CGHeroInstance.cpp 52 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 "../texts/CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../IGameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../gameState/UpgradeInfo.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../entities/hero/CHeroHandler.h"
  32. #include "../entities/hero/CHeroClass.h"
  33. #include "../battle/CBattleInfoEssentials.h"
  34. #include "../campaign/CampaignState.h"
  35. #include "../json/JsonBonus.h"
  36. #include "../pathfinder/TurnInfo.h"
  37. #include "../serializer/JsonSerializeFormat.h"
  38. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  39. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  40. #include "../mapObjects/MiscObjects.h"
  41. #include "../modding/ModScope.h"
  42. #include "../networkPacks/PacksForClient.h"
  43. #include "../networkPacks/PacksForClientBattle.h"
  44. #include "../constants/StringConstants.h"
  45. #include "../battle/Unit.h"
  46. #include "CConfigHandler.h"
  47. VCMI_LIB_NAMESPACE_BEGIN
  48. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  49. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  50. {
  51. serializeJsonOwner(handler);
  52. bool isHeroType = heroType.has_value();
  53. handler.serializeBool("placeholderType", isHeroType, false);
  54. if(!handler.saving)
  55. {
  56. if(isHeroType)
  57. heroType = HeroTypeID::NONE;
  58. else
  59. powerRank = 0;
  60. }
  61. if(isHeroType)
  62. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  63. else
  64. handler.serializeInt("powerRank", powerRank.value());
  65. }
  66. FactionID CGHeroInstance::getFactionID() const
  67. {
  68. return getHeroClass()->faction;
  69. }
  70. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  71. {
  72. return this;
  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->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. bool CGHeroInstance::isCoastVisitable() const
  95. {
  96. return true;
  97. }
  98. bool CGHeroInstance::isBlockedVisitable() const
  99. {
  100. return true;
  101. }
  102. BattleField CGHeroInstance::getBattlefield() const
  103. {
  104. return BattleField::NONE;
  105. }
  106. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  107. {
  108. for(const auto & elem : secSkills)
  109. if(elem.first == skill)
  110. return elem.second;
  111. return 0;
  112. }
  113. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  114. {
  115. if (val == 0) // skill removal
  116. {
  117. auto it = std::find_if(secSkills.begin(), secSkills.end(), [&](const std::pair<SecondarySkill, ui8>& pair) { return pair.first == which; });
  118. if (it != secSkills.end())
  119. {
  120. secSkills.erase(it);
  121. updateSkillBonus(which, val);
  122. }
  123. }
  124. else if(getSecSkillLevel(which) == 0)
  125. {
  126. secSkills.emplace_back(which, val);
  127. updateSkillBonus(which, val);
  128. }
  129. else
  130. {
  131. for (auto & elem : secSkills)
  132. {
  133. if(elem.first == which)
  134. {
  135. if(abs)
  136. elem.second = val;
  137. else
  138. elem.second += val;
  139. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  140. {
  141. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  142. elem.second = 3;
  143. }
  144. updateSkillBonus(which, elem.second); //when we know final value
  145. }
  146. }
  147. }
  148. }
  149. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  150. {
  151. return position - getVisitableOffset();
  152. }
  153. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  154. {
  155. return position + getVisitableOffset();
  156. }
  157. bool CGHeroInstance::canLearnSkill() const
  158. {
  159. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  160. }
  161. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  162. {
  163. if ( !canLearnSkill())
  164. return false;
  165. if (!cb->isAllowed(which))
  166. return false;
  167. if (getSecSkillLevel(which) > 0)
  168. return false;
  169. if (getHeroClass()->secSkillProbability.count(which) == 0)
  170. return false;
  171. if (getHeroClass()->secSkillProbability.at(which) == 0)
  172. return false;
  173. return true;
  174. }
  175. int CGHeroInstance::movementPointsRemaining() const
  176. {
  177. return movement;
  178. }
  179. void CGHeroInstance::setMovementPoints(int points)
  180. {
  181. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  182. movement = 1000000;
  183. else
  184. movement = std::max(0, points);
  185. }
  186. int CGHeroInstance::movementPointsLimit(bool onLand) const
  187. {
  188. auto ti = getTurnInfo(0);
  189. return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
  190. }
  191. int CGHeroInstance::getLowestCreatureSpeed() const
  192. {
  193. if(stacksCount() != 0)
  194. {
  195. int minimalSpeed = std::numeric_limits<int>::max();
  196. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  197. for(const auto & slot : Slots())
  198. minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
  199. return minimalSpeed;
  200. }
  201. else
  202. {
  203. if(commander && commander->alive)
  204. return commander->getInitiative();
  205. }
  206. return 10;
  207. }
  208. std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
  209. {
  210. return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
  211. }
  212. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  213. {
  214. if (onLand)
  215. return ti->getMovePointsLimitLand();
  216. else
  217. return ti->getMovePointsLimitWater();
  218. }
  219. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  220. : CArmedInstance(cb),
  221. tacticFormationEnabled(false),
  222. inTownGarrison(false),
  223. moveDir(4),
  224. mana(UNINITIALIZED_MANA),
  225. movement(UNINITIALIZED_MOVEMENT),
  226. level(1),
  227. exp(UNINITIALIZED_EXPERIENCE),
  228. gender(EHeroGender::DEFAULT),
  229. primarySkills(this),
  230. magicSchoolMastery(this),
  231. turnInfoCache(std::make_unique<TurnInfoCache>(this)),
  232. manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
  233. {
  234. setNodeType(HERO);
  235. ID = Obj::HERO;
  236. secSkills.emplace_back(SecondarySkill::NONE, -1);
