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 "CGameHandler.h"
  13. #include "../lib/CHeroHandler.h"
  14. #include "../lib/CPlayerState.h"
  15. #include "../lib/GameSettings.h"
  16. #include "../lib/NetPacks.h"
  17. #include "../lib/StartInfo.h"
  18. #include "../lib/mapObjects/CGTownInstance.h"
  19. #include "../lib/gameState/CGameState.h"
  20. #include "../lib/gameState/TavernHeroesPool.h"
  21. #include "../lib/gameState/TavernSlot.h"
  22. HeroPoolProcessor::HeroPoolProcessor()
  23. : gameHandler(nullptr)
  24. {
  25. }
  26. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  27. : gameHandler(gameHandler)
  28. {
  29. }
  30. bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
  31. {
  32. // our player is acting right now and have not ended turn
  33. if (player == gameHandler->gameState()->currentPlayer)
  34. return false;
  35. auto turnOrder = gameHandler->generatePlayerTurnOrder();
  36. for (auto const & entry : turnOrder)
  37. {
  38. // our player is yet to start turn
  39. if (entry == gameHandler->gameState()->currentPlayer)
  40. return false;
  41. // our player have finished turn
  42. if (entry == player)
  43. return true;
  44. }
  45. assert(false);
  46. return false;
  47. }
  48. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  49. {
  50. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  51. const auto & heroes = heroesPool->getHeroesFor(player);
  52. // if tavern has empty slot - use it
  53. if (heroes.size() == 0)
  54. return TavernHeroSlot::NATIVE;
  55. if (heroes.size() == 1)
  56. return TavernHeroSlot::RANDOM;
  57. // try to find "better" slot to overwrite
  58. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  59. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  60. auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
  61. auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
  62. if (roleLeft > roleRight)
  63. return TavernHeroSlot::RANDOM;
  64. if (roleLeft < roleRight)
  65. return TavernHeroSlot::NATIVE;
  66. // both slots are equal in "value", so select randomly
  67. if (getRandomGenerator(player).nextInt(100) > 50)
  68. return TavernHeroSlot::RANDOM;
  69. else
  70. return TavernHeroSlot::NATIVE;
  71. }
  72. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  73. {
  74. SetAvailableHero sah;
  75. if (playerEndedTurn(color))
  76. sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
  77. else
  78. sah.roleID = TavernSlotRole::SURRENDERED;
  79. sah.slotID = selectSlotForRole(color, sah.roleID);
  80. sah.player = color;
  81. sah.hid = hero->subID;
  82. gameHandler->sendAndApply(&sah);
  83. }
  84. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  85. {
  86. SetAvailableHero sah;
  87. if (playerEndedTurn(color))
  88. sah.roleID = TavernSlotRole::RETREATED_TODAY;
  89. else
  90. sah.roleID = TavernSlotRole::RETREATED;
  91. sah.slotID = selectSlotForRole(color, sah.roleID);
  92. sah.player = color;
  93. sah.hid = hero->subID;
  94. sah.army.clear();
  95. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  96. gameHandler->sendAndApply(&sah);
  97. }
  98. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  99. {
  100. SetAvailableHero sah;
  101. sah.player = color;
  102. sah.roleID = TavernSlotRole::NONE;
  103. sah.slotID = slot;
  104. sah.hid = HeroTypeID::NONE;
  105. gameHandler->sendAndApply(&sah);
  106. }
  107. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  108. {
  109. SetAvailableHero sah;
  110. sah.player = color;
  111. sah.slotID = slot;
  112. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  113. if (newHero)
  114. {
  115. sah.hid = newHero->subID;
  116. if (giveArmy)
  117. {
  118. sah.roleID = TavernSlotRole::FULL_ARMY;
  119. newHero->initArmy(getRandomGenerator(color), &sah.army);
  120. }
  121. else
  122. {
  123. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  124. sah.army.clear();
  125. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  126. }
  127. }
  128. else
  129. {
  130. sah.hid = -1;
  131. }
  132. gameHandler->sendAndApply(&sah);
  133. }
  134. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  135. {
  136. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  137. const auto & heroes = heroesPool->getHeroesFor(color);
  138. const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
  139. const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
  140. bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
  141. bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
  142. if (resetNativeSlot)
  143. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  144. if (resetRandomSlot)
  145. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  146. if (resetNativeSlot)
  147. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  148. if (resetRandomSlot)
  149. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  150. }
  151. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  152. {
  153. const PlayerState * playerState = gameHandler->getPlayerState(player);
  154. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  155. const CGTownInstance * town = gameHandler->getTown(objectID);
  156. if (!mapObject && gameHandler->complain("Invalid map object!"))
