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 "../ArtifactUtils.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../IGameSettings.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 "../gameState/UpgradeInfo.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../entities/hero/CHeroHandler.h"
  32. #include "../entities/hero/CHeroClass.h"
  33. #include "../battle/CBattleInfoEssentials.h"
  34. #include "../campaign/CampaignState.h"
  35. #include "../json/JsonBonus.h"
  36. #include "../pathfinder/TurnInfo.h"
  37. #include "../serializer/JsonSerializeFormat.h"
  38. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  39. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  40. #include "../mapObjects/MiscObjects.h"
  41. #include "../modding/ModScope.h"
  42. #include "../networkPacks/PacksForClient.h"
  43. #include "../networkPacks/PacksForClientBattle.h"
  44. #include "../constants/StringConstants.h"
  45. #include "../battle/Unit.h"
  46. #include "CConfigHandler.h"
  47. VCMI_LIB_NAMESPACE_BEGIN
  48. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  49. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  50. {
  51. serializeJsonOwner(handler);
  52. bool isHeroType = heroType.has_value();
  53. handler.serializeBool("placeholderType", isHeroType, false);
  54. if(!handler.saving)
  55. {
  56. if(isHeroType)
  57. heroType = HeroTypeID::NONE;
  58. else
  59. powerRank = 0;
  60. }
  61. if(isHeroType)
  62. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  63. else
  64. handler.serializeInt("powerRank", powerRank.value());
  65. }
  66. static int lowestSpeed(const CGHeroInstance * chi)
  67. {
  68. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  69. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  70. if(!chi->stacksCount())
  71. {
  72. if(chi->commander && chi->commander->alive)
  73. {
  74. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  75. }
  76. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  77. return 20;
  78. }
  79. auto i = chi->Slots().begin();
  80. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  81. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  82. for(; i != chi->Slots().end(); i++)
  83. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  84. return ret;
  85. }
  86. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  87. {
  88. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  89. //if there is road both on dest and src tiles - use src road movement cost
  90. if(dest.hasRoad() && from.hasRoad())
  91. {
  92. ret = from.getRoad()->movementCost;
  93. }
  94. else if(ti->nativeTerrain != from.getTerrainID() &&//the terrain is not native
  95. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  96. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.getTerrainID()))) //no special movement bonus
  97. {
  98. ret = VLC->terrainTypeHandler->getById(from.getTerrainID())->moveCost;
  99. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  100. if(ret < GameConstants::BASE_MOVEMENT_COST)
  101. ret = GameConstants::BASE_MOVEMENT_COST;
  102. }
  103. return static_cast<ui32>(ret);
  104. }
  105. FactionID CGHeroInstance::getFactionID() const
  106. {
  107. return getHeroClass()->faction;
  108. }
  109. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  110. {
  111. return this;
  112. }
  113. TerrainId CGHeroInstance::getNativeTerrain() const
  114. {
  115. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  116. // This is clearly bug in H3 however intended behaviour is not clear.
  117. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  118. // will always have best penalty without any influence from player-defined stacks order
  119. // and army that consist solely from neutral will always be considered to be on native terrain
  120. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  121. for(const auto & stack : stacks)
  122. {
  123. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  124. if(stackNativeTerrain == ETerrainId::NONE)
  125. continue;
  126. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  127. nativeTerrain = stackNativeTerrain;
  128. else if(nativeTerrain != stackNativeTerrain)
  129. return ETerrainId::NONE;
  130. }
  131. return nativeTerrain;
  132. }
  133. bool CGHeroInstance::isCoastVisitable() const
  134. {
  135. return true;
  136. }
  137. bool CGHeroInstance::isBlockedVisitable() const
  138. {
  139. return true;
  140. }
  141. BattleField CGHeroInstance::getBattlefield() const
  142. {
  143. return BattleField::NONE;
  144. }
  145. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  146. {
  147. for(const auto & elem : secSkills)
  148. if(elem.first == skill)
  149. return elem.second;
  150. return 0;
  151. }
  152. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  153. {
  154. if(getSecSkillLevel(which) == 0)
  155. {
  156. secSkills.emplace_back(which, val);
  157. updateSkillBonus(which, val);
  158. }
  159. else
  160. {
  161. for (auto & elem : secSkills)
  162. {
  163. if(elem.first == which)
  164. {
  165. if(abs)
  166. elem.second = val;
  167. else
  168. elem.second += val;
  169. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  170. {
  171. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  172. elem.second = 3;
  173. }
  174. updateSkillBonus(which, elem.second); //when we know final value
  175. }
  176. }
  177. }
  178. }
  179. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  180. {
  181. return position - getVisitableOffset();
  182. }
  183. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  184. {
  185. return position + getVisitableOffset();
  186. }
  187. bool CGHeroInstance::canLearnSkill() const
  188. {
  189. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  190. }
  191. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  192. {
  193. if ( !canLearnSkill())
  194. return false;
  195. if (!cb->isAllowed(which))
  196. return false;
  197. if (getSecSkillLevel(which) > 0)
  198. return false;
  199. if (getHeroClass()->secSkillProbability.count(which) == 0)
  200. return false;
  201. if (getHeroClass()->secSkillProbability.at(which) == 0)
  202. return false;
  203. return true;
  204. }
  205. int CGHeroInstance::movementPointsRemaining() const
  206. {
  207. return movement;
  208. }
  209. void CGHeroInstance::setMovementPoints(int points)
  210. {
  211. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  212. movement = 1000000;
  213. else
  214. movement = std::max(0, points);
  215. }
  216. int CGHeroInstance::movementPointsLimit(bool onLand) const
  217. {
  218. TurnInfo ti(this);
  219. return movementPointsLimitCached(onLand, &ti);
  220. }
  221. int CGHeroInstance::getLowestCreatureSpeed() const
  222. {
  223. return lowestCreatureSpeed;
  224. }
  225. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  226. {
  227. auto realLowestSpeed = lowestSpeed(this);
