasualtyLevel = 1;
  856. for(const auto & casualty : casualties)
  857. vstd::amax(maxCasualtyLevel, LIBRARY->creatures()->getById(casualty.first)->getLevel());
  858. // pick best bonus available
  859. std::shared_ptr<Bonus> topPick;
  860. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  861. {
  862. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  863. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  864. continue;
  865. if(!topPick)
  866. {
  867. topPick = newPick;
  868. }
  869. else
  870. {
  871. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  872. {
  873. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  874. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  875. };
  876. if(quality(topPick) < quality(newPick))
  877. topPick = newPick;
  878. }
  879. }
  880. if(topPick)
  881. {
  882. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  883. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  884. }
  885. }
  886. assert(creatureTypeRaised != CreatureID::NONE);
  887. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  888. if(getSlotFor(creatureTypeRaised) == SlotID())
  889. {
  890. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  891. {
  892. if(getSlotFor(upgraded) != SlotID())
  893. {
  894. creatureTypeRaised = upgraded;
  895. necromancySkill *= 2/3.0;
  896. break;
  897. }
  898. }
  899. }
  900. // calculate number of creatures raised - low level units contribute at 50% rate
  901. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  902. double raisedUnits = 0;
  903. for(const auto & casualty : casualties)
  904. {
  905. const CCreature * c = casualty.first.toCreature();
  906. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  907. if(c->getLevel() < requiredCasualtyLevel)
  908. raisedFromCasualty *= 0.5;
  909. raisedUnits += raisedFromCasualty;
  910. }
  911. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  912. }
  913. return CStackBasicDescriptor();
  914. }
  915. /*
  916. int3 CGHeroInstance::getSightCenter() const
  917. {
  918. return getPosition(false);
  919. }*/
  920. int CGHeroInstance::getSightRadius() const
  921. {
  922. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  923. }
  924. si32 CGHeroInstance::manaRegain() const
  925. {
  926. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  927. return manaLimit();
  928. return valOfBonuses(BonusType::MANA_REGENERATION);
  929. }
  930. si32 CGHeroInstance::getManaNewTurn() const
  931. {
  932. if(getVisitedTown() && getVisitedTown()->hasBuilt(BuildingID::MAGES_GUILD_1))
  933. {
  934. //if hero starts turn in town with mage guild - restore all mana
  935. return std::max(mana, manaLimit());
  936. }
  937. si32 res = mana + manaRegain();
  938. res = std::min(res, manaLimit());
  939. res = std::max(res, mana);
  940. res = std::max(res, 0);
  941. return res;
  942. }
  943. // /**
  944. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  945. // * or discards it if it cannot be equipped.
  946. // */
  947. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  948. // {
  949. // CArtifact * const artifact = LIBRARY->arth->objects[aid]; //pointer to constant object
  950. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  951. // ai->putAt(this, ai->firstAvailableSlot(this));
  952. // }
  953. BoatId CGHeroInstance::getBoatType() const
  954. {
  955. return BoatId(LIBRARY->townh->getById(getHeroClass()->faction)->getBoatType());
  956. }
  957. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  958. {
  959. offsets = {
  960. {0, -1, 0},
  961. {+1, -1, 0},
  962. {+1, 0, 0},
  963. {+1, +1, 0},
  964. {0, +1, 0},
  965. {-1, +1, 0},
  966. {-1, 0, 0},
  967. {-1, -1, 0},
  968. };
  969. }
  970. const IObjectInterface * CGHeroInstance::getObject() const
  971. {
  972. return this;
  973. }
  974. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  975. {
  976. return sp->getCost(getSpellSchoolLevel(sp));
  977. }
  978. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  979. {
  980. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  981. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  982. removeBonuses(sel);
  983. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  984. }
  985. EAlignment CGHeroInstance::getAlignment() const
  986. {
  987. return getHeroClass()->getAlignment();
  988. }
