HeroPoolProcessor.cpp 11 KB

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  1. /*
  2. * HeroPoolProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CHeroHandler.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/GameSettings.h"
  17. #include "../../lib/NetPacks.h"
  18. #include "../../lib/StartInfo.h"
  19. #include "../../lib/mapObjects/CGTownInstance.h"
  20. #include "../../lib/gameState/CGameState.h"
  21. #include "../../lib/gameState/TavernHeroesPool.h"
  22. #include "../../lib/gameState/TavernSlot.h"
  23. HeroPoolProcessor::HeroPoolProcessor()
  24. : gameHandler(nullptr)
  25. {
  26. }
  27. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  28. : gameHandler(gameHandler)
  29. {
  30. }
  31. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  32. {
  33. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  34. const auto & heroes = heroesPool->getHeroesFor(player);
  35. // if tavern has empty slot - use it
  36. if (heroes.size() == 0)
  37. return TavernHeroSlot::NATIVE;
  38. if (heroes.size() == 1)
  39. return TavernHeroSlot::RANDOM;
  40. // try to find "better" slot to overwrite
  41. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  42. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  43. auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
  44. auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
  45. if (roleLeft > roleRight)
  46. return TavernHeroSlot::RANDOM;
  47. if (roleLeft < roleRight)
  48. return TavernHeroSlot::NATIVE;
  49. // both slots are equal in "value", so select randomly
  50. if (getRandomGenerator(player).nextInt(100) > 50)
  51. return TavernHeroSlot::RANDOM;
  52. else
  53. return TavernHeroSlot::NATIVE;
  54. }
  55. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  56. {
  57. SetAvailableHero sah;
  58. if (gameHandler->turnOrder->playerAwaitsNewDay(color))
  59. sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
  60. else
  61. sah.roleID = TavernSlotRole::SURRENDERED;
  62. sah.slotID = selectSlotForRole(color, sah.roleID);
  63. sah.player = color;
  64. sah.hid = hero->subID;
  65. gameHandler->sendAndApply(&sah);
  66. }
  67. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  68. {
  69. SetAvailableHero sah;
  70. if (gameHandler->turnOrder->playerAwaitsNewDay(color))
  71. sah.roleID = TavernSlotRole::RETREATED_TODAY;
  72. else
  73. sah.roleID = TavernSlotRole::RETREATED;
  74. sah.slotID = selectSlotForRole(color, sah.roleID);
  75. sah.player = color;
  76. sah.hid = hero->subID;
  77. sah.army.clearSlots();
  78. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  79. gameHandler->sendAndApply(&sah);
  80. }
  81. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  82. {
  83. SetAvailableHero sah;
  84. sah.player = color;
  85. sah.roleID = TavernSlotRole::NONE;
  86. sah.slotID = slot;
  87. sah.hid = HeroTypeID::NONE;
  88. gameHandler->sendAndApply(&sah);
  89. }
  90. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  91. {
  92. SetAvailableHero sah;
  93. sah.player = color;
  94. sah.slotID = slot;
  95. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  96. if (newHero)
  97. {
  98. sah.hid = newHero->subID;
  99. if (giveArmy)
  100. {
  101. sah.roleID = TavernSlotRole::FULL_ARMY;
  102. newHero->initArmy(getRandomGenerator(color), &sah.army);
  103. }
  104. else
  105. {
  106. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  107. sah.army.clearSlots();
  108. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  109. }
  110. }
  111. else
  112. {
  113. sah.hid = -1;
  114. }
  115. gameHandler->sendAndApply(&sah);
  116. }
  117. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  118. {
  119. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  120. const auto & heroes = heroesPool->getHeroesFor(color);
  121. const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
  122. const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
  123. bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
  124. bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
  125. if (resetNativeSlot)
  126. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  127. if (resetRandomSlot)
  128. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  129. if (resetNativeSlot)
  130. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  131. if (resetRandomSlot)
  132. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  133. }
  134. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  135. {
  136. const PlayerState * playerState = gameHandler->getPlayerState(player);
  137. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  138. const CGTownInstance * town = gameHandler->getTown(objectID);
  139. if (!mapObject && gameHandler->complain("Invalid map object!"))