  228. if(lowestCreatureSpeed != realLowestSpeed)
  229. {
  230. lowestCreatureSpeed = realLowestSpeed;
  231. //Let updaters run again
  232. treeHasChanged();
  233. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  234. }
  235. }
  236. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  237. {
  238. updateArmyMovementBonus(onLand, ti);
  239. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  240. }
  241. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  242. : CArmedInstance(cb),
  243. tacticFormationEnabled(false),
  244. inTownGarrison(false),
  245. moveDir(4),
  246. mana(UNINITIALIZED_MANA),
  247. movement(UNINITIALIZED_MOVEMENT),
  248. level(1),
  249. exp(UNINITIALIZED_EXPERIENCE),
  250. gender(EHeroGender::DEFAULT),
  251. lowestCreatureSpeed(0)
  252. {
  253. setNodeType(HERO);
  254. ID = Obj::HERO;
  255. secSkills.emplace_back(SecondarySkill::NONE, -1);
  256. }
  257. PlayerColor CGHeroInstance::getOwner() const
  258. {
  259. return tempOwner;
  260. }
  261. const CHeroClass * CGHeroInstance::getHeroClass() const
  262. {
  263. return getHeroType()->heroClass;
  264. }
  265. HeroClassID CGHeroInstance::getHeroClassID() const
  266. {
  267. auto heroType = getHeroTypeID();
  268. if (heroType.hasValue())
  269. return getHeroType()->heroClass->getId();
  270. else
  271. return HeroClassID();
  272. }
  273. const CHero * CGHeroInstance::getHeroType() const
  274. {
  275. return getHeroTypeID().toHeroType();
  276. }
  277. HeroTypeID CGHeroInstance::getHeroTypeID() const
  278. {
  279. if (ID == Obj::RANDOM_HERO)
  280. return HeroTypeID::NONE;
  281. return HeroTypeID(getObjTypeIndex().getNum());
  282. }
  283. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  284. {
  285. subID = heroType;
  286. }
  287. void CGHeroInstance::initObj(vstd::RNG & rand)
  288. {
  289. if (ID == Obj::HERO)
  290. updateAppearance();
  291. }
  292. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  293. {
  294. subID = SUBID.getNum();
  295. initHero(rand);
  296. }
  297. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  298. {
  299. if (ID == Obj::HERO)
  300. return VLC->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  301. else // prison or random hero
  302. return VLC->objtypeh->getHandlerFor(ID, 0);
  303. }
  304. void CGHeroInstance::updateAppearance()
  305. {
  306. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  307. auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
  308. auto app = handler->getOverride(terrain, this);
  309. if (app)
  310. appearance = app;
  311. }
  312. void CGHeroInstance::initHero(vstd::RNG & rand)
  313. {
  314. assert(validTypes(true));
  315. if (gender == EHeroGender::DEFAULT)
  316. gender = getHeroType()->gender;
  317. if (ID == Obj::HERO)
  318. {
  319. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  320. appearance = handler->getTemplates().front();
  321. }
  322. if(!vstd::contains(spells, SpellID::PRESET))
  323. {
  324. // hero starts with default spells
  325. for(const auto & spellID : getHeroType()->spells)
  326. spells.insert(spellID);
  327. }
  328. else //remove placeholder
  329. spells -= SpellID::PRESET;
  330. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  331. {
  332. // hero starts with default spellbook presence status
  333. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  334. {
  335. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  336. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  337. }
  338. }
  339. else
  340. spells -= SpellID::SPELLBOOK_PRESET;
  341. if(!getArt(ArtifactPosition::MACH4))
  342. {
  343. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  344. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  345. }
  346. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  347. {
  348. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  349. {
  350. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  351. }
  352. }
  353. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  354. secSkills = getHeroType()->secSkillsInit;
  355. setFormation(EArmyFormation::LOOSE);
  356. if (!stacksCount()) //standard army//initial army
  357. {
  358. initArmy(rand);
  359. }
  360. assert(validTypes());
  361. if (patrol.patrolling)
  362. patrol.initialPos = visitablePos();
  363. if(exp == UNINITIALIZED_EXPERIENCE)
  364. {
  365. initExp(rand);
  366. }
  367. else
  368. {
  369. levelUpAutomatically(rand);
  370. }
  371. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  372. // must be done separately from global bonuses since recruitable heroes in taverns
  373. // are not attached to global bonus node but need access to some global bonuses
  374. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  375. // or MOVEMENT to compute initial movement before recruiting is finished
  376. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  377. for(const auto & b : baseBonuses.Struct())
  378. {
  379. auto bonus = JsonUtils::parseBonus(b.second);
  380. bonus->source = BonusSource::HERO_BASE_SKILL;
  381. bonus->sid = BonusSourceID(id);
  382. bonus->duration = BonusDuration::PERMANENT;
  383. addNewBonus(bonus);
  384. }
  385. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  386. {
  387. commander = new CCommanderInstance(getHeroClass()->commander);
  388. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  389. commander->giveStackExp (exp); //after our exp is set
  390. }
  391. skillsInfo = SecondarySkillsInfo();
  392. //copy active (probably growing) bonuses from hero prototype to hero object
  393. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  394. addNewBonus(b);
  395. //initialize bonuses
  396. recreateSecondarySkillsBonuses();
  397. movement = movementPointsLimit(true);
  398. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  399. }
  400. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  401. {
  402. if(!dst)
  403. dst = this;
  404. int warMachinesGiven = 0;
  405. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  406. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  407. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  408. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  409. {
  410. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  411. continue;
  412. auto & stack = getHeroType()->initialArmy[stackNo];
  413. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  414. if(stack.creature == CreatureID::NONE)
  415. {
  416. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  417. continue;
  418. }
  419. const CCreature * creature = stack.creature.toCreature();
  420. if(creature->warMachine != ArtifactID::NONE) //war machine
  421. {
  422. warMachinesGiven++;
  423. if(dst != this)
  424. continue;
  425. ArtifactID aid = creature->warMachine;
  426. const CArtifact * art = aid.toArtifact();
  427. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  428. {
  429. //TODO: should we try another possible slots?