  989. void CGHeroInstance::initExp(vstd::RNG & rand)
  990. {
  991. exp = rand.nextInt(40, 89);
  992. }
  993. std::string CGHeroInstance::nodeName() const
  994. {
  995. return "Hero " + getNameTextID();
  996. }
  997. si32 CGHeroInstance::manaLimit() const
  998. {
  999. return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
  1000. }
  1001. HeroTypeID CGHeroInstance::getPortraitSource() const
  1002. {
  1003. if (customPortraitSource.isValid())
  1004. return customPortraitSource;
  1005. else
  1006. return getHeroTypeID();
  1007. }
  1008. int32_t CGHeroInstance::getIconIndex() const
  1009. {
  1010. return getPortraitSource().toEntity(LIBRARY)->getIconIndex();
  1011. }
  1012. std::string CGHeroInstance::getNameTranslated() const
  1013. {
  1014. return LIBRARY->generaltexth->translate(getNameTextID());
  1015. }
  1016. std::string CGHeroInstance::getClassNameTranslated() const
  1017. {
  1018. return LIBRARY->generaltexth->translate(getClassNameTextID());
  1019. }
  1020. std::string CGHeroInstance::getClassNameTextID() const
  1021. {
  1022. if (isCampaignGem())
  1023. return "core.genrltxt.735";
  1024. return getHeroClass()->getNameTextID();
  1025. }
  1026. std::string CGHeroInstance::getNameTextID() const
  1027. {
  1028. if (!nameCustomTextId.empty())
  1029. return nameCustomTextId;
  1030. if (getHeroTypeID().hasValue())
  1031. return getHeroType()->getNameTextID();
  1032. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1033. // assert(0);
  1034. return "";
  1035. }
  1036. std::string CGHeroInstance::getBiographyTranslated() const
  1037. {
  1038. return LIBRARY->generaltexth->translate(getBiographyTextID());
  1039. }
  1040. std::string CGHeroInstance::getBiographyTextID() const
  1041. {
  1042. if (!biographyCustomTextId.empty())
  1043. return biographyCustomTextId;
  1044. if (getHeroTypeID().hasValue())
  1045. return getHeroType()->getBiographyTextID();
  1046. return ""; //for random hero
  1047. }
  1048. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, const CArtifactInstance * art)
  1049. {
  1050. assert(art->canBePutAt(this, pos));
  1051. if(ArtifactUtils::isSlotEquipment(pos))
  1052. attachToSource(*art);
  1053. return CArtifactSet::putArtifact(pos, art);
  1054. }
  1055. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1056. {
  1057. auto art = getArt(pos);
  1058. assert(art);
  1059. CArtifactSet::removeArtifact(pos);
  1060. if(ArtifactUtils::isSlotEquipment(pos))
  1061. detachFromSource(*art);
  1062. }
  1063. bool CGHeroInstance::hasSpellbook() const
  1064. {
  1065. return getArt(ArtifactPosition::SPELLBOOK);
  1066. }
  1067. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1068. {
  1069. spells.insert(spell);
  1070. }
  1071. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1072. {
  1073. spells.erase(spell);
  1074. }
  1075. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1076. {
  1077. return vstd::contains(spells, spell);
  1078. }
  1079. void CGHeroInstance::removeSpellbook()
  1080. {
  1081. spells.clear();
  1082. if(hasSpellbook())
  1083. {
  1084. cb->gameState().getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1085. }
  1086. }
  1087. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1088. {
  1089. return spells;
  1090. }
  1091. int CGHeroInstance::maxSpellLevel() const
  1092. {
  1093. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(BonusType::MAX_LEARNABLE_SPELL_LEVEL));
  1094. }
  1095. bool CGHeroInstance::inBoat() const
  1096. {
  1097. return boardedBoat.hasValue();
  1098. }
  1099. const CGBoat * CGHeroInstance::getBoat() const
  1100. {
  1101. if (boardedBoat.hasValue())
  1102. return dynamic_cast<const CGBoat*>(cb->getObjInstance(boardedBoat));
  1103. return nullptr;
  1104. }
  1105. CGBoat * CGHeroInstance::getBoat()
  1106. {
  1107. if (boardedBoat.hasValue())
  1108. return dynamic_cast<CGBoat*>(cb->gameState().getObjInstance(boardedBoat));
  1109. return nullptr;
  1110. }
  1111. void CGHeroInstance::setBoat(CGBoat* newBoat)
  1112. {
  1113. if (newBoat)
  1114. {
  1115. boardedBoat = newBoat->id;
  1116. attachTo(*newBoat);
  1117. newBoat->setBoardedHero(this);
  1118. }
  1119. else if (boardedBoat.hasValue())
  1120. {
  1121. auto oldBoat = getBoat();
  1122. boardedBoat = {};
  1123. detachFrom(*oldBoat);
  1124. oldBoat->setBoardedHero(nullptr);