  237. }
  238. PlayerColor CGHeroInstance::getOwner() const
  239. {
  240. return tempOwner;
  241. }
  242. const CHeroClass * CGHeroInstance::getHeroClass() const
  243. {
  244. return getHeroType()->heroClass;
  245. }
  246. HeroClassID CGHeroInstance::getHeroClassID() const
  247. {
  248. auto heroType = getHeroTypeID();
  249. if (heroType.hasValue())
  250. return getHeroType()->heroClass->getId();
  251. else
  252. return HeroClassID();
  253. }
  254. const CHero * CGHeroInstance::getHeroType() const
  255. {
  256. return getHeroTypeID().toHeroType();
  257. }
  258. HeroTypeID CGHeroInstance::getHeroTypeID() const
  259. {
  260. if (ID == Obj::RANDOM_HERO)
  261. return HeroTypeID::NONE;
  262. return HeroTypeID(getObjTypeIndex().getNum());
  263. }
  264. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  265. {
  266. subID = heroType;
  267. }
  268. void CGHeroInstance::initObj(vstd::RNG & rand)
  269. {
  270. if (ID == Obj::HERO)
  271. updateAppearance();
  272. }
  273. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  274. {
  275. subID = SUBID.getNum();
  276. initHero(rand);
  277. }
  278. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  279. {
  280. if (ID == Obj::HERO)
  281. return LIBRARY->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  282. else // prison or random hero
  283. return LIBRARY->objtypeh->getHandlerFor(ID, 0);
  284. }
  285. void CGHeroInstance::updateAppearance()
  286. {
  287. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  288. auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
  289. auto app = handler->getOverride(terrain, this);
  290. if (app)
  291. appearance = app;
  292. }
  293. void CGHeroInstance::initHero(vstd::RNG & rand)
  294. {
  295. assert(validTypes(true));
  296. if (gender == EHeroGender::DEFAULT)
  297. gender = getHeroType()->gender;
  298. if (ID == Obj::HERO)
  299. {
  300. auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
  301. appearance = handler->getTemplates().front();
  302. }
  303. if(!vstd::contains(spells, SpellID::PRESET))
  304. {
  305. // hero starts with default spells
  306. for(const auto & spellID : getHeroType()->spells)
  307. spells.insert(spellID);
  308. }
  309. else //remove placeholder
  310. spells -= SpellID::PRESET;
  311. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  312. {
  313. // hero starts with default spellbook presence status
  314. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  315. {
  316. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  317. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  318. }
  319. }
  320. else
  321. spells -= SpellID::SPELLBOOK_PRESET;
  322. if(!getArt(ArtifactPosition::MACH4))
  323. {
  324. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  325. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  326. }
  327. if(!hasBonusFrom(BonusSource::HERO_BASE_SKILL))
  328. {
  329. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  330. {
  331. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  332. }
  333. }
  334. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  335. secSkills = getHeroType()->secSkillsInit;
  336. setFormation(EArmyFormation::LOOSE);
  337. if (!stacksCount()) //standard army//initial army
  338. {
  339. initArmy(rand);
  340. }
  341. assert(validTypes());
  342. if (patrol.patrolling)
  343. patrol.initialPos = visitablePos();
  344. if(exp == UNINITIALIZED_EXPERIENCE)
  345. {
  346. initExp(rand);
  347. }
  348. else
  349. {
  350. levelUpAutomatically(rand);
  351. }
  352. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  353. // must be done separately from global bonuses since recruitable heroes in taverns
  354. // are not attached to global bonus node but need access to some global bonuses
  355. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : LIBRARY->modh->heroBaseBonuses)
  356. // or MOVEMENT to compute initial movement before recruiting is finished
  357. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  358. for(const auto & b : baseBonuses.Struct())
  359. {
  360. auto bonus = JsonUtils::parseBonus(b.second);
  361. bonus->source = BonusSource::HERO_BASE_SKILL;
  362. bonus->sid = BonusSourceID(id);
  363. bonus->duration = BonusDuration::PERMANENT;
  364. addNewBonus(bonus);
  365. }
  366. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  367. {
  368. commander = new CCommanderInstance(getHeroClass()->commander);
  369. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  370. commander->giveStackExp (exp); //after our exp is set
  371. }
  372. skillsInfo = SecondarySkillsInfo();
  373. //copy active (probably growing) bonuses from hero prototype to hero object
  374. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  375. addNewBonus(b);
  376. //initialize bonuses
  377. recreateSecondarySkillsBonuses();
  378. movement = movementPointsLimit(true);
  379. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  380. }
  381. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  382. {
  383. if(!dst)
  384. dst = this;
  385. int warMachinesGiven = 0;
  386. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  387. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  388. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  389. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  390. {
  391. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  392. continue;
  393. auto & stack = getHeroType()->initialArmy[stackNo];
  394. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  395. if(stack.creature == CreatureID::NONE)
  396. {
  397. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  398. continue;
  399. }
  400. const CCreature * creature = stack.creature.toCreature();
  401. if(creature->warMachine != ArtifactID::NONE) //war machine
  402. {
  403. warMachinesGiven++;
  404. if(dst != this)
  405. continue;
  406. ArtifactID aid = creature->warMachine;
  407. const CArtifact * art = aid.toArtifact();
  408. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  409. {
  410. //TODO: should we try another possible slots?
