HeroPoolProcessor.cpp 12 KB

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  1. /*
  2. * HeroPoolProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CRandomGenerator.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/IGameSettings.h"
  17. #include "../../lib/StartInfo.h"
  18. #include "../../lib/entities/hero/CHeroClass.h"
  19. #include "../../lib/entities/hero/CHero.h"
  20. #include "../../lib/mapObjects/CGTownInstance.h"
  21. #include "../../lib/mapObjects/CGHeroInstance.h"
  22. #include "../../lib/networkPacks/PacksForClient.h"
  23. #include "../../lib/gameState/CGameState.h"
  24. #include "../../lib/gameState/TavernHeroesPool.h"
  25. #include "../../lib/gameState/TavernSlot.h"
  26. #include "../../lib/IGameSettings.h"
  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(heroes[0]->getHeroTypeID());
  44. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroTypeID());
  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. sah.roleID = TavernSlotRole::SURRENDERED;
  59. sah.slotID = selectSlotForRole(color, sah.roleID);
  60. sah.player = color;
  61. sah.hid = hero->getHeroTypeID();
  62. sah.replenishPoints = false;
  63. gameHandler->sendAndApply(sah);
  64. }
  65. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  66. {
  67. SetAvailableHero sah;
  68. sah.roleID = TavernSlotRole::RETREATED;
  69. sah.slotID = selectSlotForRole(color, sah.roleID);
  70. sah.player = color;
  71. sah.hid = hero->getHeroTypeID();
  72. sah.army.clearSlots();
  73. sah.army.setCreature(SlotID(0), hero->getHeroType()->initialArmy.at(0).creature, 1);
  74. sah.replenishPoints = false;
  75. gameHandler->sendAndApply(sah);
  76. }
  77. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  78. {
  79. SetAvailableHero sah;
  80. sah.player = color;
  81. sah.roleID = TavernSlotRole::NONE;
  82. sah.slotID = slot;
  83. sah.hid = HeroTypeID::NONE;
  84. sah.replenishPoints = false;
  85. gameHandler->sendAndApply(sah);
  86. }
  87. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
  88. {
  89. SetAvailableHero sah;
  90. sah.player = color;
  91. sah.slotID = slot;
  92. sah.replenishPoints = true;
  93. CGHeroInstance *newHero = nextHero.hasValue()?
  94. gameHandler->gameState().heroesPool->unusedHeroesFromPool()[nextHero]:
  95. pickHeroFor(needNativeHero, color);
  96. if (newHero)
  97. {
  98. sah.hid = newHero->getHeroTypeID();
  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->getHeroType()->initialArmy[0].creature, 1);
  109. }
  110. }
  111. else
  112. {
  113. sah.hid = HeroTypeID::NONE;
  114. }
  115. gameHandler->sendAndApply(sah);
  116. }
  117. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  118. {
  119. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  120. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  121. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  122. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  123. }
  124. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  125. {
  126. const PlayerState * playerState = gameHandler->getPlayerState(player);
  127. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  128. const CGTownInstance * town = gameHandler->getTown(objectID);
  129. const auto & heroesPool = gameHandler->gameState().heroesPool;
  130. if (!mapObject && gameHandler->complain("Invalid map object!"))
  131. return false;
  132. if (!playerState && gameHandler->complain("Invalid player!"))
  133. return false;
  134. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  135. return false;
  136. if (gameHandler->getHeroCount(player, false) >= gameHandler->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  137. return false;
  138. if (gameHandler->getHeroCount(player, true) >= gameHandler->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  139. return false;
  140. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  141. {
  142. if(!gameHandler->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  143. return false;
  144. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  145. return false;
  146. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  147. return false;
  148. }
  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->getVisitingHero() && gameHandler->complain("There is visiting hero - no place!"))
  156. return false;
  157. }
  158. if(mapObject->ID == Obj::TAVERN)
  159. {
  160. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  161. if (!visitor || visitor->getOwner() != player)
  162. {
  163. gameHandler->complain("Can't buy hero in tavern not being visited!");
  164. return false;
  165. }
  166. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject->id && gameHandler->complain("Tavern entry must be unoccupied!"))
