HeroPoolProcessor.cpp 12 KB

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  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/StartInfo.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/mapObjects/CGHeroInstance.h"
  20. #include "../../lib/networkPacks/PacksForClient.h"
  21. #include "../../lib/gameState/CGameState.h"
  22. #include "../../lib/gameState/TavernHeroesPool.h"
  23. #include "../../lib/gameState/TavernSlot.h"
  24. #include "../../lib/GameSettings.h"
  25. HeroPoolProcessor::HeroPoolProcessor()
  26. : gameHandler(nullptr)
  27. {
  28. }
  29. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  30. : gameHandler(gameHandler)
  31. {
  32. }
  33. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  34. {
  35. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  36. const auto & heroes = heroesPool->getHeroesFor(player);
  37. // if tavern has empty slot - use it
  38. if (heroes.size() == 0)
  39. return TavernHeroSlot::NATIVE;
  40. if (heroes.size() == 1)
  41. return TavernHeroSlot::RANDOM;
  42. // try to find "better" slot to overwrite
  43. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  44. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  45. auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
  46. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
  47. if (roleLeft > roleRight)
  48. return TavernHeroSlot::RANDOM;
  49. if (roleLeft < roleRight)
  50. return TavernHeroSlot::NATIVE;
  51. // both slots are equal in "value", so select randomly
  52. if (getRandomGenerator(player).nextInt(100) > 50)
  53. return TavernHeroSlot::RANDOM;
  54. else
  55. return TavernHeroSlot::NATIVE;
  56. }
  57. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  58. {
  59. SetAvailableHero sah;
  60. sah.roleID = TavernSlotRole::SURRENDERED;
  61. sah.slotID = selectSlotForRole(color, sah.roleID);
  62. sah.player = color;
  63. sah.hid = hero->getHeroType();
  64. sah.replenishPoints = false;
  65. gameHandler->sendAndApply(&sah);
  66. }
  67. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  68. {
  69. SetAvailableHero sah;
  70. sah.roleID = TavernSlotRole::RETREATED;
  71. sah.slotID = selectSlotForRole(color, sah.roleID);
  72. sah.player = color;
  73. sah.hid = hero->getHeroType();
  74. sah.army.clearSlots();
  75. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  76. sah.replenishPoints = false;
  77. gameHandler->sendAndApply(&sah);
  78. }
  79. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  80. {
  81. SetAvailableHero sah;
  82. sah.player = color;
  83. sah.roleID = TavernSlotRole::NONE;
  84. sah.slotID = slot;
  85. sah.hid = HeroTypeID::NONE;
  86. sah.replenishPoints = false;
  87. gameHandler->sendAndApply(&sah);
  88. }
  89. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
  90. {
  91. SetAvailableHero sah;
  92. sah.player = color;
  93. sah.slotID = slot;
  94. sah.replenishPoints = true;
  95. CGHeroInstance *newHero = (nextHero == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero];
  96. if (newHero)
  97. {
  98. sah.hid = newHero->getHeroType();
  99. if (giveArmy)
  100. {
  101. sah.roleID = TavernSlotRole::FULL_ARMY;
  102. newHero->initArmy(getRandomGenerator(color), &sah.army);
  103. }
  104. else
  105. {
  106. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  107. sah.army.clearSlots();
  108. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  109. }
  110. }
  111. else
  112. {
  113. sah.hid = HeroTypeID::NONE;
  114. }
  115. gameHandler->sendAndApply(&sah);
  116. }
  117. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  118. {
  119. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  120. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  121. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  122. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  123. }
  124. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  125. {
  126. const PlayerState * playerState = gameHandler->getPlayerState(player);
  127. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  128. const CGTownInstance * town = gameHandler->getTown(objectID);
  129. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  130. if (!mapObject && gameHandler->complain("Invalid map object!"))
  131. return false;
  132. if (!playerState && gameHandler->complain("Invalid player!"))
  133. return false;
  134. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  135. return false;
  136. 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!"))
  137. return false;
  138. 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!"))