  411. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  412. if(!getArt(slot))
  413. {
  414. auto artifact = ArtifactUtils::createArtifact(aid);
  415. putArtifact(slot, artifact);
  416. }
  417. else
  418. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  419. }
  420. else
  421. {
  422. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  423. }
  424. }
  425. else
  426. {
  427. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  428. }
  429. }
  430. }
  431. CGHeroInstance::~CGHeroInstance()
  432. {
  433. commander.dellNull();
  434. }
  435. bool CGHeroInstance::needsLastStack() const
  436. {
  437. return true;
  438. }
  439. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  440. {
  441. if(h == this) return; //exclude potential self-visiting
  442. if (ID == Obj::HERO)
  443. {
  444. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  445. {
  446. //exchange
  447. cb->heroExchange(h->id, id);
  448. }
  449. else //battle
  450. {
  451. if(visitedTown) //we're in town
  452. visitedTown->onHeroVisit(h); //town will handle attacking
  453. else
  454. cb->startBattle(h, this);
  455. }
  456. }
  457. else if(ID == Obj::PRISON)
  458. {
  459. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  460. {
  461. //update hero parameters
  462. SetMovePoints smp;
  463. smp.hid = id;
  464. cb->setManaPoints (id, manaLimit());
  465. ObjectInstanceID boatId;
  466. const auto boatPos = visitablePos();
  467. if (cb->gameState()->getMap().getTile(boatPos).isWater())
  468. {
  469. smp.val = movementPointsLimit(false);
  470. if (!boat)
  471. {
  472. //Create a new boat for hero
  473. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  474. boatId = cb->getTopObj(boatPos)->id;
  475. }
  476. }
  477. else
  478. {
  479. smp.val = movementPointsLimit(true);
  480. }
  481. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  482. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  483. cb->setMovePoints (&smp);
  484. h->showInfoDialog(102);
  485. }
  486. else //already 8 wandering heroes
  487. {
  488. h->showInfoDialog(103);
  489. }
  490. }
  491. }
  492. std::string CGHeroInstance::getObjectName() const
  493. {
  494. if(ID != Obj::PRISON)
  495. {
  496. std::string hoverName = LIBRARY->generaltexth->allTexts[15];
  497. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  498. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  499. return hoverName;
  500. }
  501. else
  502. return LIBRARY->objtypeh->getObjectName(ID, 0);
  503. }
  504. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  505. {
  506. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  507. return hoverText;
  508. }
  509. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  510. {
  511. std::string output = "";
  512. if(player == getOwner())
  513. {
  514. output += " " + LIBRARY->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  515. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  516. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  517. }
  518. return output;
  519. }
  520. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  521. {
  522. return getHeroClass()->isMagicHero() ? 3 : 4;
  523. }
  524. ui8 CGHeroInstance::maxlevelsToWisdom() const
  525. {
  526. return getHeroClass()->isMagicHero() ? 3 : 6;
  527. }
  528. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  529. magicSchoolCounter(1),
  530. wisdomCounter(1)
  531. {}
  532. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  533. {
  534. magicSchoolCounter = 0;
  535. }
  536. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  537. {
  538. wisdomCounter = 0;
  539. }
  540. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  541. {
  542. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  543. if (ID == Obj::RANDOM_HERO)
  544. {
  545. auto selectedHero = cb->gameState()->pickNextHeroType(getOwner());
  546. ID = Obj::HERO;
  547. subID = selectedHero;
  548. randomizeArmy(getHeroClass()->faction);
  549. }
  550. auto oldSubID = subID;
  551. // to find object handler we must use heroClass->id
  552. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  553. // exclude prisons which should use appearance as set in map, via map editor or RMG
  554. if (ID != Obj::PRISON)
  555. setType(ID, getHeroClass()->getIndex());
  556. this->subID = oldSubID;
  557. }
  558. void CGHeroInstance::recreateSecondarySkillsBonuses()
  559. {
  560. auto secondarySkillsBonuses = getBonusesFrom(BonusSource::SECONDARY_SKILL);
  561. for(const auto & bonus : *secondarySkillsBonuses)
  562. removeBonus(bonus);
  563. for(const auto & skill_info : secSkills)
  564. if(skill_info.second > 0)
  565. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  566. }
  567. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  568. {
  569. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  570. if(val > 0)
  571. {
  572. auto skillBonus = (*LIBRARY->skillh)[which]->at(val).effects;
  573. for(const auto& b : skillBonus)
  574. addNewBonus(std::make_shared<Bonus>(*b));
  575. }
  576. }
  577. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  578. {
  579. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  580. setStackCount(SlotID(0), identifier.getNum());
  581. }
  582. int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
  583. {
  584. return primarySkills.getSkills()[id];
  585. }
  586. double CGHeroInstance::getFightingStrength() const
  587. {
  588. const auto & skillValues = primarySkills.getSkills();
  589. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE]));
  590. }
  591. double CGHeroInstance::getMagicStrength() const
  592. {
  593. const auto & skillValues = primarySkills.getSkills();
  594. if (!hasSpellbook())
  595. return 1;
  596. bool atLeastOneCombatSpell = false;
  597. for (auto spell : spells)
  598. {
  599. if (spell.toSpell()->isCombat())
  600. {
  601. atLeastOneCombatSpell = true;
  602. break;
  603. }
  604. }
  605. if (!atLeastOneCombatSpell)
  606. return 1;
  607. return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER] * mana / manaLimit()));
  608. }
  609. double CGHeroInstance::getHeroStrength() const
  610. {
  611. return getFightingStrength() * getMagicStrength();
  612. }
  613. uint64_t CGHeroInstance::getValueForDiplomacy() const
  614. {
  615. // H3 formula for hero strength when considering diplomacy skill
  616. uint64_t armyStrength = getArmyStrength();
  617. double heroStrength = sqrt(
  618. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::ATTACK)) *
