CGHeroInstance.cpp 46 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 "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../GameSettings.h"
  20. #include "../CModHandler.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "CObjectClassesHandler.h"
  25. #include "../IGameCallback.h"
  26. #include "../CGameState.h"
  27. #include "../CCreatureHandler.h"
  28. #include "../CTownHandler.h"
  29. #include "../mapping/CMap.h"
  30. #include "CGTownInstance.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../StringConstants.h"
  33. #include "../battle/Unit.h"
  34. VCMI_LIB_NAMESPACE_BEGIN
  35. static int lowestSpeed(const CGHeroInstance * chi)
  36. {
  37. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  38. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  39. if(!chi->stacksCount())
  40. {
  41. if(chi->commander && chi->commander->alive)
  42. {
  43. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  44. }
  45. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  46. return 20;
  47. }
  48. auto i = chi->Slots().begin();
  49. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  50. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  51. for(; i != chi->Slots().end(); i++)
  52. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  53. return ret;
  54. }
  55. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  56. {
  57. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  58. //if there is road both on dest and src tiles - use src road movement cost
  59. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  60. {
  61. ret = from.roadType->movementCost;
  62. }
  63. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  64. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  65. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  66. {
  67. ret = VLC->heroh->terrCosts[from.terType->getId()];
  68. ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
  69. if(ret < GameConstants::BASE_MOVEMENT_COST)
  70. ret = GameConstants::BASE_MOVEMENT_COST;
  71. }
  72. return static_cast<ui32>(ret);
  73. }
  74. TerrainId CGHeroInstance::getNativeTerrain() const
  75. {
  76. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  77. // This is clearly bug in H3 however intended behaviour is not clear.
  78. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  79. // will always have best penalty without any influence from player-defined stacks order
  80. // and army that consist solely from neutral will always be considered to be on native terrain
  81. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  82. for(const auto & stack : stacks)
  83. {
  84. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  85. if(stackNativeTerrain == ETerrainId::NONE)
  86. continue;
  87. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  88. nativeTerrain = stackNativeTerrain;
  89. else if(nativeTerrain != stackNativeTerrain)
  90. return ETerrainId::NONE;
  91. }
  92. return nativeTerrain;
  93. }
  94. BattleField CGHeroInstance::getBattlefield() const
  95. {
  96. return BattleField::NONE;
  97. }
  98. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  99. {
  100. for(const auto & elem : secSkills)
  101. if(elem.first == skill)
  102. return elem.second;
  103. return 0;
  104. }
  105. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  106. {
  107. if(getSecSkillLevel(which) == 0)
  108. {
  109. secSkills.emplace_back(which, val);
  110. updateSkillBonus(which, val);
  111. }
  112. else
  113. {
  114. for (auto & elem : secSkills)
  115. {
  116. if(elem.first == which)
  117. {
  118. if(abs)
  119. elem.second = val;
  120. else
  121. elem.second += val;
  122. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  123. {
  124. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  125. elem.second = 3;
  126. }
  127. updateSkillBonus(which, elem.second); //when we know final value
  128. }
  129. }
  130. }
  131. }
  132. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  133. {
  134. return position - getVisitableOffset();
  135. }
  136. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  137. {
  138. return position + getVisitableOffset();
  139. }
  140. bool CGHeroInstance::canLearnSkill() const
  141. {
  142. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  143. }
  144. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  145. {
  146. if ( !canLearnSkill())
  147. return false;
  148. if (!cb->isAllowed(2, which))
  149. return false;
  150. if (getSecSkillLevel(which) > 0)
  151. return false;
  152. if (type->heroClass->secSkillProbability[which] == 0)
  153. return false;
  154. return true;
  155. }
  156. int CGHeroInstance::maxMovePoints(bool onLand) const
  157. {
  158. TurnInfo ti(this);
  159. return maxMovePointsCached(onLand, &ti);
  160. }
  161. int CGHeroInstance::getLowestCreatureSpeed() const
  162. {
  163. return lowestCreatureSpeed;
  164. }