  139. return false;
  140. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  141. {
  142. if(!VLC->settings()->getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  143. return false;
  144. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  145. return false;
  146. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  147. return false;
  148. }
  149. if(town) //tavern in town
  150. {
  151. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  152. return false;
  153. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  154. return false;
  155. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  156. return false;
  157. }
  158. if(mapObject->ID == Obj::TAVERN)
  159. {
  160. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  161. if (!visitor || visitor->getOwner() != player)
  162. {
  163. gameHandler->complain("Can't buy hero in tavern not being visited!");
  164. return false;
  165. }
  166. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  167. return false;
  168. }
  169. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  170. const CGHeroInstance * recruitedHero = nullptr;
  171. for(const auto & hero : recruitableHeroes)
  172. {
  173. if(hero->getHeroType() == heroToRecruit)
  174. recruitedHero = hero;
  175. }
  176. if(!recruitedHero)
  177. {
  178. gameHandler->complain("Hero is not available for hiring!");
  179. return false;
  180. }
  181. const auto targetPos = mapObject->visitablePos();
  182. HeroRecruited hr;
  183. hr.tid = mapObject->id;
  184. hr.hid = recruitedHero->getHeroType();
  185. hr.player = player;
  186. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  187. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  188. {
  189. //Create a new boat for hero
  190. gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
  191. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  192. }
  193. // apply netpack -> this will remove hired hero from pool
  194. gameHandler->sendAndApply(&hr);
  195. if(recruitableHeroes[0] == recruitedHero)
  196. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  197. else
  198. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  199. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  200. if(town)
  201. {
  202. gameHandler->visitCastleObjects(town, recruitedHero);
  203. gameHandler->giveSpells(town, recruitedHero);
  204. }
  205. return true;
  206. }
  207. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  208. {
  209. std::vector<const CHeroClass *> result;
  210. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  211. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  212. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  213. {
  214. if (vstd::contains(result, elem.second->type->heroClass))
  215. continue;
  216. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  217. bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
  218. if(heroAvailable && !heroClassBanned)
  219. result.push_back(elem.second->type->heroClass);
  220. }
  221. return result;
  222. }
  223. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  224. {
  225. std::vector<CGHeroInstance *> result;
  226. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  227. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  228. {
  229. assert(!vstd::contains(result, elem.second));
  230. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  231. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  232. if(heroAvailable && heroClassMatches)
  233. result.push_back(elem.second);
  234. }
  235. return result;
  236. }
  237. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  238. {
  239. if(!player.isValidPlayer())
  240. {
  241. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  242. return nullptr;
  243. }
  244. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  245. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  246. const auto & currentTavern = heroesPool->getHeroesFor(player);
  247. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  248. std::vector<const CHeroClass *> possibleClasses;
  249. if(potentialClasses.empty())
  250. {
  251. logGlobal->error("There are no heroes available for player %s!", player.toString());
  252. return nullptr;
  253. }
  254. for(const auto & heroClass : potentialClasses)
  255. {
  256. if (isNative && heroClass->faction != factionID)
  257. continue;
  258. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  259. return hero->type->heroClass == heroClass;
  260. });
  261. if (hasSameClass)
  262. continue;
  263. possibleClasses.push_back(heroClass);
  264. }
  265. if (possibleClasses.empty())
  266. {
  267. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  268. possibleClasses = potentialClasses;
  269. }
  270. int totalWeight = 0;
  271. for(const auto & heroClass : possibleClasses)
  272. totalWeight += heroClass->tavernProbability(factionID);
  273. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  274. for(const auto & heroClass : possibleClasses)
  275. {
  276. roll -= heroClass->tavernProbability(factionID);
  277. if(roll < 0)
  278. return heroClass;
  279. }
  280. return *possibleClasses.rbegin();
  281. }
  282. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  283. {
  284. const CHeroClass * heroClass = pickClassFor(isNative, player);
  285. if(!heroClass)
  286. return nullptr;
  287. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  288. assert(!possibleHeroes.empty());
  289. if(possibleHeroes.empty())
  290. return nullptr;
  291. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  292. }
  293. CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  294. {
  295. if (heroSeed.count(hero) == 0)
  296. {
  297. int seed = gameHandler->getRandomGenerator().nextInt();
  298. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  299. }
  300. return *heroSeed.at(hero);
  301. }
  302. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  303. {
  304. if (playerSeed.count(player) == 0)
  305. {
  306. int seed = gameHandler->getRandomGenerator().nextInt();
  307. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  308. }
  309. return *playerSeed.at(player);
  310. }