  619. (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::DEFENSE))
  620. );
  621. return heroStrength * armyStrength;
  622. }
  623. uint32_t CGHeroInstance::getValueForCampaign() const
  624. {
  625. /// Determined by testing H3: hero is preferred for transfer in campaigns if total sum of his primary skills and his secondary skill levels is greatest
  626. uint32_t score = 0;
  627. score += getPrimSkillLevel(PrimarySkill::ATTACK);
  628. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  629. score += getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  630. score += getPrimSkillLevel(PrimarySkill::DEFENSE);
  631. for (const auto& secondary : secSkills)
  632. score += secondary.second;
  633. return score;
  634. }
  635. ui64 CGHeroInstance::getTotalStrength() const
  636. {
  637. double ret = getHeroStrength() * getArmyStrength();
  638. return static_cast<ui64>(ret);
  639. }
  640. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  641. {
  642. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  643. }
  644. int32_t CGHeroInstance::getCasterUnitId() const
  645. {
  646. return id.getNum();
  647. }
  648. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  649. {
  650. int32_t skill = -1; //skill level
  651. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  652. {
  653. int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  654. if(thisSchool > skill)
  655. {
  656. skill = thisSchool;
  657. if(outSelectedSchool)
  658. *outSelectedSchool = cnf;
  659. }
  660. });
  661. vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
  662. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  663. vstd::amax(skill, 0); //in case we don't know any school
  664. vstd::amin(skill, 3);
  665. return skill;
  666. }
  667. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  668. {
  669. //applying sorcery secondary skill
  670. if(spell->isMagical())
  671. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  672. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  673. int maxSchoolBonus = 0;
  674. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  675. {
  676. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  677. });
  678. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  679. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  680. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  681. return base;
  682. }
  683. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  684. {
  685. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  686. return base;
  687. }
  688. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  689. {
  690. return getSpellSchoolLevel(spell);
  691. }
  692. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  693. {
  694. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  695. }
  696. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  697. {
  698. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  699. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  700. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  701. return spellpower + durationCommon + durationSpecific;
  702. }
  703. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  704. {
  705. return 0;
  706. }
  707. PlayerColor CGHeroInstance::getCasterOwner() const
  708. {
  709. return tempOwner;
  710. }
  711. void CGHeroInstance::getCasterName(MetaString & text) const
  712. {
  713. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  714. text.replaceRawString(getNameTranslated());
  715. }
  716. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const
  717. {
  718. const bool singleTarget = attacked.size() == 1;
  719. const int textIndex = singleTarget ? 195 : 196;
  720. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  721. getCasterName(text);
  722. text.replaceName(spell->getId());
  723. if(singleTarget)
  724. attacked.at(0)->addNameReplacement(text, true);
  725. }
  726. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  727. {
  728. return this;
  729. }
  730. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  731. {
  732. if(spellCost != 0)
  733. {
  734. SetMana sm;
  735. sm.absolute = false;
  736. sm.hid = id;
  737. sm.val = -spellCost;
  738. server->apply(sm);
  739. }
  740. }
  741. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  742. {
  743. const bool isAllowed = cb->isAllowed(spell->getId());
  744. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  745. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  746. bool schoolBonus = false;
  747. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  748. {
  749. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  750. {
  751. schoolBonus = stop = true;
  752. }
  753. });
  754. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  755. if(spell->isSpecial())
  756. {
  757. if(inSpellBook)
  758. {//hero has this spell in spellbook
  759. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  760. }
  761. return specificBonus;
  762. }
  763. else if(!isAllowed)
  764. {
  765. if(inSpellBook)
  766. {
  767. //hero has this spell in spellbook
  768. //it is normal if set in map editor, but trace it to possible debug of magic guild
  769. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  770. }
  771. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  772. }
  773. else
  774. {
  775. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  776. }
  777. }
  778. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  779. {
  780. if(!hasSpellbook())
  781. return false;
  782. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  783. return false;
  784. if(vstd::contains(spells, spell->getId()))//already known
  785. return false;
  786. if(spell->isSpecial())
  787. {
  788. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  789. return false;//special spells can not be learned
  790. }
  791. if(spell->isCreatureAbility())
  792. {
  793. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  794. return false;//creature abilities can not be learned
  795. }
  796. if(!allowBanned && !cb->isAllowed(spell->getId()))
  797. {
  798. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  799. return false;//banned spells should not be learned
  800. }
  801. return true;
  802. }
  803. /**
  804. * Calculates what creatures and how many to be raised from a battle.
  805. * @param battleResult The results of the battle.
  806. * @return Returns a pair with the first value indicating the ID of the creature
  807. * type and second value the amount. Both values are returned as -1 if necromancy
  808. * could not be applied.