  165. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  166. {
  167. auto realLowestSpeed = lowestSpeed(this);
  168. if(lowestCreatureSpeed != realLowestSpeed)
  169. {
  170. lowestCreatureSpeed = realLowestSpeed;
  171. //Let updaters run again
  172. treeHasChanged();
  173. ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand));
  174. }
  175. }
  176. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  177. {
  178. updateArmyMovementBonus(onLand, ti);
  179. return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max()),
  192. lowestCreatureSpeed(0)
  193. {
  194. setNodeType(HERO);
  195. ID = Obj::HERO;
  196. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  197. }
  198. PlayerColor CGHeroInstance::getOwner() const
  199. {
  200. return tempOwner;
  201. }
  202. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  203. {
  204. subID = SUBID.getNum();
  205. initHero(rand);
  206. }
  207. void CGHeroInstance::setType(si32 ID, si32 subID)
  208. {
  209. assert(ID == Obj::HERO); // just in case
  210. type = VLC->heroh->objects[subID];
  211. portrait = type->imageIndex;
  212. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  213. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  214. randomizeArmy(type->heroClass->faction);
  215. }
  216. void CGHeroInstance::initHero(CRandomGenerator & rand)
  217. {
  218. assert(validTypes(true));
  219. if(!type)
  220. type = VLC->heroh->objects[subID];
  221. if (ID == Obj::HERO)
  222. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  223. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  224. {
  225. for(const auto & spellID : type->spells)
  226. spells.insert(spellID);
  227. }
  228. else //remove placeholder
  229. spells -= SpellID::PRESET;
  230. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  231. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  232. if(!getArt(ArtifactPosition::MACH4))
  233. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  234. if(portrait < 0 || portrait == 255)
  235. portrait = type->imageIndex;
  236. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  237. {
  238. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  239. {
  240. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  241. }
  242. }
  243. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  244. secSkills = type->secSkillsInit;
  245. if (sex == 0xFF)//sex is default
  246. sex = type->sex;
  247. setFormation(false);
  248. if (!stacksCount()) //standard army//initial army
  249. {
  250. initArmy(rand);
  251. }
  252. assert(validTypes());
  253. if (patrol.patrolling)
  254. patrol.initialPos = visitablePos();
  255. if(exp == UNINITIALIZED_EXPERIENCE)
  256. {
  257. initExp(rand);
  258. }
  259. else
  260. {
  261. levelUpAutomatically(rand);
  262. }
  263. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  264. // must be done separately from global bonuses since recruitable heroes in taverns
  265. // are not attached to global bonus node but need access to some global bonuses
  266. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  267. // or MOVEMENT to compute initial movement before recruiting is finished
  268. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  269. for(const auto & b : baseBonuses.Struct())
  270. {
  271. auto bonus = JsonUtils::parseBonus(b.second);
  272. bonus->source = Bonus::HERO_BASE_SKILL;
  273. bonus->sid = id.getNum();
  274. bonus->duration = Bonus::PERMANENT;
  275. addNewBonus(bonus);
  276. }
  277. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  278. {
  279. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  280. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  281. commander->giveStackExp (exp); //after our exp is set
  282. }
  283. if (mana < 0)
  284. mana = manaLimit();
  285. }
  286. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  287. {
  288. if(!dst)
  289. dst = this;
  290. int warMachinesGiven = 0;
  291. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  292. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  293. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  294. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  295. {
  296. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  297. continue;
  298. auto & stack = type->initialArmy[stackNo];
  299. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  300. const CCreature * creature = stack.creature.toCreature();
  301. if(creature == nullptr)
  302. {
  303. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  304. continue;
  305. }
  306. if(creature->warMachine != ArtifactID::NONE) //war machine
  307. {
  308. warMachinesGiven++;
  309. if(dst != this)
  310. continue;
  311. ArtifactID aid = creature->warMachine;
  312. const CArtifact * art = aid.toArtifact();
  313. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  314. {
  315. //TODO: should we try another possible slots?
