HeroPoolProcessor.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357
  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CHeroHandler.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/GameSettings.h"
  17. #include "../../lib/NetPacks.h"
  18. #include "../../lib/StartInfo.h"
  19. #include "../../lib/mapObjects/CGTownInstance.h"
  20. #include "../../lib/gameState/CGameState.h"
  21. #include "../../lib/gameState/TavernHeroesPool.h"
  22. #include "../../lib/gameState/TavernSlot.h"
  23. HeroPoolProcessor::HeroPoolProcessor()
  24. : gameHandler(nullptr)
  25. {
  26. }
  27. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  28. : gameHandler(gameHandler)
  29. {
  30. }
  31. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  32. {
  33. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  34. const auto & heroes = heroesPool->getHeroesFor(player);
  35. // if tavern has empty slot - use it
  36. if (heroes.size() == 0)
  37. return TavernHeroSlot::NATIVE;
  38. if (heroes.size() == 1)
  39. return TavernHeroSlot::RANDOM;
  40. // try to find "better" slot to overwrite
  41. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  42. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  43. auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
  44. auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
  45. if (roleLeft > roleRight)
  46. return TavernHeroSlot::RANDOM;
  47. if (roleLeft < roleRight)
  48. return TavernHeroSlot::NATIVE;
  49. // both slots are equal in "value", so select randomly
  50. if (getRandomGenerator(player).nextInt(100) > 50)
  51. return TavernHeroSlot::RANDOM;
  52. else
  53. return TavernHeroSlot::NATIVE;
  54. }
  55. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  56. {
  57. SetAvailableHero sah;
  58. sah.roleID = TavernSlotRole::SURRENDERED;
  59. sah.slotID = selectSlotForRole(color, sah.roleID);
  60. sah.player = color;
  61. sah.hid = hero->subID;
  62. gameHandler->sendAndApply(&sah);
  63. }
  64. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  65. {
  66. SetAvailableHero sah;
  67. sah.roleID = TavernSlotRole::RETREATED;
  68. sah.slotID = selectSlotForRole(color, sah.roleID);
  69. sah.player = color;
  70. sah.hid = hero->subID;
  71. sah.army.clearSlots();
  72. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  73. gameHandler->sendAndApply(&sah);
  74. }
  75. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  76. {
  77. SetAvailableHero sah;
  78. sah.player = color;
  79. sah.roleID = TavernSlotRole::NONE;
  80. sah.slotID = slot;
  81. sah.hid = HeroTypeID::NONE;
  82. gameHandler->sendAndApply(&sah);
  83. }
  84. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  85. {
  86. SetAvailableHero sah;
  87. sah.player = color;
  88. sah.slotID = slot;
  89. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  90. if (newHero)
  91. {
  92. sah.hid = newHero->subID;
  93. if (giveArmy)
  94. {
  95. sah.roleID = TavernSlotRole::FULL_ARMY;
  96. newHero->initArmy(getRandomGenerator(color), &sah.army);
  97. }
  98. else
  99. {
  100. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  101. sah.army.clearSlots();
  102. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  103. }
  104. }
  105. else
  106. {
  107. sah.hid = -1;
  108. }
  109. gameHandler->sendAndApply(&sah);
  110. }
  111. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  112. {
  113. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  114. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  115. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  116. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  117. }
  118. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  119. {
  120. const PlayerState * playerState = gameHandler->getPlayerState(player);
  121. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  122. const CGTownInstance * town = gameHandler->getTown(objectID);
  123. if (!mapObject && gameHandler->complain("Invalid map object!"))
  124. return false;
  125. if (!playerState && gameHandler->complain("Invalid player!"))
  126. return false;
  127. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  128. return false;
  129. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  130. return false;
  131. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  132. return false;
  133. if(town) //tavern in town
  134. {
  135. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  136. return false;
  137. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  138. return false;
  139. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  140. return false;
  141. }
  142. if(mapObject->ID == Obj::TAVERN)
  143. {
  144. if (!gameHandler->isVisitActiveForPlayer(mapObject, player) && gameHandler->complain("Can't buy hero in tavern you are not visiting!"))