  809. */
  810. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  811. {
  812. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  813. // need skill or cloak of undead king - lesser artifacts don't work without skill
  814. if (hasImprovedNecromancy)
  815. {
  816. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  817. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  818. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  819. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  820. // figure out what to raise - pick strongest creature meeting requirements
  821. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  822. int requiredCasualtyLevel = 1;
  823. TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
  824. if(!improvedNecromancy->empty())
  825. {
  826. int maxCasualtyLevel = 1;
  827. for(const auto & casualty : casualties)
  828. vstd::amax(maxCasualtyLevel, LIBRARY->creatures()->getById(casualty.first)->getLevel());
  829. // pick best bonus available
  830. std::shared_ptr<Bonus> topPick;
  831. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  832. {
  833. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  834. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  835. continue;
  836. if(!topPick)
  837. {
  838. topPick = newPick;
  839. }
  840. else
  841. {
  842. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  843. {
  844. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  845. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  846. };
  847. if(quality(topPick) < quality(newPick))
  848. topPick = newPick;
  849. }
  850. }
  851. if(topPick)
  852. {
  853. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  854. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  855. }
  856. }
  857. assert(creatureTypeRaised != CreatureID::NONE);
  858. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  859. if(getSlotFor(creatureTypeRaised) == SlotID())
  860. {
  861. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  862. {
  863. if(getSlotFor(upgraded) != SlotID())
  864. {
  865. creatureTypeRaised = upgraded;
  866. necromancySkill *= 2/3.0;
  867. break;
  868. }
  869. }
  870. }
  871. // calculate number of creatures raised - low level units contribute at 50% rate
  872. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  873. double raisedUnits = 0;
  874. for(const auto & casualty : casualties)
  875. {
  876. const CCreature * c = casualty.first.toCreature();
  877. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  878. if(c->getLevel() < requiredCasualtyLevel)
  879. raisedFromCasualty *= 0.5;
  880. raisedUnits += raisedFromCasualty;
  881. }
  882. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  883. }
  884. return CStackBasicDescriptor();
  885. }
  886. /**
  887. * Show the necromancy dialog with information about units raised.
  888. * @param raisedStack Pair where the first element represents ID of the raised creature
  889. * and the second element the amount.
  890. */
  891. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  892. {
  893. InfoWindow iw;
  894. iw.type = EInfoWindowMode::AUTO;
  895. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  896. iw.player = tempOwner;
  897. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  898. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  899. {
  900. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  901. iw.text.replaceNumber(raisedStack.count);
  902. }
  903. else // Practicing the dark arts of necromancy, ... (singular)
  904. {
  905. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  906. }
  907. iw.text.replaceName(raisedStack);
  908. cb->showInfoDialog(&iw);
  909. }
  910. /*
  911. int3 CGHeroInstance::getSightCenter() const
  912. {
  913. return getPosition(false);
  914. }*/
  915. int CGHeroInstance::getSightRadius() const
  916. {
  917. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  918. }
  919. si32 CGHeroInstance::manaRegain() const
  920. {
  921. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  922. return manaLimit();
  923. return valOfBonuses(BonusType::MANA_REGENERATION);
  924. }
  925. si32 CGHeroInstance::getManaNewTurn() const
  926. {
  927. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  928. {
  929. //if hero starts turn in town with mage guild - restore all mana
  930. return std::max(mana, manaLimit());
  931. }
  932. si32 res = mana + manaRegain();
  933. res = std::min(res, manaLimit());
  934. res = std::max(res, mana);
  935. res = std::max(res, 0);
  936. return res;
  937. }
  938. // /**
  939. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  940. // * or discards it if it cannot be equipped.
  941. // */
  942. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  943. // {
  944. // CArtifact * const artifact = LIBRARY->arth->objects[aid]; //pointer to constant object
  945. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  946. // ai->putAt(this, ai->firstAvailableSlot(this));
  947. // }
  948. BoatId CGHeroInstance::getBoatType() const
  949. {
  950. return BoatId(LIBRARY->townh->getById(getHeroClass()->faction)->getBoatType());
  951. }
  952. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  953. {
  954. offsets = {
  955. {0, -1, 0},
  956. {+1, -1, 0},
  957. {+1, 0, 0},
  958. {+1, +1, 0},
  959. {0, +1, 0},
  960. {-1, +1, 0},
  961. {-1, 0, 0},
  962. {-1, -1, 0},
  963. };
  964. }
  965. const IObjectInterface * CGHeroInstance::getObject() const
  966. {
  967. return this;
  968. }
  969. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  970. {
  971. return sp->getCost(getSpellSchoolLevel(sp));
  972. }
  973. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  974. {
  975. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  976. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  977. removeBonuses(sel);
  978. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  979. }
  980. EAlignment CGHeroInstance::getAlignment() const
  981. {
  982. return getHeroClass()->getAlignment();
  983. }
  984. void CGHeroInstance::initExp(vstd::RNG & rand)
  985. {
  986. exp = rand.nextInt(40, 89);
  987. }
  988. std::string CGHeroInstance::nodeName() const
  989. {
  990. return "Hero " + getNameTextID();
  991. }
  992. si32 CGHeroInstance::manaLimit() const
  993. {
  994. return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
  995. }
  996. HeroTypeID CGHeroInstance::getPortraitSource() const
  997. {
  998. if (customPortraitSource.isValid())
  999. return customPortraitSource;
  1000. else
  1001. return getHeroTypeID();
  1002. }
  1003. int32_t CGHeroInstance::getIconIndex() const
  1004. {
  1005. return getPortraitSource().toEntity(LIBRARY)->getIconIndex();
  1006. }
  1007. std::string CGHeroInstance::getNameTranslated() const