  316. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  317. if(!getArt(slot))
  318. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  319. else
  320. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  321. }
  322. else
  323. {
  324. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  325. }
  326. }
  327. else
  328. {
  329. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  330. }
  331. }
  332. }
  333. CGHeroInstance::~CGHeroInstance()
  334. {
  335. commander.dellNull();
  336. }
  337. bool CGHeroInstance::needsLastStack() const
  338. {
  339. return true;
  340. }
  341. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  342. {
  343. if(h == this) return; //exclude potential self-visiting
  344. if (ID == Obj::HERO)
  345. {
  346. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  347. {
  348. //exchange
  349. cb->heroExchange(h->id, id);
  350. }
  351. else //battle
  352. {
  353. if(visitedTown) //we're in town
  354. visitedTown->onHeroVisit(h); //town will handle attacking
  355. else
  356. cb->startBattleI(h, this);
  357. }
  358. }
  359. else if(ID == Obj::PRISON)
  360. {
  361. int txt_id;
  362. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  363. {
  364. //update hero parameters
  365. SetMovePoints smp;
  366. smp.hid = id;
  367. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  368. cb->setMovePoints (&smp);
  369. cb->setManaPoints (id, manaLimit());
  370. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  371. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  372. txt_id = 102;
  373. }
  374. else //already 8 wandering heroes
  375. {
  376. txt_id = 103;
  377. }
  378. h->showInfoDialog(txt_id);
  379. }
  380. }
  381. std::string CGHeroInstance::getObjectName() const
  382. {
  383. if(ID != Obj::PRISON)
  384. {
  385. std::string hoverName = VLC->generaltexth->allTexts[15];
  386. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  387. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  388. return hoverName;
  389. }
  390. else
  391. return VLC->objtypeh->getObjectName(ID, 0);
  392. }
  393. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  394. {
  395. return type->heroClass->isMagicHero() ? 3 : 4;
  396. }
  397. ui8 CGHeroInstance::maxlevelsToWisdom() const
  398. {
  399. return type->heroClass->isMagicHero() ? 3 : 6;
  400. }
  401. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  402. magicSchoolCounter(1),
  403. wisdomCounter(1)
  404. {
  405. rand.setSeed(0);
  406. }
  407. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  408. {
  409. magicSchoolCounter = 1;
  410. }
  411. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  412. {
  413. wisdomCounter = 1;
  414. }
  415. void CGHeroInstance::initObj(CRandomGenerator & rand)
  416. {
  417. blockVisit = true;
  418. if(!type)
  419. initHero(rand); //TODO: set up everything for prison before specialties are configured
  420. skillsInfo.rand.setSeed(rand.nextInt());
  421. skillsInfo.resetMagicSchoolCounter();
  422. skillsInfo.resetWisdomCounter();
  423. if (ID != Obj::PRISON)
  424. {
  425. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  426. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  427. if (customApp)
  428. appearance = customApp;
  429. }
  430. //copy active (probably growing) bonuses from hero prototype to hero object
  431. for(const std::shared_ptr<Bonus> & b : type->specialty)
  432. addNewBonus(b);
  433. for(SSpecialtyInfo & spec : type->specDeprecated)
  434. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  435. addNewBonus(b);
  436. //initialize bonuses
  437. recreateSecondarySkillsBonuses();
  438. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  439. }
  440. void CGHeroInstance::recreateSecondarySkillsBonuses()
  441. {
  442. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  443. for(const auto & bonus : *secondarySkillsBonuses)
  444. removeBonus(bonus);
  445. for(const auto & skill_info : secSkills)
  446. if(skill_info.second > 0)
  447. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  448. }
  449. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  450. {
  451. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  452. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  453. for(const auto & b : skillBonus)
  454. addNewBonus(std::make_shared<Bonus>(*b));
  455. }
  456. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  457. {
  458. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  459. setStackCount(SlotID(0), val);
  460. }
  461. double CGHeroInstance::getFightingStrength() const
  462. {
  463. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  464. }
  465. double CGHeroInstance::getMagicStrength() const
  466. {
  467. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  468. }
  469. double CGHeroInstance::getHeroStrength() const
  470. {
  471. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  472. }
  473. ui64 CGHeroInstance::getTotalStrength() const
  474. {
  475. double ret = getFightingStrength() * getArmyStrength();
  476. return static_cast<ui64>(ret);
  477. }
  478. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  479. {
  480. return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  481. }
  482. int32_t CGHeroInstance::getCasterUnitId() const
  483. {
  484. return -1; //TODO: special value for attacker/defender hero
  485. }
  486. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  487. {
  488. int32_t skill = -1; //skill level
  489. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  490. {
  491. int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  492. if(thisSchool > skill)
  493. {
  494. skill = thisSchool;
  495. if(outSelectedSchool)
  496. *outSelectedSchool = static_cast<ui8>(cnf.id);
  497. }
  498. });
  499. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  500. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  501. vstd::amax(skill, 0); //in case we don't know any school
  502. vstd::amin(skill, 3);
  503. return skill;
  504. }
  505. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  506. {
  507. //applying sorcery secondary skill
  508. base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
  509. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  510. int maxSchoolBonus = 0;
  511. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  512. {
  513. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  514. });
  515. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  516. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  517. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  518. return base;
  519. }
  520. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  521. {
  522. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  523. return base;
  524. }
  525. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  526. {