  430. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  431. if(!getArt(slot))
  432. {
  433. auto artifact = ArtifactUtils::createArtifact(aid);
  434. putArtifact(slot, artifact);
  435. }
  436. else
  437. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  438. }
  439. else
  440. {
  441. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  442. }
  443. }
  444. else
  445. {
  446. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  447. }
  448. }
  449. }
  450. CGHeroInstance::~CGHeroInstance()
  451. {
  452. commander.dellNull();
  453. }
  454. bool CGHeroInstance::needsLastStack() const
  455. {
  456. return true;
  457. }
  458. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  459. {
  460. if(h == this) return; //exclude potential self-visiting
  461. if (ID == Obj::HERO)
  462. {
  463. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  464. {
  465. //exchange
  466. cb->heroExchange(h->id, id);
  467. }
  468. else //battle
  469. {
  470. if(visitedTown) //we're in town
  471. visitedTown->onHeroVisit(h); //town will handle attacking
  472. else
  473. cb->startBattle(h, this);
  474. }
  475. }
  476. else if(ID == Obj::PRISON)
  477. {
  478. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  479. {
  480. //update hero parameters
  481. SetMovePoints smp;
  482. smp.hid = id;
  483. cb->setManaPoints (id, manaLimit());
  484. ObjectInstanceID boatId;
  485. const auto boatPos = visitablePos();
  486. if (cb->gameState()->map->getTile(boatPos).isWater())
  487. {
  488. smp.val = movementPointsLimit(false);
  489. if (!boat)
  490. {
  491. //Create a new boat for hero
  492. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  493. boatId = cb->getTopObj(boatPos)->id;
  494. }
  495. }
  496. else
  497. {
  498. smp.val = movementPointsLimit(true);
  499. }
  500. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  501. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  502. cb->setMovePoints (&smp);
  503. h->showInfoDialog(102);
  504. }
  505. else //already 8 wandering heroes
  506. {
  507. h->showInfoDialog(103);
  508. }
  509. }
  510. }
  511. std::string CGHeroInstance::getObjectName() const
  512. {
  513. if(ID != Obj::PRISON)
  514. {
  515. std::string hoverName = VLC->generaltexth->allTexts[15];
  516. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  517. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  518. return hoverName;
  519. }
  520. else
  521. return VLC->objtypeh->getObjectName(ID, 0);
  522. }
  523. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  524. {
  525. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  526. return hoverText;
  527. }
  528. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  529. {
  530. std::string output = "";
  531. if(player == getOwner())
  532. {
  533. output += " " + VLC->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  534. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  535. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  536. }
  537. return output;
  538. }
  539. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  540. {
  541. return getHeroClass()->isMagicHero() ? 3 : 4;
  542. }
  543. ui8 CGHeroInstance::maxlevelsToWisdom() const
  544. {
  545. return getHeroClass()->isMagicHero() ? 3 : 6;
  546. }
  547. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  548. magicSchoolCounter(1),
  549. wisdomCounter(1)
  550. {}
  551. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  552. {
  553. magicSchoolCounter = 0;
  554. }
  555. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  556. {
  557. wisdomCounter = 0;
  558. }
  559. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  560. {
  561. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  562. if (ID == Obj::RANDOM_HERO)
  563. {
  564. auto selectedHero = cb->gameState()->pickNextHeroType(getOwner());
  565. ID = Obj::HERO;
  566. subID = selectedHero;
  567. randomizeArmy(getHeroClass()->faction);
  568. }
  569. auto oldSubID = subID;
  570. // to find object handler we must use heroClass->id
  571. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  572. // exclude prisons which should use appearance as set in map, via map editor or RMG
  573. if (ID != Obj::PRISON)
  574. setType(ID, getHeroClass()->getIndex());
  575. this->subID = oldSubID;
  576. }
  577. void CGHeroInstance::recreateSecondarySkillsBonuses()
  578. {
  579. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  580. for(const auto & bonus : *secondarySkillsBonuses)
  581. removeBonus(bonus);
  582. for(const auto & skill_info : secSkills)
  583. if(skill_info.second > 0)
  584. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  585. }
  586. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  587. {
  588. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  589. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  590. for(const auto & b : skillBonus)
  591. addNewBonus(std::make_shared<Bonus>(*b));
  592. }
  593. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  594. {
  595. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  596. setStackCount(SlotID(0), identifier.getNum());
  597. }
  598. double CGHeroInstance::getFightingStrength() const
  599. {
  600. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  601. }
  602. double CGHeroInstance::getMagicStrength() const
  603. {
  604. if (!hasSpellbook())
  605. return 1;
  606. bool atLeastOneCombatSpell = false;
  607. for (auto spell : spells)
  608. {
  609. if (spellbookContainsSpell(spell) && spell.toSpell()->isCombat())
  610. {
  611. atLeastOneCombatSpell = true;
  612. break;
  613. }
  614. }
  615. if (!atLeastOneCombatSpell)
  616. return 1;
  617. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * mana / manaLimit()) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER) * mana / manaLimit()));
  618. }
  619. double CGHeroInstance::getMagicStrengthForCampaign() const
  620. {
  621. return sqrt((1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  622. }
  623. double CGHeroInstance::getHeroStrength() const
