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							- /*
 
-  * HeroPoolProcessor.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "HeroPoolProcessor.h"
 
- #include "CGameHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/GameSettings.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/gameState/TavernHeroesPool.h"
 
- #include "../lib/gameState/TavernSlot.h"
 
- HeroPoolProcessor::HeroPoolProcessor()
 
- 	: gameHandler(nullptr)
 
- {
 
- }
 
- HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
 
- 	: gameHandler(gameHandler)
 
- {
 
- }
 
- bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
 
- {
 
- 	// our player is acting right now and have not ended turn
 
- 	if (player == gameHandler->gameState()->currentPlayer)
 
- 		return false;
 
- 	auto turnOrder = gameHandler->generatePlayerTurnOrder();
 
- 	for (auto const & entry : turnOrder)
 
- 	{
 
- 		// our player is yet to start turn
 
- 		if (entry == gameHandler->gameState()->currentPlayer)
 
- 			return false;
 
- 		// our player have finished turn
 
- 		if (entry == player)
 
- 			return true;
 
- 	}
 
- 	assert(false);
 
- 	return false;
 
- }
 
- TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
 
- {
 
- 	const auto & heroesPool = gameHandler->gameState()->heroesPool;
 
- 	const auto & heroes = heroesPool->getHeroesFor(player);
 
- 	// if tavern has empty slot - use it
 
- 	if (heroes.size() == 0)
 
- 		return TavernHeroSlot::NATIVE;
 
- 	if (heroes.size() == 1)
 
- 		return TavernHeroSlot::RANDOM;
 
- 	// try to find "better" slot to overwrite
 
- 	// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
 
- 	// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
 
- 	auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
 
- 	auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
 
- 	if (roleLeft > roleRight)
 
- 		return TavernHeroSlot::RANDOM;
 
- 	if (roleLeft < roleRight)
 
- 		return TavernHeroSlot::NATIVE;
 
- 	// both slots are equal in "value", so select randomly
 
- 	if (getRandomGenerator(player).nextInt(100) > 50)
 
- 		return TavernHeroSlot::RANDOM;
 
- 	else
 
- 		return TavernHeroSlot::NATIVE;
 
- }
 
- void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
 
- {
 
- 	SetAvailableHero sah;
 
- 	if (playerEndedTurn(color))
 
- 		sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
 
- 	else
 
- 		sah.roleID = TavernSlotRole::SURRENDERED;
 
- 	sah.slotID = selectSlotForRole(color, sah.roleID);
 
- 	sah.player = color;
 
- 	sah.hid = hero->subID;
 
- 	gameHandler->sendAndApply(&sah);
 
- }
 
- void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
 
- {
 
- 	SetAvailableHero sah;
 
- 	if (playerEndedTurn(color))
 
- 		sah.roleID = TavernSlotRole::RETREATED_TODAY;
 
- 	else
 
- 		sah.roleID = TavernSlotRole::RETREATED;
 
- 	sah.slotID = selectSlotForRole(color, sah.roleID);
 
- 	sah.player = color;
 
- 	sah.hid = hero->subID;
 
- 	sah.army.clear();
 
- 	sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
 
- 	gameHandler->sendAndApply(&sah);
 
- }
 
- void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
 
- {
 
- 	SetAvailableHero sah;
 
- 	sah.player = color;
 
- 	sah.roleID = TavernSlotRole::NONE;
 
- 	sah.slotID = slot;
 
- 	sah.hid = HeroTypeID::NONE;
 
- 	gameHandler->sendAndApply(&sah);
 
- }
 
- void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
 
- {
 
- 	SetAvailableHero sah;
 
- 	sah.player = color;
 
- 	sah.slotID = slot;
 
- 	CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
 
- 	if (newHero)
 
- 	{
 
- 		sah.hid = newHero->subID;
 
- 		if (giveArmy)
 
- 		{
 
- 			sah.roleID = TavernSlotRole::FULL_ARMY;
 
- 			newHero->initArmy(getRandomGenerator(color), &sah.army);
 
- 		}
 
- 		else
 
- 		{
 
- 			sah.roleID = TavernSlotRole::SINGLE_UNIT;
 
- 			sah.army.clear();
 
- 			sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		sah.hid = -1;
 
- 	}
 
- 	gameHandler->sendAndApply(&sah);
 
- }
 
- void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
 
- {
 
- 	const auto & heroesPool = gameHandler->gameState()->heroesPool;
 
- 	const auto & heroes = heroesPool->getHeroesFor(color);
 
- 	const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
 
- 	const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
 
- 	bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
 
- 	bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
 
- 	if (resetNativeSlot)
 
- 		clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
 
- 	if (resetRandomSlot)
 
- 		clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
 
- 	if (resetNativeSlot)
 
- 		selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
 
- 	if (resetRandomSlot)
 
- 		selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
 
- }
 
- bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
 
- {
 
- 	const PlayerState * playerState = gameHandler->getPlayerState(player);
 
- 	const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
 
- 	const CGTownInstance * town = gameHandler->getTown(objectID);
 
- 	if (!mapObject && gameHandler->complain("Invalid map object!"))
 
- 		return false;
 
- 	if (!playerState && gameHandler->complain("Invalid player!"))
 
- 		return false;
 
- 	if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
 
- 		return false;
 
- 	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!"))
 