  1008. {
  1009. return LIBRARY->generaltexth->translate(getNameTextID());
  1010. }
  1011. std::string CGHeroInstance::getClassNameTranslated() const
  1012. {
  1013. return LIBRARY->generaltexth->translate(getClassNameTextID());
  1014. }
  1015. std::string CGHeroInstance::getClassNameTextID() const
  1016. {
  1017. if (isCampaignGem())
  1018. return "core.genrltxt.735";
  1019. return getHeroClass()->getNameTextID();
  1020. }
  1021. std::string CGHeroInstance::getNameTextID() const
  1022. {
  1023. if (!nameCustomTextId.empty())
  1024. return nameCustomTextId;
  1025. if (getHeroTypeID().hasValue())
  1026. return getHeroType()->getNameTextID();
  1027. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1028. // assert(0);
  1029. return "";
  1030. }
  1031. std::string CGHeroInstance::getBiographyTranslated() const
  1032. {
  1033. return LIBRARY->generaltexth->translate(getBiographyTextID());
  1034. }
  1035. std::string CGHeroInstance::getBiographyTextID() const
  1036. {
  1037. if (!biographyCustomTextId.empty())
  1038. return biographyCustomTextId;
  1039. if (getHeroTypeID().hasValue())
  1040. return getHeroType()->getBiographyTextID();
  1041. return ""; //for random hero
  1042. }
  1043. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1044. {
  1045. assert(art->canBePutAt(this, pos));
  1046. if(ArtifactUtils::isSlotEquipment(pos))
  1047. attachTo(*art);
  1048. return CArtifactSet::putArtifact(pos, art);
  1049. }
  1050. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1051. {
  1052. auto art = getArt(pos);
  1053. assert(art);
  1054. CArtifactSet::removeArtifact(pos);
  1055. if(ArtifactUtils::isSlotEquipment(pos))
  1056. detachFrom(*art);
  1057. }
  1058. bool CGHeroInstance::hasSpellbook() const
  1059. {
  1060. return getArt(ArtifactPosition::SPELLBOOK);
  1061. }
  1062. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1063. {
  1064. spells.insert(spell);
  1065. }
  1066. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1067. {
  1068. spells.erase(spell);
  1069. }
  1070. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1071. {
  1072. return vstd::contains(spells, spell);
  1073. }
  1074. void CGHeroInstance::removeSpellbook()
  1075. {
  1076. spells.clear();
  1077. if(hasSpellbook())
  1078. {
  1079. cb->gameState()->getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1080. }
  1081. }
  1082. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1083. {
  1084. return spells;
  1085. }
  1086. int CGHeroInstance::maxSpellLevel() const
  1087. {
  1088. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(BonusType::MAX_LEARNABLE_SPELL_LEVEL));
  1089. }
  1090. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1091. {
  1092. assert(newBoat);
  1093. boat = newBoat;
  1094. attachTo(const_cast<CGBoat&>(*boat));
  1095. const_cast<CGBoat*>(boat)->hero = this;
  1096. }
  1097. void CGHeroInstance::deserializationFix()
  1098. {
  1099. artDeserializationFix(this);
  1100. boatDeserializationFix();
  1101. }
  1102. void CGHeroInstance::boatDeserializationFix()
  1103. {
  1104. if (boat)
  1105. attachTo(const_cast<CGBoat&>(*boat));
  1106. }
  1107. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1108. {
  1109. if(!visitedTown)
  1110. return nullptr;
  1111. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1112. : (CBonusSystemNode *)(visitedTown.get());
  1113. }
  1114. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1115. {
  1116. if(visitedTown)
  1117. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1118. return &CArmedInstance::whereShouldBeAttached(gs);
  1119. }
  1120. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1121. {
  1122. if(visitedTown)
  1123. {
  1124. if(inTownGarrison)
  1125. return *visitedTown;
  1126. else
  1127. return visitedTown->townAndVis;
  1128. }
  1129. else
  1130. return CArmedInstance::whereShouldBeAttached(gs);
  1131. }
  1132. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1133. {
  1134. if(!ti->hasFreeShipBoarding())
  1135. return 0; // take all MPs by default
  1136. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1137. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1138. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1139. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1140. return ret;
  1141. }
  1142. EDiggingStatus CGHeroInstance::diggingStatus() const
  1143. {
  1144. if(static_cast<int>(movement) < movementPointsLimit(true))
  1145. return EDiggingStatus::LACK_OF_MOVEMENT;
  1146. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1147. return EDiggingStatus::BACKPACK_IS_FULL;
  1148. return cb->getTileDigStatus(visitablePos());
  1149. }
  1150. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1151. {
  1152. return ArtBearer::HERO;
  1153. }
  1154. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1155. {
  1156. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1157. std::set<SecondarySkill> obligatory;
  1158. for(auto i = 0; i < LIBRARY->skillh->size(); i++)
  1159. if((*LIBRARY->skillh)[SecondarySkill(i)]->obligatory(obl))
  1160. obligatory.insert(i); //Always return all obligatory skills
  1161. return obligatory;
  1162. };
  1163. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1164. {
  1165. std::set<SecondarySkill> intersect;
  1166. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1167. std::inserter(intersect, intersect.begin()));
  1168. return intersect;
  1169. };
  1170. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1171. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1172. std::set<SecondarySkill> basicAndAdv;
  1173. std::set<SecondarySkill> none;
  1174. for(int i = 0; i < LIBRARY->skillh->size(); i++)
  1175. if (canLearnSkill(SecondarySkill(i)))
  1176. none.insert(SecondarySkill(i));
  1177. for(const auto & elem : secSkills)
  1178. {
  1179. if(elem.second < MasteryLevel::EXPERT)
  1180. basicAndAdv.insert(elem.first);
  1181. none.erase(elem.first);
  1182. }
  1183. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1184. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1185. std::vector<SecondarySkill> skills;
  1186. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1187. {
  1188. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1189. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1190. SecondarySkill selection;
  1191. if (selectWisdom)
  1192. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1193. else if (selectSchool)
  1194. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1195. else
  1196. selection = getHeroClass()->chooseSecSkill(options, rand);
  1197. skills.push_back(selection);
  1198. options.erase(selection);
  1199. if (wisdomList.count(selection))
  1200. wisdomList.clear();
  1201. if (schoolList.count(selection))