  167. return false;
  168. }
  169. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  170. const CGHeroInstance * recruitedHero = nullptr;
  171. for(const auto & hero : recruitableHeroes)
  172. {
  173. if(hero->getHeroTypeID() == heroToRecruit)
  174. recruitedHero = hero;
  175. }
  176. if(!recruitedHero)
  177. {
  178. gameHandler->complain("Hero is not available for hiring!");
  179. return false;
  180. }
  181. const auto targetPos = mapObject->visitablePos();
  182. HeroRecruited hr;
  183. hr.tid = mapObject->id;
  184. hr.hid = recruitedHero->getHeroTypeID();
  185. hr.player = player;
  186. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  187. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->inBoat())
  188. {
  189. //Create a new boat for hero
  190. gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
  191. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  192. }
  193. // apply netpack -> this will remove hired hero from pool
  194. gameHandler->sendAndApply(hr);
  195. if(recruitableHeroes[0] == recruitedHero)
  196. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  197. else
  198. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  199. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  200. if(town)
  201. gameHandler->objectVisited(town, recruitedHero);
  202. // If new hero has scouting he might reveal more terrain than we saw before
  203. gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
  204. return true;
  205. }
  206. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  207. {
  208. std::vector<const CHeroClass *> result;
  209. const auto & heroesPool = gameHandler->gameState().heroesPool;
  210. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  211. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  212. {
  213. if (vstd::contains(result, elem.second->getHeroClass()))
  214. continue;
  215. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  216. bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0;
  217. if(heroAvailable && !heroClassBanned)
  218. result.push_back(elem.second->getHeroClass());
  219. }
  220. return result;
  221. }
  222. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  223. {
  224. std::vector<CGHeroInstance *> result;
  225. const auto & heroesPool = gameHandler->gameState().heroesPool;
  226. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  227. {
  228. assert(!vstd::contains(result, elem.second));
  229. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  230. bool heroClassMatches = elem.second->getHeroClass() == heroClass;
  231. if(heroAvailable && heroClassMatches)
  232. result.push_back(elem.second);
  233. }
  234. return result;
  235. }
  236. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  237. {
  238. if(!player.isValidPlayer())
  239. {
  240. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  241. return nullptr;
  242. }
  243. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  244. const auto & heroesPool = gameHandler->gameState().heroesPool;
  245. const auto & currentTavern = heroesPool->getHeroesFor(player);
  246. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  247. std::vector<const CHeroClass *> possibleClasses;
  248. if(potentialClasses.empty())
  249. {
  250. logGlobal->error("There are no heroes available for player %s!", player.toString());
  251. return nullptr;
  252. }
  253. for(const auto & heroClass : potentialClasses)
  254. {
  255. if (isNative && heroClass->faction != factionID)
  256. continue;
  257. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  258. return hero->getHeroClass() == heroClass;
  259. });
  260. if (hasSameClass)
  261. continue;
  262. possibleClasses.push_back(heroClass);
  263. }
  264. if (possibleClasses.empty())
  265. {
  266. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  267. possibleClasses = potentialClasses;
  268. }
  269. int totalWeight = 0;
  270. for(const auto & heroClass : possibleClasses)
  271. totalWeight += heroClass->tavernProbability(factionID);
  272. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  273. for(const auto & heroClass : possibleClasses)
  274. {
  275. roll -= heroClass->tavernProbability(factionID);
  276. if(roll < 0)
  277. return heroClass;
  278. }
  279. return *possibleClasses.rbegin();
  280. }
  281. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  282. {
  283. const CHeroClass * heroClass = pickClassFor(isNative, player);
  284. if(!heroClass)
  285. return nullptr;
  286. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  287. assert(!possibleHeroes.empty());
  288. if(possibleHeroes.empty())
  289. return nullptr;
  290. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  291. }
  292. vstd::RNG & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  293. {
  294. if (playerSeed.count(player) == 0)
  295. {
  296. int seed = gameHandler->getRandomGenerator().nextInt();
  297. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  298. }
  299. return *playerSeed.at(player);
  300. }