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