  624. {
  625. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  626. }
  627. double CGHeroInstance::getHeroStrengthForCampaign() const
  628. {
  629. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrengthForCampaign(), 2.0));
  630. }
  631. ui64 CGHeroInstance::getTotalStrength() const
  632. {
  633. double ret = getHeroStrength() * getArmyStrength();
  634. return static_cast<ui64>(ret);
  635. }
  636. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  637. {
  638. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  639. }
  640. int32_t CGHeroInstance::getCasterUnitId() const
  641. {
  642. return id.getNum();
  643. }
  644. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  645. {
  646. int32_t skill = -1; //skill level
  647. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  648. {
  649. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  650. if(thisSchool > skill)
  651. {
  652. skill = thisSchool;
  653. if(outSelectedSchool)
  654. *outSelectedSchool = cnf;
  655. }
  656. });
  657. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  658. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  659. vstd::amax(skill, 0); //in case we don't know any school
  660. vstd::amin(skill, 3);
  661. return skill;
  662. }
  663. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  664. {
  665. //applying sorcery secondary skill
  666. if(spell->isMagical())
  667. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  668. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  669. int maxSchoolBonus = 0;
  670. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  671. {
  672. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  673. });
  674. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  675. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  676. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  677. return base;
  678. }
  679. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  680. {
  681. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  682. return base;
  683. }
  684. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  685. {
  686. return getSpellSchoolLevel(spell);
  687. }
  688. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  689. {
  690. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  691. }
  692. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  693. {
  694. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  695. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  696. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  697. return spellpower + durationCommon + durationSpecific;
  698. }
  699. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  700. {
  701. return 0;
  702. }
  703. PlayerColor CGHeroInstance::getCasterOwner() const
  704. {
  705. return tempOwner;
  706. }
  707. void CGHeroInstance::getCasterName(MetaString & text) const
  708. {
  709. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  710. text.replaceRawString(getNameTranslated());
  711. }
  712. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  713. {
  714. const bool singleTarget = attacked.size() == 1;
  715. const int textIndex = singleTarget ? 195 : 196;
  716. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  717. getCasterName(text);
  718. text.replaceName(spell->getId());
  719. if(singleTarget)
  720. attacked.at(0)->addNameReplacement(text, true);
  721. }
  722. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  723. {
  724. return this;
  725. }
  726. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  727. {
  728. if(spellCost != 0)
  729. {
  730. SetMana sm;
  731. sm.absolute = false;
  732. sm.hid = id;
  733. sm.val = -spellCost;
  734. server->apply(sm);
  735. }
  736. }
  737. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  738. {
  739. const bool isAllowed = cb->isAllowed(spell->getId());
  740. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  741. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  742. bool schoolBonus = false;
  743. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  744. {
  745. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  746. {
  747. schoolBonus = stop = true;
  748. }
  749. });
  750. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  751. if(spell->isSpecial())
  752. {
  753. if(inSpellBook)
  754. {//hero has this spell in spellbook
  755. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  756. }
  757. return specificBonus;
  758. }
  759. else if(!isAllowed)
  760. {
  761. if(inSpellBook)
  762. {
  763. //hero has this spell in spellbook
  764. //it is normal if set in map editor, but trace it to possible debug of magic guild
  765. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  766. }
  767. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  768. }
  769. else
  770. {
  771. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  772. }
  773. }
  774. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  775. {
  776. if(!hasSpellbook())
  777. return false;
  778. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  779. return false;
  780. if(vstd::contains(spells, spell->getId()))//already known
  781. return false;
  782. if(spell->isSpecial())
  783. {
  784. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  785. return false;//special spells can not be learned
  786. }
  787. if(spell->isCreatureAbility())
  788. {
  789. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  790. return false;//creature abilities can not be learned
  791. }
  792. if(!allowBanned && !cb->isAllowed(spell->getId()))
  793. {
  794. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  795. return false;//banned spells should not be learned
  796. }
  797. return true;
  798. }
  799. /**
  800. * Calculates what creatures and how many to be raised from a battle.
  801. * @param battleResult The results of the battle.
  802. * @return Returns a pair with the first value indicating the ID of the creature
  803. * type and second value the amount. Both values are returned as -1 if necromancy
  804. * could not be applied.