  527. return getSpellSchoolLevel(spell);
  528. }
  529. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  530. {
  531. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  532. }
  533. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  534. {
  535. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  536. }
  537. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  538. {
  539. return 0;
  540. }
  541. PlayerColor CGHeroInstance::getCasterOwner() const
  542. {
  543. return tempOwner;
  544. }
  545. void CGHeroInstance::getCasterName(MetaString & text) const
  546. {
  547. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  548. text.addReplacement(getNameTranslated());
  549. }
  550. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  551. {
  552. const bool singleTarget = attacked.size() == 1;
  553. const int textIndex = singleTarget ? 195 : 196;
  554. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  555. getCasterName(text);
  556. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  557. if(singleTarget)
  558. attacked.at(0)->addNameReplacement(text, true);
  559. }
  560. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  561. {
  562. if(spellCost != 0)
  563. {
  564. SetMana sm;
  565. sm.absolute = false;
  566. sm.hid = id;
  567. sm.val = -spellCost;
  568. server->apply(&sm);
  569. }
  570. }
  571. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  572. {
  573. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  574. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  575. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  576. bool schoolBonus = false;
  577. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  578. {
  579. if(hasBonusOfType(cnf.knoledgeBonus))
  580. {
  581. schoolBonus = stop = true;
  582. }
  583. });
  584. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  585. if(spell->isSpecial())
  586. {
  587. if(inSpellBook)
  588. {//hero has this spell in spellbook
  589. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  590. }
  591. return specificBonus;
  592. }
  593. else if(!isAllowed)
  594. {
  595. if(inSpellBook)
  596. {
  597. //hero has this spell in spellbook
  598. //it is normal if set in map editor, but trace it to possible debug of magic guild
  599. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  600. }
  601. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  602. }
  603. else
  604. {
  605. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  606. }
  607. }
  608. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  609. {
  610. if(!hasSpellbook())
  611. return false;
  612. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  613. return false;
  614. if(vstd::contains(spells, spell->getId()))//already known
  615. return false;
  616. if(spell->isSpecial())
  617. {
  618. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  619. return false;//special spells can not be learned
  620. }
  621. if(spell->isCreatureAbility())
  622. {
  623. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  624. return false;//creature abilities can not be learned
  625. }
  626. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  627. {
  628. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  629. return false;//banned spells should not be learned
  630. }
  631. return true;
  632. }
  633. /**
  634. * Calculates what creatures and how many to be raised from a battle.
  635. * @param battleResult The results of the battle.
  636. * @return Returns a pair with the first value indicating the ID of the creature
  637. * type and second value the amount. Both values are returned as -1 if necromancy
  638. * could not be applied.
  639. */
  640. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  641. {
  642. bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  643. // need skill or cloak of undead king - lesser artifacts don't work without skill
  644. if (hasImprovedNecromancy)
  645. {
  646. double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  647. const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
  648. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  649. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  650. // figure out what to raise - pick strongest creature meeting requirements
  651. auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  652. int requiredCasualtyLevel = 1;
  653. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  654. if(!improvedNecromancy->empty())
  655. {
  656. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  657. {
  658. assert(bonus->subtype >=0);
  659. if(bonus->subtype >= 0)
  660. return CreatureID(bonus->subtype);
  661. return CreatureID::NONE;
  662. };
  663. int maxCasualtyLevel = 1;
  664. for(const auto & casualty : casualties)
  665. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  666. // pick best bonus available
  667. std::shared_ptr<Bonus> topPick;
  668. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  669. {
  670. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  671. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  672. continue;
  673. if(!topPick)
  674. {
  675. topPick = newPick;
  676. }
  677. else
  678. {
  679. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  680. {
  681. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  682. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  683. };
  684. if(quality(topPick) < quality(newPick))
  685. topPick = newPick;
  686. }
  687. }
  688. if(topPick)
  689. {
  690. creatureTypeRaised = getCreatureID(topPick);
  691. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  692. }
  693. }
  694. assert(creatureTypeRaised != CreatureID::NONE);
  695. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  696. if(getSlotFor(creatureTypeRaised) == SlotID())
  697. {
  698. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  699. {
  700. if(getSlotFor(upgraded) != SlotID())
  701. {
  702. creatureTypeRaised = upgraded;
  703. necromancySkill *= 2/3.0;
  704. break;
  705. }
  706. }
  707. }
  708. // calculate number of creatures raised - low level units contribute at 50% rate
  709. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  710. double raisedUnits = 0;
  711. for(const auto & casualty : casualties)
  712. {
  713. const CCreature * c = VLC->creh->objects[casualty.first];
  714. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  715. if(c->level < requiredCasualtyLevel)
  716. raisedFromCasualty *= 0.5;
  717. raisedUnits += raisedFromCasualty;
  718. }
  719. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  720. }
  721. return CStackBasicDescriptor();
  722. }
  723. /**
  724. * Show the necromancy dialog with information about units raised.
  725. * @param raisedStack Pair where the first element represents ID of the raised creature
  726. * and the second element the amount.