  1125. }
  1126. }
  1127. void CGHeroInstance::restoreBonusSystem(CGameState & gs)
  1128. {
  1129. CArmedInstance::restoreBonusSystem(gs);
  1130. artDeserializationFix(gs, this);
  1131. this->commander->artDeserializationFix(gs, this->commander.get());
  1132. if (boardedBoat.hasValue())
  1133. {
  1134. auto boat = gs.getObjInstance(boardedBoat);
  1135. if (boat)
  1136. attachTo(dynamic_cast<CGBoat&>(*boat));
  1137. }
  1138. }
  1139. void CGHeroInstance::attachToBonusSystem(CGameState & gs)
  1140. {
  1141. CArmedInstance::attachToBonusSystem(gs);
  1142. if (boardedBoat.hasValue())
  1143. {
  1144. auto boat = gs.getObjInstance(boardedBoat);
  1145. if (boat)
  1146. attachTo(dynamic_cast<CGBoat&>(*boat));
  1147. }
  1148. }
  1149. void CGHeroInstance::detachFromBonusSystem(CGameState & gs)
  1150. {
  1151. CArmedInstance::detachFromBonusSystem(gs);
  1152. if (boardedBoat.hasValue())
  1153. {
  1154. auto boat = gs.getObjInstance(boardedBoat);
  1155. if (boat)
  1156. detachFrom(dynamic_cast<CGBoat&>(*boat));
  1157. }
  1158. }
  1159. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1160. {
  1161. if(!getVisitedTown())
  1162. return nullptr;
  1163. if (isBattleOutsideTown)
  1164. return const_cast<CTownAndVisitingHero *>(&getVisitedTown()->townAndVis);
  1165. return const_cast<CGTownInstance*>(getVisitedTown());
  1166. }
  1167. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState & gs)
  1168. {
  1169. if(getVisitedTown())
  1170. return whereShouldBeAttachedOnSiege(getVisitedTown()->isBattleOutsideTown(this));
  1171. return &CArmedInstance::whereShouldBeAttached(gs);
  1172. }
  1173. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState & gs)
  1174. {
  1175. if(visitedTown.hasValue())
  1176. {
  1177. auto town = gs.getTown(visitedTown);
  1178. if(isGarrisoned())
  1179. return *town;
  1180. else
  1181. return town->townAndVis;
  1182. }
  1183. else
  1184. return CArmedInstance::whereShouldBeAttached(gs);
  1185. }
  1186. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1187. {
  1188. if(!ti->hasFreeShipBoarding())
  1189. return 0; // take all MPs by default
  1190. auto boatLayer = inBoat() ? getBoat()->layer : EPathfindingLayer::SAIL;
  1191. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1192. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1193. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1194. return ret;
  1195. }
  1196. EDiggingStatus CGHeroInstance::diggingStatus() const
  1197. {
  1198. if(static_cast<int>(movement) < movementPointsLimit(true))
  1199. return EDiggingStatus::LACK_OF_MOVEMENT;
  1200. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1201. return EDiggingStatus::BACKPACK_IS_FULL;
  1202. return cb->getTileDigStatus(visitablePos());
  1203. }
  1204. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1205. {
  1206. return ArtBearer::HERO;
  1207. }
  1208. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1209. {
  1210. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1211. std::set<SecondarySkill> obligatory;
  1212. for(auto i = 0; i < LIBRARY->skillh->size(); i++)
  1213. if((*LIBRARY->skillh)[SecondarySkill(i)]->obligatory(obl))
  1214. obligatory.insert(i); //Always return all obligatory skills
  1215. return obligatory;
  1216. };
  1217. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1218. {
  1219. std::set<SecondarySkill> intersect;
  1220. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1221. std::inserter(intersect, intersect.begin()));
  1222. return intersect;
  1223. };
  1224. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1225. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1226. std::set<SecondarySkill> basicAndAdv;
  1227. std::set<SecondarySkill> none;
  1228. for(int i = 0; i < LIBRARY->skillh->size(); i++)
  1229. if (canLearnSkill(SecondarySkill(i)))
  1230. none.insert(SecondarySkill(i));
  1231. for(const auto & elem : secSkills)
  1232. {
  1233. if(elem.second < MasteryLevel::EXPERT)
  1234. basicAndAdv.insert(elem.first);
  1235. none.erase(elem.first);
  1236. }
  1237. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1238. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1239. std::vector<SecondarySkill> skills;
  1240. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1241. {