  805. */
  806. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  807. {
  808. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  809. // need skill or cloak of undead king - lesser artifacts don't work without skill
  810. if (hasImprovedNecromancy)
  811. {
  812. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  813. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  814. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  815. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  816. // figure out what to raise - pick strongest creature meeting requirements
  817. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  818. int requiredCasualtyLevel = 1;
  819. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  820. if(!improvedNecromancy->empty())
  821. {
  822. int maxCasualtyLevel = 1;
  823. for(const auto & casualty : casualties)
  824. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  825. // pick best bonus available
  826. std::shared_ptr<Bonus> topPick;
  827. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  828. {
  829. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  830. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  831. continue;
  832. if(!topPick)
  833. {
  834. topPick = newPick;
  835. }
  836. else
  837. {
  838. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  839. {
  840. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  841. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  842. };
  843. if(quality(topPick) < quality(newPick))
  844. topPick = newPick;
  845. }
  846. }
  847. if(topPick)
  848. {
  849. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  850. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  851. }
  852. }
  853. assert(creatureTypeRaised != CreatureID::NONE);
  854. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  855. if(getSlotFor(creatureTypeRaised) == SlotID())
  856. {
  857. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  858. {
  859. if(getSlotFor(upgraded) != SlotID())
  860. {
  861. creatureTypeRaised = upgraded;
  862. necromancySkill *= 2/3.0;
  863. break;
  864. }
  865. }
  866. }
  867. // calculate number of creatures raised - low level units contribute at 50% rate
  868. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  869. double raisedUnits = 0;
  870. for(const auto & casualty : casualties)
  871. {
  872. const CCreature * c = casualty.first.toCreature();
  873. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  874. if(c->getLevel() < requiredCasualtyLevel)
  875. raisedFromCasualty *= 0.5;
  876. raisedUnits += raisedFromCasualty;
  877. }
  878. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  879. }
  880. return CStackBasicDescriptor();
  881. }
  882. /**
  883. * Show the necromancy dialog with information about units raised.
  884. * @param raisedStack Pair where the first element represents ID of the raised creature
  885. * and the second element the amount.
  886. */
  887. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  888. {
  889. InfoWindow iw;
  890. iw.type = EInfoWindowMode::AUTO;
  891. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  892. iw.player = tempOwner;
  893. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  894. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  895. {
  896. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  897. iw.text.replaceNumber(raisedStack.count);
  898. }
  899. else // Practicing the dark arts of necromancy, ... (singular)
  900. {
  901. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  902. }
  903. iw.text.replaceName(raisedStack);
  904. cb->showInfoDialog(&iw);
  905. }
  906. /*
  907. int3 CGHeroInstance::getSightCenter() const
  908. {
  909. return getPosition(false);
  910. }*/
  911. int CGHeroInstance::getSightRadius() const
  912. {
  913. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  914. }
  915. si32 CGHeroInstance::manaRegain() const
  916. {
  917. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  918. return manaLimit();
  919. return valOfBonuses(BonusType::MANA_REGENERATION);
  920. }
  921. si32 CGHeroInstance::getManaNewTurn() const
  922. {
  923. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  924. {
  925. //if hero starts turn in town with mage guild - restore all mana
  926. return std::max(mana, manaLimit());
  927. }
  928. si32 res = mana + manaRegain();
  929. res = std::min(res, manaLimit());
  930. res = std::max(res, mana);
  931. res = std::max(res, 0);
  932. return res;
  933. }
  934. // /**
  935. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  936. // * or discards it if it cannot be equipped.
  937. // */
  938. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  939. // {
  940. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  941. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  942. // ai->putAt(this, ai->firstAvailableSlot(this));
  943. // }
  944. BoatId CGHeroInstance::getBoatType() const
  945. {
  946. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  947. }
  948. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  949. {
  950. offsets = {
  951. {0, -1, 0},
  952. {+1, -1, 0},
  953. {+1, 0, 0},
  954. {+1, +1, 0},
  955. {0, +1, 0},
  956. {-1, +1, 0},
  957. {-1, 0, 0},
  958. {-1, -1, 0},
  959. };
  960. }
  961. const IObjectInterface * CGHeroInstance::getObject() const
  962. {
  963. return this;
  964. }
  965. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  966. {
  967. return sp->getCost(getSpellSchoolLevel(sp));
  968. }
  969. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  970. {
  971. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  972. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  973. if(hasBonus(sel))
  974. removeBonuses(sel);
  975. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  976. }
  977. EAlignment CGHeroInstance::getAlignment() const
  978. {
  979. return getHeroClass()->getAlignment();
  980. }
  981. void CGHeroInstance::initExp(vstd::RNG & rand)
  982. {
  983. exp = rand.nextInt(40, 89);
  984. }
  985. std::string CGHeroInstance::nodeName() const
  986. {
  987. return "Hero " + getNameTextID();
  988. }
  989. si32 CGHeroInstance::manaLimit() const
  990. {
  991. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  992. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  993. }
  994. HeroTypeID CGHeroInstance::getPortraitSource() const
  995. {
  996. if (customPortraitSource.isValid())
  997. return customPortraitSource;
  998. else
  999. return getHeroTypeID();
  1000. }
  1001. int32_t CGHeroInstance::getIconIndex() const
  1002. {
  1003. return getPortraitSource().toEntity(VLC)->getIconIndex();
  1004. }
  1005. std::string CGHeroInstance::getNameTranslated() const
  1006. {