  727. */
  728. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  729. {
  730. InfoWindow iw;
  731. iw.type = EInfoWindowMode::AUTO;
  732. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  733. iw.player = tempOwner;
  734. iw.components.emplace_back(raisedStack);
  735. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  736. {
  737. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  738. iw.text.addReplacement(raisedStack.count);
  739. }
  740. else // Practicing the dark arts of necromancy, ... (singular)
  741. {
  742. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  743. }
  744. iw.text.addReplacement(raisedStack);
  745. cb->showInfoDialog(&iw);
  746. }
  747. /*
  748. int3 CGHeroInstance::getSightCenter() const
  749. {
  750. return getPosition(false);
  751. }*/
  752. int CGHeroInstance::getSightRadius() const
  753. {
  754. return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  755. }
  756. si32 CGHeroInstance::manaRegain() const
  757. {
  758. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  759. return manaLimit();
  760. return valOfBonuses(Bonus::MANA_REGENERATION);
  761. }
  762. si32 CGHeroInstance::getManaNewTurn() const
  763. {
  764. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  765. {
  766. //if hero starts turn in town with mage guild - restore all mana
  767. return std::max(mana, manaLimit());
  768. }
  769. si32 res = mana + manaRegain();
  770. res = std::min(res, manaLimit());
  771. res = std::max(res, mana);
  772. res = std::max(res, 0);
  773. return res;
  774. }
  775. // /**
  776. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  777. // * or discards it if it cannot be equipped.
  778. // */
  779. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  780. // {
  781. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  782. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  783. // ai->putAt(this, ai->firstAvailableSlot(this));
  784. // }
  785. int CGHeroInstance::getBoatType() const
  786. {
  787. switch(type->heroClass->getAlignment())
  788. {
  789. case EAlignment::GOOD:
  790. return 1;
  791. case EAlignment::EVIL:
  792. return 0;
  793. case EAlignment::NEUTRAL:
  794. return 2;
  795. default:
  796. throw std::runtime_error("Wrong alignment!");
  797. }
  798. }
  799. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  800. {
  801. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  802. // Check issue 515 for details
  803. offsets =
  804. {
  805. int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
  806. };
  807. }
  808. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  809. {
  810. return sp->getCost(getSpellSchoolLevel(sp));
  811. }
  812. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  813. {
  814. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  815. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  816. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  817. }
  818. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  819. {
  820. return type->heroClass->getAlignment();
  821. }
  822. void CGHeroInstance::initExp(CRandomGenerator & rand)
  823. {
  824. exp = rand.nextInt(40, 89);
  825. }
  826. std::string CGHeroInstance::nodeName() const
  827. {
  828. return "Hero " + getNameTextID();
  829. }
  830. si32 CGHeroInstance::manaLimit() const
  831. {
  832. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  833. * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
  834. }
  835. std::string CGHeroInstance::getNameTranslated() const
  836. {
  837. if (!nameCustom.empty())
  838. return nameCustom;
  839. return VLC->generaltexth->translate(getNameTextID());
  840. }
  841. std::string CGHeroInstance::getNameTextID() const
  842. {
  843. if (!nameCustom.empty())
  844. return nameCustom;
  845. if (type)
  846. return type->getNameTextID();
  847. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  848. // assert(0);
  849. return "";
  850. }
  851. std::string CGHeroInstance::getBiographyTranslated() const
  852. {
  853. if (!biographyCustom.empty())
  854. return biographyCustom;
  855. return VLC->generaltexth->translate(getBiographyTextID());
  856. }
  857. std::string CGHeroInstance::getBiographyTextID() const
  858. {
  859. if (!biographyCustom.empty())
  860. return biographyCustom;
  861. if (type)
  862. return type->getBiographyTextID();
  863. assert(0);
  864. return "";
  865. }
  866. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  867. {
  868. assert(!getArt(pos));
  869. art->putAt(ArtifactLocation(this, pos));
  870. }
  871. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  872. {
  873. putArtifact(art->firstBackpackSlot(this), art);
  874. }
  875. bool CGHeroInstance::hasSpellbook() const
  876. {
  877. return getArt(ArtifactPosition::SPELLBOOK);
  878. }
  879. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  880. {
  881. spells.insert(spell);
  882. }
  883. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  884. {
  885. spells.erase(spell);
  886. }
  887. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  888. {
  889. return vstd::contains(spells, spell);
  890. }
  891. void CGHeroInstance::removeSpellbook()
  892. {
  893. spells.clear();
  894. if(hasSpellbook())
  895. {
  896. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  897. }
  898. }
  899. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  900. {
  901. return spells;
  902. }
  903. int CGHeroInstance::maxSpellLevel() const
  904. {
  905. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
  906. }
  907. void CGHeroInstance::deserializationFix()
  908. {
  909. artDeserializationFix(this);
  910. }
  911. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  912. {
  913. if(!visitedTown)
  914. return nullptr;
  915. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  916. : (CBonusSystemNode *)(visitedTown.get());
  917. }
  918. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  919. {
  920. if(visitedTown)
