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