  1202. schoolList.clear();
  1203. };
  1204. if (!basicAndAdv.empty())
  1205. chooseSkill(basicAndAdv);
  1206. if (canLearnSkill() && !none.empty())
  1207. chooseSkill(none);
  1208. if (!basicAndAdv.empty() && skills.size() < 2)
  1209. chooseSkill(basicAndAdv);
  1210. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1211. chooseSkill(none);
  1212. return skills;
  1213. }
  1214. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1215. {
  1216. assert(gainsLevel());
  1217. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1218. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1219. if (isCampaignYog())
  1220. {
  1221. // Yog can only receive Attack or Defence on level-up
  1222. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1223. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1224. }
  1225. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1226. }
  1227. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1228. {
  1229. assert(gainsLevel());
  1230. std::optional<SecondarySkill> chosenSecondarySkill;
  1231. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1232. if(!proposedSecondarySkills.empty())
  1233. {
  1234. std::vector<SecondarySkill> learnedSecondarySkills;
  1235. for(const auto & secondarySkill : proposedSecondarySkills)
  1236. {
  1237. if(getSecSkillLevel(secondarySkill) > 0)
  1238. {
  1239. learnedSecondarySkills.push_back(secondarySkill);
  1240. }
  1241. }
  1242. if(learnedSecondarySkills.empty())
  1243. {
  1244. // there are only new skills to learn, so choose anyone of them
  1245. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1246. }
  1247. else
  1248. {
  1249. // preferably upgrade a already learned secondary skill
  1250. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1251. }
  1252. }
  1253. return chosenSecondarySkill;
  1254. }
  1255. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1256. {
  1257. if(primarySkill < PrimarySkill::EXPERIENCE)
  1258. {
  1259. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1260. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1261. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1262. assert(skill);
  1263. if(abs)
  1264. {
  1265. skill->val = static_cast<si32>(value);
  1266. }
  1267. else
  1268. {
  1269. skill->val += static_cast<si32>(value);
  1270. }
  1271. nodeHasChanged();
  1272. }
  1273. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1274. {
  1275. if(abs)
  1276. {
  1277. exp = value;
  1278. }
  1279. else
  1280. {
  1281. exp += value;
  1282. }
  1283. }
  1284. }
  1285. bool CGHeroInstance::gainsLevel() const
  1286. {
  1287. return level < LIBRARY->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(LIBRARY->heroh->reqExp(level+1));
  1288. }
  1289. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1290. {
  1291. ++level;
  1292. //deterministic secondary skills
  1293. ++skillsInfo.magicSchoolCounter;
  1294. ++skillsInfo.wisdomCounter;
  1295. for(const auto & skill : skills)
  1296. {
  1297. if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1298. skillsInfo.resetWisdomCounter();
  1299. if((*LIBRARY->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1300. skillsInfo.resetMagicSchoolCounter();
  1301. }
  1302. //update specialty and other bonuses that scale with level
  1303. nodeHasChanged();
  1304. }
  1305. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1306. {
  1307. while(gainsLevel())
  1308. {
  1309. const auto primarySkill = nextPrimarySkill(rand);
  1310. setPrimarySkill(primarySkill, 1, false);
  1311. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1312. const auto secondarySkill = nextSecondarySkill(rand);
  1313. if(secondarySkill)
  1314. {
  1315. setSecSkillLevel(*secondarySkill, 1, false);
  1316. }
  1317. //TODO why has the secondary skills to be passed to the method?
  1318. levelUp(proposedSecondarySkills);
  1319. }
  1320. }
  1321. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1322. {
  1323. //VISIONS spell support
  1324. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1325. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1326. if (visionsMultiplier > 0)
  1327. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1328. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1329. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1330. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1331. }
  1332. std::string CGHeroInstance::getHeroTypeName() const
  1333. {
  1334. if(ID == Obj::HERO || ID == Obj::PRISON)
  1335. return getHeroType()->getJsonKey();
  1336. return "";
  1337. }
  1338. void CGHeroInstance::afterAddToMap(CMap * map)
  1339. {
  1340. if(ID != Obj::PRISON)
  1341. map->heroesOnMap.emplace_back(this);
  1342. }
  1343. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1344. {
  1345. if (ID == Obj::PRISON)
  1346. vstd::erase_if_present(map->heroesOnMap, this);
  1347. }
  1348. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1349. {
  1350. if(ID == Obj::HERO || ID == Obj::PRISON)
  1351. {
  1352. auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1353. if(rawId)
  1354. subID = rawId.value();
  1355. else
  1356. {
  1357. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1358. }
  1359. }
  1360. }
  1361. void CGHeroInstance::updateFrom(const JsonNode & data)
  1362. {
  1363. CGObjectInstance::updateFrom(data);
  1364. }
  1365. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1366. {
  1367. handler.serializeString("biography", biographyCustomTextId);
  1368. handler.serializeInt("experience", exp, 0);
  1369. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1370. {
  1371. while (gainsLevel())
  1372. {
  1373. ++level;
  1374. }
  1375. }
  1376. handler.serializeString("name", nameCustomTextId);
  1377. handler.serializeInt("gender", gender, 0);
  1378. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1379. //primary skills
  1380. if(handler.saving)
  1381. {
  1382. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1383. if(haveSkills)
  1384. {
  1385. auto primarySkills = handler.enterStruct("primarySkills");
  1386. for(auto skill : PrimarySkill::ALL_SKILLS())
  1387. {
  1388. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1389. handler.serializeInt(NPrimarySkill::names[skill.getNum()], value, 0);
  1390. }
  1391. }
  1392. }
  1393. else
  1394. {
  1395. auto primarySkills = handler.enterStruct("primarySkills");
  1396. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1397. {
  1398. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1399. {
  1400. int value = 0;
  1401. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1402. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1403. }
  1404. }
  1405. }
  1406. //secondary skills
  1407. if(handler.saving)
  1408. {
  1409. //does hero have default skills?