  1007. return VLC->generaltexth->translate(getNameTextID());
  1008. }
  1009. std::string CGHeroInstance::getClassNameTranslated() const
  1010. {
  1011. return VLC->generaltexth->translate(getClassNameTextID());
  1012. }
  1013. std::string CGHeroInstance::getClassNameTextID() const
  1014. {
  1015. if (isCampaignGem())
  1016. return "core.genrltxt.735";
  1017. return getHeroClass()->getNameTextID();
  1018. }
  1019. std::string CGHeroInstance::getNameTextID() const
  1020. {
  1021. if (!nameCustomTextId.empty())
  1022. return nameCustomTextId;
  1023. if (getHeroTypeID().hasValue())
  1024. return getHeroType()->getNameTextID();
  1025. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1026. // assert(0);
  1027. return "";
  1028. }
  1029. std::string CGHeroInstance::getBiographyTranslated() const
  1030. {
  1031. return VLC->generaltexth->translate(getBiographyTextID());
  1032. }
  1033. std::string CGHeroInstance::getBiographyTextID() const
  1034. {
  1035. if (!biographyCustomTextId.empty())
  1036. return biographyCustomTextId;
  1037. if (getHeroTypeID().hasValue())
  1038. return getHeroType()->getBiographyTextID();
  1039. return ""; //for random hero
  1040. }
  1041. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1042. {
  1043. assert(art->canBePutAt(this, pos));
  1044. if(ArtifactUtils::isSlotEquipment(pos))
  1045. attachTo(*art);
  1046. return CArtifactSet::putArtifact(pos, art);
  1047. }
  1048. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1049. {
  1050. auto art = getArt(pos);
  1051. assert(art);
  1052. CArtifactSet::removeArtifact(pos);
  1053. if(ArtifactUtils::isSlotEquipment(pos))
  1054. detachFrom(*art);
  1055. }
  1056. bool CGHeroInstance::hasSpellbook() const
  1057. {
  1058. return getArt(ArtifactPosition::SPELLBOOK);
  1059. }
  1060. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1061. {
  1062. spells.insert(spell);
  1063. }
  1064. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1065. {
  1066. spells.erase(spell);
  1067. }
  1068. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1069. {
  1070. return vstd::contains(spells, spell);
  1071. }
  1072. void CGHeroInstance::removeSpellbook()
  1073. {
  1074. spells.clear();
  1075. if(hasSpellbook())
  1076. {
  1077. cb->gameState()->map->removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1078. }
  1079. }
  1080. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1081. {
  1082. return spells;
  1083. }
  1084. int CGHeroInstance::maxSpellLevel() const
  1085. {
  1086. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1087. }
  1088. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1089. {
  1090. assert(newBoat);
  1091. boat = newBoat;
  1092. attachTo(const_cast<CGBoat&>(*boat));
  1093. const_cast<CGBoat*>(boat)->hero = this;
  1094. }
  1095. void CGHeroInstance::deserializationFix()
  1096. {
  1097. artDeserializationFix(this);
  1098. boatDeserializationFix();
  1099. }
  1100. void CGHeroInstance::boatDeserializationFix()
  1101. {
  1102. if (boat)
  1103. attachTo(const_cast<CGBoat&>(*boat));
  1104. }
  1105. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1106. {
  1107. if(!visitedTown)
  1108. return nullptr;
  1109. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1110. : (CBonusSystemNode *)(visitedTown.get());
  1111. }
  1112. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1113. {
  1114. if(visitedTown)
  1115. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1116. return &CArmedInstance::whereShouldBeAttached(gs);
  1117. }
  1118. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1119. {
  1120. if(visitedTown)
  1121. {
  1122. if(inTownGarrison)
  1123. return *visitedTown;
  1124. else
  1125. return visitedTown->townAndVis;
  1126. }
  1127. else
  1128. return CArmedInstance::whereShouldBeAttached(gs);
  1129. }
  1130. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1131. {
  1132. std::unique_ptr<TurnInfo> turnInfoLocal;
  1133. if(!ti)
  1134. {
  1135. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1136. ti = turnInfoLocal.get();
  1137. }
  1138. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1139. return 0; // take all MPs by default
  1140. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1141. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1142. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1143. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1144. return ret;
  1145. }
  1146. EDiggingStatus CGHeroInstance::diggingStatus() const
  1147. {
  1148. if(static_cast<int>(movement) < movementPointsLimit(true))
  1149. return EDiggingStatus::LACK_OF_MOVEMENT;
  1150. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1151. return EDiggingStatus::BACKPACK_IS_FULL;
  1152. return cb->getTileDigStatus(visitablePos());
  1153. }
  1154. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1155. {
  1156. return ArtBearer::HERO;
  1157. }
  1158. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1159. {
  1160. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1161. std::set<SecondarySkill> obligatory;
  1162. for(auto i = 0; i < VLC->skillh->size(); i++)
  1163. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1164. obligatory.insert(i); //Always return all obligatory skills
  1165. return obligatory;
  1166. };
  1167. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1168. {
  1169. std::set<SecondarySkill> intersect;
  1170. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1171. std::inserter(intersect, intersect.begin()));
  1172. return intersect;
  1173. };
  1174. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1175. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1176. std::set<SecondarySkill> basicAndAdv;
  1177. std::set<SecondarySkill> none;
  1178. for(int i = 0; i < VLC->skillh->size(); i++)
  1179. if (canLearnSkill(SecondarySkill(i)))
  1180. none.insert(SecondarySkill(i));
  1181. for(const auto & elem : secSkills)
  1182. {
  1183. if(elem.second < MasteryLevel::EXPERT)
  1184. basicAndAdv.insert(elem.first);
  1185. none.erase(elem.first);
  1186. }
  1187. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1188. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1189. std::vector<SecondarySkill> skills;
  1190. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1191. {
  1192. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1193. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1194. SecondarySkill selection;
  1195. if (selectWisdom)
  1196. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1197. else if (selectSchool)
  1198. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1199. else
  1200. selection = getHeroClass()->chooseSecSkill(options, rand);
  1201. skills.push_back(selection);
  1202. options.erase(selection);
  1203. if (wisdomList.count(selection))