  921. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  922. return &CArmedInstance::whereShouldBeAttached(gs);
  923. }
  924. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  925. {
  926. if(visitedTown)
  927. {
  928. if(inTownGarrison)
  929. return *visitedTown;
  930. else
  931. return visitedTown->townAndVis;
  932. }
  933. else
  934. return CArmedInstance::whereShouldBeAttached(gs);
  935. }
  936. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  937. {
  938. int ret = 0; //take all MPs by default
  939. bool localTi = false;
  940. if(!ti)
  941. {
  942. localTi = true;
  943. ti = new TurnInfo(this);
  944. }
  945. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  946. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  947. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  948. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  949. if(localTi)
  950. delete ti;
  951. return ret;
  952. }
  953. EDiggingStatus CGHeroInstance::diggingStatus() const
  954. {
  955. if(static_cast<int>(movement) < maxMovePoints(true))
  956. return EDiggingStatus::LACK_OF_MOVEMENT;
  957. return cb->getTileDigStatus(visitablePos());
  958. }
  959. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  960. {
  961. return ArtBearer::HERO;
  962. }
  963. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  964. {
  965. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  966. auto getObligatorySkills = [](CSkill::Obligatory obl){
  967. std::vector<SecondarySkill> obligatory = {};
  968. for(int i = 0; i < VLC->skillh->size(); i++)
  969. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  970. {
  971. obligatory.emplace_back(i);
  972. break;
  973. }
  974. return obligatory;
  975. };
  976. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  977. {
  978. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  979. for(const auto & skill : ss)
  980. {
  981. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  982. {
  983. obligatorySkills.push_back(skill);
  984. break; //only one
  985. }
  986. }
  987. };
  988. if (!skillsInfo.wisdomCounter)
  989. {
  990. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  991. selectObligatorySkill(obligatory);
  992. }
  993. if (!skillsInfo.magicSchoolCounter)
  994. {
  995. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  996. selectObligatorySkill(obligatory);
  997. }
  998. std::vector<SecondarySkill> skills;
  999. //picking sec. skills for choice
  1000. std::set<SecondarySkill> basicAndAdv;
  1001. std::set<SecondarySkill> expert;
  1002. std::set<SecondarySkill> none;
  1003. for(int i = 0; i < VLC->skillh->size(); i++)
  1004. if (canLearnSkill(SecondarySkill(i)))
  1005. none.insert(SecondarySkill(i));
  1006. for(const auto & elem : secSkills)
  1007. {
  1008. if(elem.second < SecSkillLevel::EXPERT)
  1009. basicAndAdv.insert(elem.first);
  1010. else
  1011. expert.insert(elem.first);
  1012. none.erase(elem.first);
  1013. }
  1014. for(const auto & s : obligatorySkills) //don't duplicate them
  1015. {
  1016. none.erase (s);
  1017. basicAndAdv.erase (s);
  1018. expert.erase (s);
  1019. }
  1020. //first offered skill:
  1021. // 1) give obligatory skill
  1022. // 2) give any other new skill
  1023. // 3) upgrade existing
  1024. if(canLearnSkill() && !obligatorySkills.empty())
  1025. {
  1026. skills.push_back (obligatorySkills[0]);
  1027. }
  1028. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1029. {
  1030. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1031. none.erase(skills.back());
  1032. }
  1033. else if(!basicAndAdv.empty())
  1034. {
  1035. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1036. basicAndAdv.erase(skills.back());
  1037. }
  1038. //second offered skill:
  1039. //1) upgrade existing
  1040. //2) give obligatory skill
  1041. //3) give any other new skill
  1042. if(!basicAndAdv.empty())
  1043. {
  1044. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1045. skills.push_back(s);
  1046. basicAndAdv.erase(s);
  1047. }
  1048. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1049. {
  1050. skills.push_back (obligatorySkills[1]);
  1051. }
  1052. else if(!none.empty() && canLearnSkill())
  1053. {
  1054. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1055. none.erase(skills.back());
  1056. }
  1057. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1058. std::swap(skills[0], skills[1]);
  1059. return skills;
  1060. }
  1061. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1062. {
  1063. assert(gainsLevel());
  1064. int randomValue = rand.nextInt(99);
  1065. int pom = 0;
  1066. int primarySkill = 0;
  1067. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1068. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1069. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1070. {
  1071. pom += skillChances[primarySkill];
  1072. if(randomValue < pom)
  1073. {
  1074. break;
  1075. }
  1076. }
  1077. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1078. {
  1079. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1080. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1081. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1082. }
  1083. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1084. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1085. }
  1086. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1087. {
  1088. assert(gainsLevel());
  1089. boost::optional<SecondarySkill> chosenSecondarySkill;
  1090. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1091. if(!proposedSecondarySkills.empty())
  1092. {
  1093. std::vector<SecondarySkill> learnedSecondarySkills;
  1094. for(const auto & secondarySkill : proposedSecondarySkills)
  1095. {
  1096. if(getSecSkillLevel(secondarySkill) > 0)
  1097. {
  1098. learnedSecondarySkills.push_back(secondarySkill);
  1099. }
  1100. }
  1101. if(learnedSecondarySkills.empty())
  1102. {
  1103. // there are only new skills to learn, so choose anyone of them