- 		return false;
 
- 	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!"))
 
- 		return false;
 
- 	if(town) //tavern in town
 
- 	{
 
- 		if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
 
- 			return false;
 
- 		if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
 
- 			return false;
 
- 		if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
 
- 			return false;
 
- 	}
 
- 	if(mapObject->ID == Obj::TAVERN)
 
- 	{
 
- 		if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
 
- 			return false;
 
- 	}
 
- 	auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
 
- 	const CGHeroInstance * recruitedHero = nullptr;
 
- 	for(const auto & hero : recruitableHeroes)
 
- 	{
 
- 		if(hero->subID == heroToRecruit)
 
- 			recruitedHero = hero;
 
- 	}
 
- 	if(!recruitedHero)
 
- 	{
 
- 		gameHandler->complain("Hero is not available for hiring!");
 
- 		return false;
 
- 	}
 
- 	HeroRecruited hr;
 
- 	hr.tid = mapObject->id;
 
- 	hr.hid = recruitedHero->subID;
 
- 	hr.player = player;
 
- 	hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
 
- 	if(gameHandler->getTile(hr.tile)->isWater())
 
- 	{
 
- 		//Create a new boat for hero
 
- 		gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
 
- 		hr.boatId = gameHandler->getTopObj(hr.tile)->id;
 
- 	}
 
- 	// apply netpack -> this will remove hired hero from pool
 
- 	gameHandler->sendAndApply(&hr);
 
- 	if(recruitableHeroes[0] == recruitedHero)
 
- 		selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
 
- 	else
 
- 		selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
 
- 	gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
 
- 	if(town)
 
- 	{
 
- 		gameHandler->visitCastleObjects(town, recruitedHero);
 
- 		gameHandler->giveSpells(town, recruitedHero);
 
- 	}
 
- 	return true;
 
- }
 
- std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
 
- {
 
- 	std::vector<const CHeroClass *> result;
 
- 	const auto & heroesPool = gameHandler->gameState()->heroesPool;
 
- 	FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
 
- 	for(auto & elem : heroesPool->unusedHeroesFromPool())
 
- 	{
 
- 		if (vstd::contains(result, elem.second->type->heroClass))
 
- 			continue;
 
- 		bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
 
- 		bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
 
- 		if(heroAvailable && !heroClassBanned)
 
- 			result.push_back(elem.second->type->heroClass);
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
 
- {
 
- 	std::vector<CGHeroInstance *> result;
 
- 	const auto & heroesPool = gameHandler->gameState()->heroesPool;
 
- 	for(auto & elem : heroesPool->unusedHeroesFromPool())
 
- 	{
 
- 		assert(!vstd::contains(result, elem.second));
 
- 		bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
 
- 		bool heroClassMatches = elem.second->type->heroClass == heroClass;
 
- 		if(heroAvailable && heroClassMatches)
 
- 			result.push_back(elem.second);
 
- 	}
 
- 	return result;
 
- }
 
- const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
 
- {
 
- 	if(player >= PlayerColor::PLAYER_LIMIT)
 
- 	{
 
- 		logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
 
- 		return nullptr;
 
- 	}
 
- 	FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
 
- 	const auto & heroesPool = gameHandler->gameState()->heroesPool;
 
- 	const auto & currentTavern = heroesPool->getHeroesFor(player);
 
- 	std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
 
- 	std::vector<const CHeroClass *> possibleClasses;
 
- 	if(potentialClasses.empty())
 
- 	{
 
- 		logGlobal->error("There are no heroes available for player %s!", player.getStr());
 
- 		return nullptr;
 
- 	}
 
- 	for(const auto & heroClass : potentialClasses)
 
- 	{
 
- 		if (isNative && heroClass->faction != factionID)
 
- 			continue;
 
- 		bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
 
- 			return hero->type->heroClass == heroClass;
 
- 		});
 
- 		if (hasSameClass)
 
- 			continue;
 
- 		possibleClasses.push_back(heroClass);
 
- 	}
 
- 	if (possibleClasses.empty())
 
- 	{
 
- 		logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
 
- 		possibleClasses = potentialClasses;
 
- 	}
 
- 	int totalWeight = 0;
 
- 	for(const auto & heroClass : possibleClasses)
 
- 		totalWeight += heroClass->selectionProbability.at(factionID);
 
- 	int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
 
- 	for(const auto & heroClass : possibleClasses)
 
- 	{
 
- 		roll -= heroClass->selectionProbability.at(factionID);
 
- 		if(roll < 0)
 
- 			return heroClass;
 
- 	}
 
- 	return *possibleClasses.rbegin();
 
- }
 
- CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
 
- {
 
- 	const CHeroClass * heroClass = pickClassFor(isNative, player);
 
- 	if(!heroClass)
 
- 		return nullptr;
 
- 	std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
 
- 	assert(!possibleHeroes.empty());
 
- 	if(possibleHeroes.empty())
 
- 		return nullptr;
 
- 	return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
 
- }
 
- CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
 
- {
 
- 	if (playerSeed.count(player) == 0)
 
- 	{
 
- 		int seed = gameHandler->getRandomGenerator().nextInt();
 
- 		playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
 
- 	}
 
- 	return *playerSeed.at(player);
 
- }
 
 
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