  1204. wisdomList.clear();
  1205. if (schoolList.count(selection))
  1206. schoolList.clear();
  1207. };
  1208. if (!basicAndAdv.empty())
  1209. chooseSkill(basicAndAdv);
  1210. if (canLearnSkill() && !none.empty())
  1211. chooseSkill(none);
  1212. if (!basicAndAdv.empty() && skills.size() < 2)
  1213. chooseSkill(basicAndAdv);
  1214. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1215. chooseSkill(none);
  1216. return skills;
  1217. }
  1218. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1219. {
  1220. assert(gainsLevel());
  1221. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1222. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1223. if (isCampaignYog())
  1224. {
  1225. // Yog can only receive Attack or Defence on level-up
  1226. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1227. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1228. }
  1229. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1230. }
  1231. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1232. {
  1233. assert(gainsLevel());
  1234. std::optional<SecondarySkill> chosenSecondarySkill;
  1235. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1236. if(!proposedSecondarySkills.empty())
  1237. {
  1238. std::vector<SecondarySkill> learnedSecondarySkills;
  1239. for(const auto & secondarySkill : proposedSecondarySkills)
  1240. {
  1241. if(getSecSkillLevel(secondarySkill) > 0)
  1242. {
  1243. learnedSecondarySkills.push_back(secondarySkill);
  1244. }
  1245. }
  1246. if(learnedSecondarySkills.empty())
  1247. {
  1248. // there are only new skills to learn, so choose anyone of them
  1249. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1250. }
  1251. else
  1252. {
  1253. // preferably upgrade a already learned secondary skill
  1254. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1255. }
  1256. }
  1257. return chosenSecondarySkill;
  1258. }
  1259. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1260. {
  1261. if(primarySkill < PrimarySkill::EXPERIENCE)
  1262. {
  1263. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1264. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1265. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1266. assert(skill);
  1267. if(abs)
  1268. {
  1269. skill->val = static_cast<si32>(value);
  1270. }
  1271. else
  1272. {
  1273. skill->val += static_cast<si32>(value);
  1274. }
  1275. CBonusSystemNode::treeHasChanged();
  1276. }
  1277. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1278. {
  1279. if(abs)
  1280. {
  1281. exp = value;
  1282. }
  1283. else
  1284. {
  1285. exp += value;
  1286. }
  1287. }
  1288. }
  1289. bool CGHeroInstance::gainsLevel() const
  1290. {
  1291. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1292. }
  1293. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1294. {
  1295. ++level;
  1296. //deterministic secondary skills
  1297. ++skillsInfo.magicSchoolCounter;
  1298. ++skillsInfo.wisdomCounter;
  1299. for(const auto & skill : skills)
  1300. {
  1301. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1302. skillsInfo.resetWisdomCounter();
  1303. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1304. skillsInfo.resetMagicSchoolCounter();
  1305. }
  1306. //update specialty and other bonuses that scale with level
  1307. treeHasChanged();
  1308. }
  1309. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1310. {
  1311. while(gainsLevel())
  1312. {
  1313. const auto primarySkill = nextPrimarySkill(rand);
  1314. setPrimarySkill(primarySkill, 1, false);
  1315. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1316. const auto secondarySkill = nextSecondarySkill(rand);
  1317. if(secondarySkill)
  1318. {
  1319. setSecSkillLevel(*secondarySkill, 1, false);
  1320. }
  1321. //TODO why has the secondary skills to be passed to the method?
  1322. levelUp(proposedSecondarySkills);
  1323. }
  1324. }
  1325. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1326. {
  1327. //VISIONS spell support
  1328. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1329. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1330. if (visionsMultiplier > 0)
  1331. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1332. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1333. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1334. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1335. }
  1336. std::string CGHeroInstance::getHeroTypeName() const
  1337. {
  1338. if(ID == Obj::HERO || ID == Obj::PRISON)
  1339. return getHeroType()->getJsonKey();
  1340. return "";
  1341. }
  1342. void CGHeroInstance::afterAddToMap(CMap * map)
  1343. {
  1344. if(ID != Obj::PRISON)
  1345. map->heroesOnMap.emplace_back(this);
  1346. }
  1347. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1348. {
  1349. if (ID == Obj::PRISON)
  1350. vstd::erase_if_present(map->heroesOnMap, this);
  1351. }
  1352. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1353. {
  1354. if(ID == Obj::HERO || ID == Obj::PRISON)
  1355. {
  1356. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1357. if(rawId)
  1358. subID = rawId.value();
  1359. else
  1360. {
  1361. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1362. }
  1363. }
  1364. }
  1365. void CGHeroInstance::updateFrom(const JsonNode & data)
  1366. {
  1367. CGObjectInstance::updateFrom(data);
  1368. }
  1369. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1370. {
  1371. handler.serializeString("biography", biographyCustomTextId);
  1372. handler.serializeInt("experience", exp, 0);
  1373. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1374. {
  1375. while (gainsLevel())
  1376. {
  1377. ++level;
  1378. }
  1379. }
  1380. handler.serializeString("name", nameCustomTextId);
  1381. handler.serializeInt("gender", gender, 0);
  1382. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1383. //primary skills
  1384. if(handler.saving)
  1385. {
  1386. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1387. if(haveSkills)
  1388. {
  1389. auto primarySkills = handler.enterStruct("primarySkills");
  1390. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1391. {
  1392. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1393. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1394. }
  1395. }
  1396. }
  1397. else
  1398. {
  1399. auto primarySkills = handler.enterStruct("primarySkills");
  1400. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1401. {
  1402. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1403. {
  1404. int value = 0;
  1405. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1406. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1407. }
  1408. }
  1409. }
  1410. //secondary skills
  1411. if(handler.saving)
  1412. {
  1413. //does hero have default skills?