  1242. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1243. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1244. SecondarySkill selection;
  1245. if (selectWisdom)
  1246. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1247. else if (selectSchool)
  1248. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1249. else
  1250. selection = getHeroClass()->chooseSecSkill(options, rand);
  1251. skills.push_back(selection);
  1252. options.erase(selection);
  1253. if (wisdomList.count(selection))
  1254. wisdomList.clear();
  1255. if (schoolList.count(selection))
  1256. schoolList.clear();
  1257. };
  1258. if (!basicAndAdv.empty())
  1259. chooseSkill(basicAndAdv);
  1260. if (canLearnSkill() && !none.empty())
  1261. chooseSkill(none);
  1262. if (!basicAndAdv.empty() && skills.size() < 2)
  1263. chooseSkill(basicAndAdv);
  1264. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1265. chooseSkill(none);
  1266. return skills;
  1267. }
  1268. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1269. {
  1270. assert(gainsLevel());
  1271. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1272. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1273. if (isCampaignYog())
  1274. {
  1275. // Yog can only receive Attack or Defence on level-up
  1276. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1277. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1278. }
  1279. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1280. }
  1281. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1282. {
  1283. assert(gainsLevel());
  1284. std::optional<SecondarySkill> chosenSecondarySkill;
  1285. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1286. if(!proposedSecondarySkills.empty())
  1287. {
  1288. std::vector<SecondarySkill> learnedSecondarySkills;
  1289. for(const auto & secondarySkill : proposedSecondarySkills)
  1290. {
  1291. if(getSecSkillLevel(secondarySkill) > 0)
  1292. {
  1293. learnedSecondarySkills.push_back(secondarySkill);
  1294. }
  1295. }
  1296. if(learnedSecondarySkills.empty())
  1297. {
  1298. // there are only new skills to learn, so choose anyone of them
  1299. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1300. }
  1301. else
  1302. {
  1303. // preferably upgrade a already learned secondary skill
  1304. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1305. }
  1306. }
  1307. return chosenSecondarySkill;
  1308. }
  1309. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1310. {
  1311. if(primarySkill < PrimarySkill::EXPERIENCE)
  1312. {
  1313. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1314. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1315. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1316. assert(skill);
  1317. if(abs)
  1318. {
  1319. skill->val = static_cast<si32>(value);
  1320. }
  1321. else
  1322. {
  1323. skill->val += static_cast<si32>(value);
  1324. }
  1325. nodeHasChanged();
  1326. }
  1327. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1328. {
  1329. if(abs)
  1330. {
  1331. exp = value;
  1332. }
  1333. else
  1334. {
  1335. exp += value;
  1336. }
  1337. }
  1338. }
  1339. bool CGHeroInstance::gainsLevel() const
  1340. {
  1341. return level < LIBRARY->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(LIBRARY->heroh->reqExp(level+1));
  1342. }
  1343. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1344. {
  1345. ++level;
  1346. //deterministic secondary skills
  1347. ++skillsInfo.magicSchoolCounter;
  1348. ++skillsInfo.wisdomCounter;
  1349. for(const auto & skill : skills)
  1350. {
  1351. if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1352. skillsInfo.resetWisdomCounter();
  1353. if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1354. skillsInfo.resetMagicSchoolCounter();
  1355. }
  1356. //update specialty and other bonuses that scale with level
  1357. nodeHasChanged();
  1358. }
  1359. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1360. {
  1361. while(gainsLevel())
  1362. {
  1363. const auto primarySkill = nextPrimarySkill(rand);
  1364. setPrimarySkill(primarySkill, 1, false);
  1365. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1366. const auto secondarySkill = nextSecondarySkill(rand);
  1367. if(secondarySkill)
  1368. {
  1369. setSecSkillLevel(*secondarySkill, 1, false);
  1370. }
  1371. //TODO why has the secondary skills to be passed to the method?
