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 == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero];
  94. if (newHero)
  95. {
  96. sah.hid = newHero->getHeroTypeID();
  97. if (giveArmy)
  98. {
  99. sah.roleID = TavernSlotRole::FULL_ARMY;
  100. newHero->initArmy(getRandomGenerator(color), &sah.army);
  101. }
  102. else
  103. {
  104. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  105. sah.army.clearSlots();
  106. sah.army.setCreature(SlotID(0), newHero->getHeroType()->initialArmy[0].creature, 1);
  107. }
  108. }
  109. else
  110. {
  111. sah.hid = HeroTypeID::NONE;
  112. }
  113. gameHandler->sendAndApply(sah);
  114. }
  115. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  116. {
  117. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  118. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  119. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  120. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  121. }
  122. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  123. {
  124. const PlayerState * playerState = gameHandler->getPlayerState(player);
  125. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  126. const CGTownInstance * town = gameHandler->getTown(objectID);
  127. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  128. if (!mapObject && gameHandler->complain("Invalid map object!"))
  129. return false;
  130. if (!playerState && gameHandler->complain("Invalid player!"))
  131. return false;
  132. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  133. return false;
  134. 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!"))
  135. return false;
  136. 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!"))
  137. return false;
  138. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  139. {
  140. if(!gameHandler->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  141. return false;
  142. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  143. return false;
  144. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  145. return false;
  146. }
  147. if(town) //tavern in town
  148. {
  149. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  150. return false;
  151. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  152. return false;
  153. if(town->getVisitingHero() && gameHandler->complain("There is visiting hero - no place!"))
  154. return false;
  155. }
  156. if(mapObject->ID == Obj::TAVERN)
  157. {
  158. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  159. if (!visitor || visitor->getOwner() != player)
  160. {
  161. gameHandler->complain("Can't buy hero in tavern not being visited!");
  162. return false;
  163. }
  164. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject->id && gameHandler->complain("Tavern entry must be unoccupied!"))
  165. return false;
  166. }
  167. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  168. const CGHeroInstance * recruitedHero = nullptr;
  169. for(const auto & hero : recruitableHeroes)
  170. {
  171. if(hero->getHeroTypeID() == heroToRecruit)
  172. recruitedHero = hero;
  173. }
  174. if(!recruitedHero)
  175. {
  176. gameHandler->complain("Hero is not available for hiring!");
  177. return false;
  178. }
  179. const auto targetPos = mapObject->visitablePos();
  180. HeroRecruited hr;
  181. hr.tid = mapObject->id;
  182. hr.hid = recruitedHero->getHeroTypeID();
  183. hr.player = player;
  184. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  185. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  186. {
  187. //Create a new boat for hero
  188. gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
  189. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  190. }
  191. // apply netpack -> this will remove hired hero from pool
  192. gameHandler->sendAndApply(hr);
  193. if(recruitableHeroes[0] == recruitedHero)
  194. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  195. else
  196. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  197. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  198. if(town)
  199. gameHandler->objectVisited(town, recruitedHero);
  200. // If new hero has scouting he might reveal more terrain than we saw before
  201. gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
  202. return true;
  203. }
  204. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  205. {
  206. std::vector<const CHeroClass *> result;
  207. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  208. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  209. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  210. {
  211. if (vstd::contains(result, elem.second->getHeroClass()))
  212. continue;
  213. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  214. bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0;
  215. if(heroAvailable && !heroClassBanned)
  216. result.push_back(elem.second->getHeroClass());
  217. }
  218. return result;
  219. }
  220. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  221. {
  222. std::vector<CGHeroInstance *> result;
  223. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  224. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  225. {
  226. assert(!vstd::contains(result, elem.second));
  227. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  228. bool heroClassMatches = elem.second->getHeroClass() == heroClass;
  229. if(heroAvailable && heroClassMatches)
  230. result.push_back(elem.second);
  231. }
  232. return result;
  233. }
  234. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  235. {
  236. if(!player.isValidPlayer())
  237. {
  238. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  239. return nullptr;
  240. }
  241. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  242. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  243. const auto & currentTavern = heroesPool->getHeroesFor(player);
  244. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  245. std::vector<const CHeroClass *> possibleClasses;
  246. if(potentialClasses.empty())
  247. {
  248. logGlobal->error("There are no heroes available for player %s!", player.toString());
  249. return nullptr;
  250. }
  251. for(const auto & heroClass : potentialClasses)
  252. {
  253. if (isNative && heroClass->faction != factionID)
  254. continue;
  255. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  256. return hero->getHeroClass() == heroClass;
  257. });
  258. if (hasSameClass)
  259. continue;
  260. possibleClasses.push_back(heroClass);
  261. }
  262. if (possibleClasses.empty())
  263. {
  264. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  265. possibleClasses = potentialClasses;
  266. }
  267. int totalWeight = 0;
  268. for(const auto & heroClass : possibleClasses)
  269. totalWeight += heroClass->tavernProbability(factionID);
  270. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  271. for(const auto & heroClass : possibleClasses)
  272. {
  273. roll -= heroClass->tavernProbability(factionID);
  274. if(roll < 0)
  275. return heroClass;
  276. }
  277. return *possibleClasses.rbegin();
  278. }
  279. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  280. {
  281. const CHeroClass * heroClass = pickClassFor(isNative, player);
  282. if(!heroClass)
  283. return nullptr;
  284. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  285. assert(!possibleHeroes.empty());
  286. if(possibleHeroes.empty())
  287. return nullptr;
  288. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  289. }
  290. vstd::RNG & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  291. {
  292. if (heroSeed.count(hero) == 0)
  293. {
  294. int seed = gameHandler->getRandomGenerator().nextInt();
  295. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  296. }
  297. return *heroSeed.at(hero);
  298. }
  299. vstd::RNG & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  300. {
  301. if (playerSeed.count(player) == 0)
  302. {
  303. int seed = gameHandler->getRandomGenerator().nextInt();
  304. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  305. }
  306. return *playerSeed.at(player);
  307. }