  1104. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1105. }
  1106. else
  1107. {
  1108. // preferably upgrade a already learned secondary skill
  1109. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1110. }
  1111. }
  1112. return chosenSecondarySkill;
  1113. }
  1114. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1115. {
  1116. if(primarySkill < PrimarySkill::EXPERIENCE)
  1117. {
  1118. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1119. .And(Selector::subtype()(primarySkill))
  1120. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1121. assert(skill);
  1122. if(abs)
  1123. {
  1124. skill->val = static_cast<si32>(value);
  1125. }
  1126. else
  1127. {
  1128. skill->val += static_cast<si32>(value);
  1129. }
  1130. CBonusSystemNode::treeHasChanged();
  1131. }
  1132. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1133. {
  1134. if(abs)
  1135. {
  1136. exp = value;
  1137. }
  1138. else
  1139. {
  1140. exp += value;
  1141. }
  1142. }
  1143. }
  1144. bool CGHeroInstance::gainsLevel() const
  1145. {
  1146. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1147. }
  1148. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1149. {
  1150. ++level;
  1151. //deterministic secondary skills
  1152. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1153. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1154. for(const auto & skill : skills)
  1155. {
  1156. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1157. skillsInfo.resetWisdomCounter();
  1158. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1159. skillsInfo.resetMagicSchoolCounter();
  1160. }
  1161. //update specialty and other bonuses that scale with level
  1162. treeHasChanged();
  1163. }
  1164. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1165. {
  1166. while(gainsLevel())
  1167. {
  1168. const auto primarySkill = nextPrimarySkill(rand);
  1169. setPrimarySkill(primarySkill, 1, false);
  1170. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1171. const auto secondarySkill = nextSecondarySkill(rand);
  1172. if(secondarySkill)
  1173. {
  1174. setSecSkillLevel(*secondarySkill, 1, false);
  1175. }
  1176. //TODO why has the secondary skills to be passed to the method?
  1177. levelUp(proposedSecondarySkills);
  1178. }
  1179. }
  1180. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1181. {
  1182. //VISIONS spell support
  1183. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1184. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1185. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1186. if (visionsMultiplier > 0)
  1187. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1188. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1189. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1190. return (distance < visionsRange) && (target->pos.z == pos.z);
  1191. }
  1192. std::string CGHeroInstance::getHeroTypeName() const
  1193. {
  1194. if(ID == Obj::HERO || ID == Obj::PRISON)
  1195. {
  1196. if(type)
  1197. {
  1198. return type->getJsonKey();
  1199. }
  1200. else
  1201. {
  1202. return VLC->heroh->objects[subID]->getJsonKey();
  1203. }
  1204. }
  1205. return "";
  1206. }
  1207. void CGHeroInstance::afterAddToMap(CMap * map)
  1208. {
  1209. if(ID == Obj::HERO)
  1210. map->heroesOnMap.emplace_back(this);
  1211. }
  1212. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1213. {
  1214. if (ID == Obj::HERO)
  1215. vstd::erase_if_present(map->heroesOnMap, this);
  1216. }
  1217. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1218. {
  1219. if(ID == Obj::HERO || ID == Obj::PRISON)
  1220. {
  1221. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1222. if(rawId)
  1223. subID = rawId.get();
  1224. else
  1225. {
  1226. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1227. }
  1228. }
  1229. }
  1230. void CGHeroInstance::updateFrom(const JsonNode & data)
  1231. {
  1232. CGObjectInstance::updateFrom(data);
  1233. }
  1234. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1235. {
  1236. handler.serializeString("biography", biographyCustom);
  1237. handler.serializeInt("experience", exp, 0);
  1238. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1239. {
  1240. while (gainsLevel())
  1241. {
  1242. ++level;
  1243. }
  1244. }
  1245. handler.serializeString("name", nameCustom);
  1246. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1247. {
  1248. const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO);
  1249. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1250. if(handler.saving)
  1251. {
  1252. if(portrait >= 0)
  1253. {
  1254. if(portrait < legacyHeroes || portrait >= moddedStart)
  1255. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1256. else
  1257. handler.serializeInt("portrait", portrait, -1);
  1258. }
  1259. }
  1260. else
  1261. {
  1262. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1263. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1264. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1265. else
  1266. handler.serializeInt("portrait", portrait, -1);
  1267. }
  1268. }
  1269. //primary skills
  1270. if(handler.saving)
  1271. {
  1272. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1273. if(haveSkills)
  1274. {
  1275. auto primarySkills = handler.enterStruct("primarySkills");
  1276. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1277. {
  1278. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1279. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1280. }
  1281. }
  1282. }
  1283. else
  1284. {
  1285. auto primarySkills = handler.enterStruct("primarySkills");
  1286. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1287. {
  1288. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1289. {
  1290. int value = 0;
  1291. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1292. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1293. }
  1294. }
  1295. }
  1296. //secondary skills
  1297. if(handler.saving)
  1298. {
  1299. //does hero have default skills?