  145. return false;
  146. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  147. return false;
  148. }
  149. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  150. const CGHeroInstance * recruitedHero = nullptr;
  151. for(const auto & hero : recruitableHeroes)
  152. {
  153. if(hero->subID == heroToRecruit)
  154. recruitedHero = hero;
  155. }
  156. if(!recruitedHero)
  157. {
  158. gameHandler->complain("Hero is not available for hiring!");
  159. return false;
  160. }
  161. const auto targetPos = mapObject->visitablePos();
  162. HeroRecruited hr;
  163. hr.tid = mapObject->id;
  164. hr.hid = recruitedHero->subID;
  165. hr.player = player;
  166. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  167. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  168. {
  169. //Create a new boat for hero
  170. gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
  171. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  172. }
  173. // apply netpack -> this will remove hired hero from pool
  174. gameHandler->sendAndApply(&hr);
  175. if(recruitableHeroes[0] == recruitedHero)
  176. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  177. else
  178. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  179. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  180. if(town)
  181. {
  182. gameHandler->visitCastleObjects(town, recruitedHero);
  183. gameHandler->giveSpells(town, recruitedHero);
  184. }
  185. return true;
  186. }
  187. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  188. {
  189. std::vector<const CHeroClass *> result;
  190. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  191. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  192. for(auto & elem : heroesPool->unusedHeroesFromPool())
  193. {
  194. if (vstd::contains(result, elem.second->type->heroClass))
  195. continue;
  196. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  197. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  198. if(heroAvailable && !heroClassBanned)
  199. result.push_back(elem.second->type->heroClass);
  200. }
  201. return result;
  202. }
  203. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  204. {
  205. std::vector<CGHeroInstance *> result;
  206. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  207. for(auto & elem : heroesPool->unusedHeroesFromPool())
  208. {
  209. assert(!vstd::contains(result, elem.second));
  210. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  211. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  212. if(heroAvailable && heroClassMatches)
  213. result.push_back(elem.second);
  214. }
  215. return result;
  216. }
  217. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  218. {
  219. if(!player.isValidPlayer())
  220. {
  221. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  222. return nullptr;
  223. }
  224. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  225. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  226. const auto & currentTavern = heroesPool->getHeroesFor(player);
  227. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  228. std::vector<const CHeroClass *> possibleClasses;
  229. if(potentialClasses.empty())
  230. {
  231. logGlobal->error("There are no heroes available for player %s!", player.toString());
  232. return nullptr;
  233. }
  234. for(const auto & heroClass : potentialClasses)
  235. {
  236. if (isNative && heroClass->faction != factionID)
  237. continue;
  238. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  239. return hero->type->heroClass == heroClass;
  240. });
  241. if (hasSameClass)
  242. continue;
  243. possibleClasses.push_back(heroClass);
  244. }
  245. if (possibleClasses.empty())
  246. {
  247. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  248. possibleClasses = potentialClasses;
  249. }
  250. int totalWeight = 0;
  251. for(const auto & heroClass : possibleClasses)
  252. totalWeight += heroClass->selectionProbability.at(factionID);
  253. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  254. for(const auto & heroClass : possibleClasses)
  255. {
  256. roll -= heroClass->selectionProbability.at(factionID);
  257. if(roll < 0)
  258. return heroClass;
  259. }
  260. return *possibleClasses.rbegin();
  261. }
  262. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  263. {
  264. const CHeroClass * heroClass = pickClassFor(isNative, player);
  265. if(!heroClass)
  266. return nullptr;
  267. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  268. assert(!possibleHeroes.empty());
  269. if(possibleHeroes.empty())
  270. return nullptr;
  271. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  272. }
  273. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  274. {
  275. if (playerSeed.count(player) == 0)
  276. {
  277. int seed = gameHandler->getRandomGenerator().nextInt();
  278. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  279. }
  280. return *playerSeed.at(player);
  281. }