  157. return false;
  158. if (!playerState && gameHandler->complain("Invalid player!"))
  159. return false;
  160. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  161. return false;
  162. 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!"))
  163. return false;
  164. 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!"))
  165. return false;
  166. if(town) //tavern in town
  167. {
  168. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  169. return false;
  170. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  171. return false;
  172. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  173. return false;
  174. }
  175. if(mapObject->ID == Obj::TAVERN)
  176. {
  177. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  178. return false;
  179. }
  180. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  181. const CGHeroInstance * recruitedHero = nullptr;
  182. for(const auto & hero : recruitableHeroes)
  183. {
  184. if(hero->subID == heroToRecruit)
  185. recruitedHero = hero;
  186. }
  187. if(!recruitedHero)
  188. {
  189. gameHandler->complain("Hero is not available for hiring!");
  190. return false;
  191. }
  192. HeroRecruited hr;
  193. hr.tid = mapObject->id;
  194. hr.hid = recruitedHero->subID;
  195. hr.player = player;
  196. hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
  197. if(gameHandler->getTile(hr.tile)->isWater())
  198. {
  199. //Create a new boat for hero
  200. gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
  201. hr.boatId = gameHandler->getTopObj(hr.tile)->id;
  202. }
  203. // apply netpack -> this will remove hired hero from pool
  204. gameHandler->sendAndApply(&hr);
  205. if(recruitableHeroes[0] == recruitedHero)
  206. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  207. else
  208. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  209. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  210. if(town)
  211. {
  212. gameHandler->visitCastleObjects(town, recruitedHero);
  213. gameHandler->giveSpells(town, recruitedHero);
  214. }
  215. return true;
  216. }
  217. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  218. {
  219. std::vector<const CHeroClass *> result;
  220. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  221. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  222. for(auto & elem : heroesPool->unusedHeroesFromPool())
  223. {
  224. if (vstd::contains(result, elem.second->type->heroClass))
  225. continue;
  226. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  227. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  228. if(heroAvailable && !heroClassBanned)
  229. result.push_back(elem.second->type->heroClass);
  230. }
  231. return result;
  232. }
  233. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  234. {
  235. std::vector<CGHeroInstance *> result;
  236. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  237. for(auto & elem : heroesPool->unusedHeroesFromPool())
  238. {
  239. assert(!vstd::contains(result, elem.second));
  240. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  241. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  242. if(heroAvailable && heroClassMatches)
  243. result.push_back(elem.second);
  244. }
  245. return result;
  246. }
  247. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  248. {
  249. if(player >= PlayerColor::PLAYER_LIMIT)
  250. {
  251. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  252. return nullptr;
  253. }
  254. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  255. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  256. const auto & currentTavern = heroesPool->getHeroesFor(player);
  257. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  258. std::vector<const CHeroClass *> possibleClasses;
  259. if(potentialClasses.empty())
  260. {
  261. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  262. return nullptr;
  263. }
  264. for(const auto & heroClass : potentialClasses)
  265. {
  266. if (isNative && heroClass->faction != factionID)
  267. continue;
  268. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  269. return hero->type->heroClass == heroClass;
  270. });
  271. if (hasSameClass)
  272. continue;
  273. possibleClasses.push_back(heroClass);
  274. }
  275. if (possibleClasses.empty())
  276. {
  277. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  278. possibleClasses = potentialClasses;
  279. }
  280. int totalWeight = 0;
  281. for(const auto & heroClass : possibleClasses)
  282. totalWeight += heroClass->selectionProbability.at(factionID);
  283. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  284. for(const auto & heroClass : possibleClasses)
  285. {
  286. roll -= heroClass->selectionProbability.at(factionID);
  287. if(roll < 0)
  288. return heroClass;
  289. }
  290. return *possibleClasses.rbegin();
  291. }
  292. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  293. {
  294. const CHeroClass * heroClass = pickClassFor(isNative, player);
  295. if(!heroClass)
  296. return nullptr;
  297. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  298. assert(!possibleHeroes.empty());
  299. if(possibleHeroes.empty())
  300. return nullptr;
  301. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  302. }
  303. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  304. {
  305. if (playerSeed.count(player) == 0)
  306. {
  307. int seed = gameHandler->getRandomGenerator().nextInt();
  308. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  309. }
  310. return *playerSeed.at(player);
  311. }