  1300. bool defaultSkills = false;
  1301. bool normalSkills = false;
  1302. for(const auto & p : secSkills)
  1303. {
  1304. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1305. defaultSkills = true;
  1306. else
  1307. normalSkills = true;
  1308. }
  1309. if(defaultSkills && normalSkills)
  1310. logGlobal->error("Mixed default and normal secondary skills");
  1311. //in json default skills means no field/null
  1312. if(!defaultSkills)
  1313. {
  1314. //enter structure here as handler initialize it
  1315. auto secondarySkills = handler.enterStruct("secondarySkills");
  1316. for(auto & p : secSkills)
  1317. {
  1318. const si32 rawId = p.first.num;
  1319. if(rawId < 0 || rawId >= VLC->skillh->size())
  1320. logGlobal->error("Invalid secondary skill %d", rawId);
  1321. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1322. }
  1323. }
  1324. }
  1325. else
  1326. {
  1327. auto secondarySkills = handler.enterStruct("secondarySkills");
  1328. const JsonNode & skillMap = handler.getCurrent();
  1329. secSkills.clear();
  1330. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1331. {
  1332. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1333. }
  1334. else
  1335. {
  1336. for(const auto & p : skillMap.Struct())
  1337. {
  1338. const std::string skillId = p.first;
  1339. const std::string levelId = p.second.String();
  1340. const int rawId = CSkillHandler::decodeSkill(skillId);
  1341. if(rawId < 0)
  1342. {
  1343. logGlobal->error("Invalid secondary skill %s", skillId);
  1344. continue;
  1345. }
  1346. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1347. if(level < 0)
  1348. {
  1349. logGlobal->error("Invalid secondary skill level%s", levelId);
  1350. continue;
  1351. }
  1352. secSkills.emplace_back(SecondarySkill(rawId), level);
  1353. }
  1354. }
  1355. }
  1356. handler.serializeIdArray("spellBook", spells);
  1357. if(handler.saving)
  1358. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1359. }
  1360. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1361. {
  1362. serializeCommonOptions(handler);
  1363. serializeJsonOwner(handler);
  1364. if(ID == Obj::HERO || ID == Obj::PRISON)
  1365. {
  1366. std::string typeName;
  1367. if(handler.saving)
  1368. typeName = getHeroTypeName();
  1369. handler.serializeString("type", typeName);
  1370. if(!handler.saving)
  1371. setHeroTypeName(typeName);
  1372. }
  1373. CCreatureSet::serializeJson(handler, "army", 7);
  1374. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1375. {
  1376. static constexpr int NO_PATROLING = -1;
  1377. int rawPatrolRadius = NO_PATROLING;
  1378. if(handler.saving)
  1379. {
  1380. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1381. }
  1382. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1383. if(!handler.saving)
  1384. {
  1385. if(!appearance)
  1386. {
  1387. // crossoverDeserialize
  1388. type = VLC->heroh->objects[subID];
  1389. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1390. }
  1391. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1392. patrol.initialPos = visitablePos();
  1393. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1394. }
  1395. }
  1396. }
  1397. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1398. {
  1399. serializeCommonOptions(handler);
  1400. }
  1401. bool CGHeroInstance::isMissionCritical() const
  1402. {
  1403. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1404. {
  1405. if(event.trigger.test([&](const EventCondition & condition)
  1406. {
  1407. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1408. {
  1409. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1410. return (hero != this);
  1411. }
  1412. else if(condition.condition == EventCondition::IS_HUMAN)
  1413. {
  1414. return true;
  1415. }
  1416. return false;
  1417. }))
  1418. {
  1419. return true;
  1420. }
  1421. }
  1422. return false;
  1423. }
  1424. VCMI_LIB_NAMESPACE_END