  1372. levelUp(proposedSecondarySkills);
  1373. }
  1374. }
  1375. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1376. {
  1377. //VISIONS spell support
  1378. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1379. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1380. if (visionsMultiplier > 0)
  1381. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1382. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1383. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1384. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1385. }
  1386. std::string CGHeroInstance::getHeroTypeName() const
  1387. {
  1388. if(ID == Obj::HERO || ID == Obj::PRISON)
  1389. return getHeroType()->getJsonKey();
  1390. return "";
  1391. }
  1392. void CGHeroInstance::afterAddToMap(CMap * map)
  1393. {
  1394. map->heroAddedToMap(this);
  1395. }
  1396. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1397. {
  1398. map->heroRemovedFromMap(this);
  1399. }
  1400. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1401. {
  1402. if(ID == Obj::HERO || ID == Obj::PRISON)
  1403. {
  1404. auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1405. if(rawId)
  1406. subID = rawId.value();
  1407. else
  1408. {
  1409. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1410. }
  1411. }
  1412. }
  1413. void CGHeroInstance::updateFrom(const JsonNode & data)
  1414. {
  1415. CGObjectInstance::updateFrom(data);
  1416. }
  1417. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1418. {
  1419. handler.serializeString("biography", biographyCustomTextId);
  1420. handler.serializeInt("experience", exp, 0);
  1421. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1422. {
  1423. while (gainsLevel())
  1424. {
  1425. ++level;
  1426. }
  1427. }
  1428. handler.serializeString("name", nameCustomTextId);
  1429. handler.serializeInt("gender", gender, 0);
  1430. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1431. //primary skills
  1432. if(handler.saving)
  1433. {
  1434. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1435. if(haveSkills)
  1436. {
  1437. auto primarySkills = handler.enterStruct("primarySkills");
  1438. for(auto skill : PrimarySkill::ALL_SKILLS())
  1439. {
  1440. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1441. handler.serializeInt(NPrimarySkill::names[skill.getNum()], value, 0);
  1442. }
  1443. }
  1444. }
  1445. else
  1446. {
  1447. auto primarySkills = handler.enterStruct("primarySkills");
  1448. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1449. {
  1450. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1451. {
  1452. int value = 0;
  1453. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1454. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1455. }
  1456. }
  1457. }
  1458. //secondary skills
  1459. if(handler.saving)
  1460. {
  1461. //does hero have default skills?
  1462. bool defaultSkills = false;
  1463. bool normalSkills = false;
  1464. for(const auto & p : secSkills)
  1465. {
  1466. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1467. defaultSkills = true;
  1468. else
  1469. normalSkills = true;
  1470. }
  1471. if(defaultSkills && normalSkills)
  1472. logGlobal->error("Mixed default and normal secondary skills");
  1473. //in json default skills means no field/null
  1474. if(!defaultSkills)
  1475. {
  1476. //enter array here as handler initialize it
  1477. auto secondarySkills = handler.enterArray("secondarySkills");
  1478. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1479. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1480. {
  1481. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1482. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1483. handler.serializeId("skill", skillId);
  1484. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1485. handler.serializeString("level", skillLevel);
  1486. }
  1487. }
  1488. }
  1489. else
  1490. {
  1491. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1492. secSkills.clear();
  1493. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1494. {
  1495. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1496. }
  1497. else
  1498. {
  1499. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1500. {
  1501. const int rawId = SecondarySkill::decode(skillId);
  1502. if(rawId < 0)
  1503. {
  1504. logGlobal->error("Invalid secondary skill %s", skillId);
  1505. return;
  1506. }
  1507. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1508. if(level < 0)
  1509. {
  1510. logGlobal->error("Invalid secondary skill level%s", levelId);
  1511. return;
  1512. }
  1513. secSkills.emplace_back(SecondarySkill(rawId), level);
  1514. };
  1515. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1516. {
  1517. for(const auto & p : secondarySkills.Vector())
  1518. {
  1519. auto skillMap = p.Struct();