  140. return false;
  141. if (!playerState && gameHandler->complain("Invalid player!"))
  142. return false;
  143. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  144. return false;
  145. 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!"))
  146. return false;
  147. 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!"))
  148. return false;
  149. if(town) //tavern in town
  150. {
  151. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  152. return false;
  153. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  154. return false;
  155. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  156. return false;
  157. }
  158. if(mapObject->ID == Obj::TAVERN)
  159. {
  160. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  161. return false;
  162. }
  163. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  164. const CGHeroInstance * recruitedHero = nullptr;
  165. for(const auto & hero : recruitableHeroes)
  166. {
  167. if(hero->subID == heroToRecruit)
  168. recruitedHero = hero;
  169. }
  170. if(!recruitedHero)
  171. {
  172. gameHandler->complain("Hero is not available for hiring!");
  173. return false;
  174. }
  175. const auto targetPos = mapObject->visitablePos();
  176. HeroRecruited hr;
  177. hr.tid = mapObject->id;
  178. hr.hid = recruitedHero->subID;
  179. hr.player = player;
  180. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  181. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  182. {
  183. //Create a new boat for hero
  184. gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
  185. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  186. }
  187. // apply netpack -> this will remove hired hero from pool
  188. gameHandler->sendAndApply(&hr);
  189. if(recruitableHeroes[0] == recruitedHero)
  190. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  191. else
  192. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  193. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  194. if(town)
  195. {
  196. gameHandler->visitCastleObjects(town, recruitedHero);
  197. gameHandler->giveSpells(town, recruitedHero);
  198. }
  199. return true;
  200. }
  201. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  202. {
  203. std::vector<const CHeroClass *> result;
  204. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  205. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  206. for(auto & elem : heroesPool->unusedHeroesFromPool())
  207. {
  208. if (vstd::contains(result, elem.second->type->heroClass))
  209. continue;
  210. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  211. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  212. if(heroAvailable && !heroClassBanned)
  213. result.push_back(elem.second->type->heroClass);
  214. }
  215. return result;
  216. }
  217. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  218. {
  219. std::vector<CGHeroInstance *> result;
  220. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  221. for(auto & elem : heroesPool->unusedHeroesFromPool())
  222. {
  223. assert(!vstd::contains(result, elem.second));
  224. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  225. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  226. if(heroAvailable && heroClassMatches)
  227. result.push_back(elem.second);
  228. }
  229. return result;
  230. }
  231. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  232. {
  233. if(player >= PlayerColor::PLAYER_LIMIT)
  234. {
  235. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  236. return nullptr;
  237. }
  238. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  239. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  240. const auto & currentTavern = heroesPool->getHeroesFor(player);
  241. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  242. std::vector<const CHeroClass *> possibleClasses;
  243. if(potentialClasses.empty())
  244. {
  245. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  246. return nullptr;
  247. }
  248. for(const auto & heroClass : potentialClasses)
  249. {
  250. if (isNative && heroClass->faction != factionID)
  251. continue;
  252. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  253. return hero->type->heroClass == heroClass;
  254. });
  255. if (hasSameClass)
  256. continue;
  257. possibleClasses.push_back(heroClass);
  258. }
  259. if (possibleClasses.empty())
  260. {
  261. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  262. possibleClasses = potentialClasses;
  263. }
  264. int totalWeight = 0;
  265. for(const auto & heroClass : possibleClasses)
  266. totalWeight += heroClass->selectionProbability.at(factionID);
  267. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  268. for(const auto & heroClass : possibleClasses)
  269. {
  270. roll -= heroClass->selectionProbability.at(factionID);
  271. if(roll < 0)
  272. return heroClass;
  273. }
  274. return *possibleClasses.rbegin();
  275. }
  276. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  277. {
  278. const CHeroClass * heroClass = pickClassFor(isNative, player);
  279. if(!heroClass)
  280. return nullptr;
  281. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  282. assert(!possibleHeroes.empty());
  283. if(possibleHeroes.empty())
  284. return nullptr;
  285. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  286. }
  287. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  288. {
  289. if (playerSeed.count(player) == 0)
  290. {
  291. int seed = gameHandler->getRandomGenerator().nextInt();
  292. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  293. }
  294. return *playerSeed.at(player);
  295. }