  1410. bool defaultSkills = false;
  1411. bool normalSkills = false;
  1412. for(const auto & p : secSkills)
  1413. {
  1414. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1415. defaultSkills = true;
  1416. else
  1417. normalSkills = true;
  1418. }
  1419. if(defaultSkills && normalSkills)
  1420. logGlobal->error("Mixed default and normal secondary skills");
  1421. //in json default skills means no field/null
  1422. if(!defaultSkills)
  1423. {
  1424. //enter array here as handler initialize it
  1425. auto secondarySkills = handler.enterArray("secondarySkills");
  1426. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1427. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1428. {
  1429. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1430. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1431. handler.serializeId("skill", skillId);
  1432. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1433. handler.serializeString("level", skillLevel);
  1434. }
  1435. }
  1436. }
  1437. else
  1438. {
  1439. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1440. secSkills.clear();
  1441. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1442. {
  1443. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1444. }
  1445. else
  1446. {
  1447. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1448. {
  1449. const int rawId = SecondarySkill::decode(skillId);
  1450. if(rawId < 0)
  1451. {
  1452. logGlobal->error("Invalid secondary skill %s", skillId);
  1453. return;
  1454. }
  1455. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1456. if(level < 0)
  1457. {
  1458. logGlobal->error("Invalid secondary skill level%s", levelId);
  1459. return;
  1460. }
  1461. secSkills.emplace_back(SecondarySkill(rawId), level);
  1462. };
  1463. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1464. {
  1465. for(const auto & p : secondarySkills.Vector())
  1466. {
  1467. auto skillMap = p.Struct();
  1468. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1469. }
  1470. }
  1471. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1472. {
  1473. for(const auto & p : secondarySkills.Struct())
  1474. {
  1475. addSkill(p.first, p.second.String());
  1476. };
  1477. }
  1478. }
  1479. }
  1480. handler.serializeIdArray("spellBook", spells);
  1481. if(handler.saving)
  1482. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1483. }
  1484. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1485. {
  1486. serializeCommonOptions(handler);
  1487. serializeJsonOwner(handler);
  1488. if(ID == Obj::HERO || ID == Obj::PRISON)
  1489. {
  1490. std::string typeName;
  1491. if(handler.saving)
  1492. typeName = getHeroTypeName();
  1493. handler.serializeString("type", typeName);
  1494. if(!handler.saving)
  1495. setHeroTypeName(typeName);
  1496. }
  1497. if(!handler.saving)
  1498. {
  1499. if(!appearance)
  1500. {
  1501. // crossoverDeserialize
  1502. appearance = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1503. }
  1504. }
  1505. CArmedInstance::serializeJsonOptions(handler);
  1506. {
  1507. ui32 rawPatrolRadius = NO_PATROLLING;
  1508. if(handler.saving)
  1509. {
  1510. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1511. }
  1512. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1513. if(!handler.saving)
  1514. {
  1515. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1516. patrol.initialPos = visitablePos();
  1517. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1518. }
  1519. }
  1520. }
  1521. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1522. {
  1523. serializeCommonOptions(handler);
  1524. }
  1525. bool CGHeroInstance::isMissionCritical() const
  1526. {
  1527. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1528. {
  1529. if (event.effect.type != EventEffect::DEFEAT)
  1530. continue;
  1531. auto const & testFunctor = [&](const EventCondition & condition)
  1532. {
  1533. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1534. return (id != condition.objectID);
  1535. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1536. {
  1537. if(hasArt(condition.objectType.as<ArtifactID>()))
  1538. return true;
  1539. }
  1540. if(condition.condition == EventCondition::IS_HUMAN)
  1541. return true;
  1542. return false;
  1543. };
  1544. if(event.trigger.test(testFunctor))
  1545. return true;
  1546. }
  1547. return false;
  1548. }
  1549. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance & stack) const
  1550. {
  1551. TConstBonusListPtr lista = getBonusesOfType(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId()));
  1552. for(const auto & it : *lista)
  1553. {
  1554. auto nid = CreatureID(it->additionalInfo[0]);
  1555. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1556. {
  1557. info.addUpgrade(nid, stack.getType());
  1558. }
  1559. }
  1560. }
  1561. bool CGHeroInstance::isCampaignYog() const
  1562. {
  1563. const StartInfo *si = cb->getStartInfo();
  1564. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1565. if(!si || !si->campState)
  1566. return false;
  1567. std::string campaign = si->campState->getFilename();
  1568. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1569. return false;
  1570. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1571. return false;
  1572. return true;
  1573. }
  1574. bool CGHeroInstance::isCampaignGem() const
  1575. {
  1576. const StartInfo *si = cb->getStartInfo();
  1577. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1578. if(!si || !si->campState)
  1579. return false;
  1580. std::string campaign = si->campState->getFilename();
  1581. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1582. return false;
  1583. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1584. return false;
  1585. return true;
  1586. }
  1587. ResourceSet CGHeroInstance::dailyIncome() const
  1588. {
  1589. ResourceSet income;
  1590. for (GameResID k : GameResID::ALL_RESOURCES())
  1591. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1592. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1593. income.applyHandicap(playerSettings->handicap.percentIncome);
  1594. return income;
  1595. }
  1596. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1597. {
  1598. return {};
  1599. }
  1600. const IOwnableObject * CGHeroInstance::asOwnable() const
  1601. {
  1602. return this;
  1603. }
  1604. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1605. {
  1606. std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(static_cast<int>(which));
  1607. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1608. auto minSkillValue = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
  1609. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1610. }
  1611. VCMI_LIB_NAMESPACE_END