  1520. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1521. }
  1522. }
  1523. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1524. {
  1525. for(const auto & p : secondarySkills.Struct())
  1526. {
  1527. addSkill(p.first, p.second.String());
  1528. };
  1529. }
  1530. }
  1531. }
  1532. handler.serializeIdArray("spellBook", spells);
  1533. if(handler.saving)
  1534. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", &cb->gameState().getMap());
  1535. }
  1536. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1537. {
  1538. serializeCommonOptions(handler);
  1539. serializeJsonOwner(handler);
  1540. if(ID == Obj::HERO || ID == Obj::PRISON)
  1541. {
  1542. std::string typeName;
  1543. if(handler.saving)
  1544. typeName = getHeroTypeName();
  1545. handler.serializeString("type", typeName);
  1546. if(!handler.saving)
  1547. setHeroTypeName(typeName);
  1548. }
  1549. if(!handler.saving)
  1550. {
  1551. if(!appearance)
  1552. {
  1553. // crossoverDeserialize
  1554. appearance = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1555. }
  1556. }
  1557. CArmedInstance::serializeJsonOptions(handler);
  1558. {
  1559. ui32 rawPatrolRadius = NO_PATROLLING;
  1560. if(handler.saving)
  1561. {
  1562. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1563. }
  1564. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1565. if(!handler.saving)
  1566. {
  1567. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1568. patrol.initialPos = visitablePos();
  1569. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1570. }
  1571. }
  1572. }
  1573. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1574. {
  1575. serializeCommonOptions(handler);
  1576. }
  1577. bool CGHeroInstance::isMissionCritical() const
  1578. {
  1579. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1580. {
  1581. if (event.effect.type != EventEffect::DEFEAT)
  1582. continue;
  1583. auto const & testFunctor = [&](const EventCondition & condition)
  1584. {
  1585. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1586. return (id != condition.objectID);
  1587. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1588. {
  1589. if(hasArt(condition.objectType.as<ArtifactID>()))
  1590. return true;
  1591. }
  1592. if(condition.condition == EventCondition::IS_HUMAN)
  1593. return true;
  1594. return false;
  1595. };
  1596. if(event.trigger.test(testFunctor))
  1597. return true;
  1598. }
  1599. return false;
  1600. }
  1601. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
  1602. {
  1603. TConstBonusListPtr lista = getBonusesOfType(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId()));
  1604. for(const auto & it : *lista)
  1605. {
  1606. auto nid = CreatureID(it->additionalInfo[0]);
  1607. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1608. {
  1609. info.addUpgrade(nid, stack.getType());
  1610. }
  1611. }
  1612. }
  1613. bool CGHeroInstance::isCampaignYog() const
  1614. {
  1615. const StartInfo *si = cb->getStartInfo();
  1616. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1617. if(!si || !si->campState)
  1618. return false;
  1619. std::string campaign = si->campState->getFilename();
  1620. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1621. return false;
  1622. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1623. return false;
  1624. return true;
  1625. }
  1626. bool CGHeroInstance::isCampaignGem() const
  1627. {
  1628. const StartInfo *si = cb->getStartInfo();
  1629. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1630. if(!si || !si->campState)
  1631. return false;
  1632. std::string campaign = si->campState->getFilename();
  1633. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1634. return false;
  1635. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1636. return false;
  1637. return true;
  1638. }
  1639. ResourceSet CGHeroInstance::dailyIncome() const
  1640. {
  1641. ResourceSet income;
  1642. for (GameResID k : GameResID::ALL_RESOURCES())
  1643. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1644. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1645. income.applyHandicap(playerSettings->handicap.percentIncome);
  1646. return income;
  1647. }
  1648. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1649. {
  1650. return {};
  1651. }
  1652. const IOwnableObject * CGHeroInstance::asOwnable() const
  1653. {
  1654. return this;
  1655. }
  1656. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1657. {
  1658. std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(which.getNum());
  1659. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1660. auto minSkillValue = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
  1661. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1662. }
  1663. VCMI_LIB_NAMESPACE_END