  1414. bool defaultSkills = false;
  1415. bool normalSkills = false;
  1416. for(const auto & p : secSkills)
  1417. {
  1418. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1419. defaultSkills = true;
  1420. else
  1421. normalSkills = true;
  1422. }
  1423. if(defaultSkills && normalSkills)
  1424. logGlobal->error("Mixed default and normal secondary skills");
  1425. //in json default skills means no field/null
  1426. if(!defaultSkills)
  1427. {
  1428. //enter array here as handler initialize it
  1429. auto secondarySkills = handler.enterArray("secondarySkills");
  1430. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1431. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1432. {
  1433. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1434. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1435. handler.serializeId("skill", skillId);
  1436. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1437. handler.serializeString("level", skillLevel);
  1438. }
  1439. }
  1440. }
  1441. else
  1442. {
  1443. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1444. secSkills.clear();
  1445. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1446. {
  1447. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1448. }
  1449. else
  1450. {
  1451. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1452. {
  1453. const int rawId = SecondarySkill::decode(skillId);
  1454. if(rawId < 0)
  1455. {
  1456. logGlobal->error("Invalid secondary skill %s", skillId);
  1457. return;
  1458. }
  1459. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1460. if(level < 0)
  1461. {
  1462. logGlobal->error("Invalid secondary skill level%s", levelId);
  1463. return;
  1464. }
  1465. secSkills.emplace_back(SecondarySkill(rawId), level);
  1466. };
  1467. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1468. {
  1469. for(const auto & p : secondarySkills.Vector())
  1470. {
  1471. auto skillMap = p.Struct();
  1472. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1473. }
  1474. }
  1475. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1476. {
  1477. for(const auto & p : secondarySkills.Struct())
  1478. {
  1479. addSkill(p.first, p.second.String());
  1480. };
  1481. }
  1482. }
  1483. }
  1484. handler.serializeIdArray("spellBook", spells);
  1485. if(handler.saving)
  1486. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1487. }
  1488. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1489. {
  1490. serializeCommonOptions(handler);
  1491. serializeJsonOwner(handler);
  1492. if(ID == Obj::HERO || ID == Obj::PRISON)
  1493. {
  1494. std::string typeName;
  1495. if(handler.saving)
  1496. typeName = getHeroTypeName();
  1497. handler.serializeString("type", typeName);
  1498. if(!handler.saving)
  1499. setHeroTypeName(typeName);
  1500. }
  1501. if(!handler.saving)
  1502. {
  1503. if(!appearance)
  1504. {
  1505. // crossoverDeserialize
  1506. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1507. }
  1508. }
  1509. CArmedInstance::serializeJsonOptions(handler);
  1510. {
  1511. ui32 rawPatrolRadius = NO_PATROLLING;
  1512. if(handler.saving)
  1513. {
  1514. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1515. }
  1516. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1517. if(!handler.saving)
  1518. {
  1519. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1520. patrol.initialPos = visitablePos();
  1521. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1522. }
  1523. }
  1524. }
  1525. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1526. {
  1527. serializeCommonOptions(handler);
  1528. }
  1529. bool CGHeroInstance::isMissionCritical() const
  1530. {
  1531. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1532. {
  1533. if (event.effect.type != EventEffect::DEFEAT)
  1534. continue;
  1535. auto const & testFunctor = [&](const EventCondition & condition)
  1536. {
  1537. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1538. return (id != condition.objectID);
  1539. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1540. {
  1541. if(hasArt(condition.objectType.as<ArtifactID>()))
  1542. return true;
  1543. }
  1544. if(condition.condition == EventCondition::IS_HUMAN)
  1545. return true;
  1546. return false;
  1547. };
  1548. if(event.trigger.test(testFunctor))
  1549. return true;
  1550. }
  1551. return false;
  1552. }
  1553. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
  1554. {
  1555. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId())));
  1556. for(const auto & it : *lista)
  1557. {
  1558. auto nid = CreatureID(it->additionalInfo[0]);
  1559. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1560. {
  1561. info.addUpgrade(nid, stack.getType());
  1562. }
  1563. }
  1564. }
  1565. bool CGHeroInstance::isCampaignYog() const
  1566. {
  1567. const StartInfo *si = cb->getStartInfo();
  1568. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1569. if(!si || !si->campState)
  1570. return false;
  1571. std::string campaign = si->campState->getFilename();
  1572. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1573. return false;
  1574. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1575. return false;
  1576. return true;
  1577. }
  1578. bool CGHeroInstance::isCampaignGem() const
  1579. {
  1580. const StartInfo *si = cb->getStartInfo();
  1581. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1582. if(!si || !si->campState)
  1583. return false;
  1584. std::string campaign = si->campState->getFilename();
  1585. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1586. return false;
  1587. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1588. return false;
  1589. return true;
  1590. }
  1591. ResourceSet CGHeroInstance::dailyIncome() const
  1592. {
  1593. ResourceSet income;
  1594. for (GameResID k : GameResID::ALL_RESOURCES())
  1595. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1596. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1597. income.applyHandicap(playerSettings->handicap.percentIncome);
  1598. return income;
  1599. }
  1600. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1601. {
  1602. return {};
  1603. }
  1604. const IOwnableObject * CGHeroInstance::asOwnable() const
  1605. {
  1606. return this;
  1607. }
  1608. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1609. {
  1610. std::string cachingStr = "type_PRIMARY_SKILL_base_" + std::to_string(static_cast<int>(which));
  1611. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1612. auto minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
  1613. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1614. }
  1615. VCMI_LIB_NAMESPACE_END