HeroPoolProcessor.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388
  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/CHeroHandler.h"
  16. #include "../../lib/CPlayerState.h"
  17. #include "../../lib/IGameSettings.h"
  18. #include "../../lib/StartInfo.h"
  19. #include "../../lib/mapObjects/CGTownInstance.h"
  20. #include "../../lib/mapObjects/CGHeroInstance.h"
  21. #include "../../lib/networkPacks/PacksForClient.h"
  22. #include "../../lib/gameState/CGameState.h"
  23. #include "../../lib/gameState/TavernHeroesPool.h"
  24. #include "../../lib/gameState/TavernSlot.h"
  25. #include "../../lib/IGameSettings.h"
  26. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  27. : gameHandler(gameHandler)
  28. {
  29. }
  30. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  31. {
  32. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  33. const auto & heroes = heroesPool->getHeroesFor(player);
  34. // if tavern has empty slot - use it
  35. if (heroes.size() == 0)
  36. return TavernHeroSlot::NATIVE;
  37. if (heroes.size() == 1)
  38. return TavernHeroSlot::RANDOM;
  39. // try to find "better" slot to overwrite
  40. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  41. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  42. auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
  43. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
  44. if (roleLeft > roleRight)
  45. return TavernHeroSlot::RANDOM;
  46. if (roleLeft < roleRight)
  47. return TavernHeroSlot::NATIVE;
  48. // both slots are equal in "value", so select randomly
  49. if (getRandomGenerator(player).nextInt(100) > 50)
  50. return TavernHeroSlot::RANDOM;
  51. else
  52. return TavernHeroSlot::NATIVE;
  53. }
  54. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  55. {
  56. SetAvailableHero sah;
  57. sah.roleID = TavernSlotRole::SURRENDERED;
  58. sah.slotID = selectSlotForRole(color, sah.roleID);
  59. sah.player = color;
  60. sah.hid = hero->getHeroType();
  61. sah.replenishPoints = false;
  62. gameHandler->sendAndApply(&sah);
  63. }
  64. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  65. {
  66. SetAvailableHero sah;
  67. sah.roleID = TavernSlotRole::RETREATED;
  68. sah.slotID = selectSlotForRole(color, sah.roleID);
  69. sah.player = color;
  70. sah.hid = hero->getHeroType();
  71. sah.army.clearSlots();
  72. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  73. sah.replenishPoints = false;
  74. gameHandler->sendAndApply(&sah);
  75. }
  76. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  77. {
  78. SetAvailableHero sah;
  79. sah.player = color;
  80. sah.roleID = TavernSlotRole::NONE;
  81. sah.slotID = slot;
  82. sah.hid = HeroTypeID::NONE;
  83. sah.replenishPoints = false;
  84. gameHandler->sendAndApply(&sah);
  85. }
  86. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
  87. {
  88. SetAvailableHero sah;
  89. sah.player = color;
  90. sah.slotID = slot;
  91. sah.replenishPoints = true;
  92. CGHeroInstance *newHero = (nextHero == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero];
  93. if (newHero)
  94. {
  95. sah.hid = newHero->getHeroType();
  96. if (giveArmy)
  97. {
  98. sah.roleID = TavernSlotRole::FULL_ARMY;
  99. newHero->initArmy(getRandomGenerator(color), &sah.army);
  100. }
  101. else
  102. {
  103. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  104. sah.army.clearSlots();
  105. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  106. }
  107. }
  108. else
  109. {
  110. sah.hid = HeroTypeID::NONE;
  111. }
  112. gameHandler->sendAndApply(&sah);
  113. }
  114. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  115. {
  116. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  117. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  118. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  119. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  120. }
  121. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
  122. {
  123. const PlayerState * playerState = gameHandler->getPlayerState(player);
  124. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  125. const CGTownInstance * town = gameHandler->getTown(objectID);
  126. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  127. if (!mapObject && gameHandler->complain("Invalid map object!"))
  128. return false;
  129. if (!playerState && gameHandler->complain("Invalid player!"))
  130. return false;
  131. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  132. return false;
  133. 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!"))
  134. return false;
  135. 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!"))
  136. return false;
  137. if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
  138. {
  139. if(!gameHandler->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
  140. return false;
  141. if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
  142. return false;
  143. if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
  144. return false;
  145. }
  146. if(town) //tavern in town
  147. {
  148. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  149. return false;
  150. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  151. return false;
  152. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  153. return false;
  154. }
  155. if(mapObject->ID == Obj::TAVERN)
  156. {
  157. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  158. if (!visitor || visitor->getOwner() != player)
  159. {
  160. gameHandler->complain("Can't buy hero in tavern not being visited!");
  161. return false;
  162. }
  163. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  164. return false;
  165. }
  166. auto recruitableHeroes = heroesPool->getHeroesFor(player);
  167. const CGHeroInstance * recruitedHero = nullptr;
  168. for(const auto & hero : recruitableHeroes)
  169. {
  170. if(hero->getHeroType() == heroToRecruit)
  171. recruitedHero = hero;
  172. }
  173. if(!recruitedHero)
  174. {
  175. gameHandler->complain("Hero is not available for hiring!");
  176. return false;
  177. }
  178. const auto targetPos = mapObject->visitablePos();
  179. HeroRecruited hr;
  180. hr.tid = mapObject->id;
  181. hr.hid = recruitedHero->getHeroType();
  182. hr.player = player;
  183. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  184. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  185. {
  186. //Create a new boat for hero
  187. gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
  188. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  189. }
  190. // apply netpack -> this will remove hired hero from pool
  191. gameHandler->sendAndApply(&hr);
  192. if(recruitableHeroes[0] == recruitedHero)
  193. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
  194. else
  195. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
  196. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  197. if(town)
  198. gameHandler->objectVisited(town, recruitedHero);
  199. // If new hero has scouting he might reveal more terrain than we saw before
  200. gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
  201. return true;
  202. }
  203. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  204. {
  205. std::vector<const CHeroClass *> result;
  206. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  207. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  208. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  209. {
  210. if (vstd::contains(result, elem.second->type->heroClass))
  211. continue;
  212. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  213. bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
  214. if(heroAvailable && !heroClassBanned)
  215. result.push_back(elem.second->type->heroClass);
  216. }
  217. return result;
  218. }
  219. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  220. {
  221. std::vector<CGHeroInstance *> result;
  222. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  223. for(const auto & elem : heroesPool->unusedHeroesFromPool())
  224. {
  225. assert(!vstd::contains(result, elem.second));
  226. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  227. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  228. if(heroAvailable && heroClassMatches)
  229. result.push_back(elem.second);
  230. }
  231. return result;
  232. }
  233. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  234. {
  235. if(!player.isValidPlayer())
  236. {
  237. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  238. return nullptr;
  239. }
  240. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  241. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  242. const auto & currentTavern = heroesPool->getHeroesFor(player);
  243. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  244. std::vector<const CHeroClass *> possibleClasses;
  245. if(potentialClasses.empty())
  246. {
  247. logGlobal->error("There are no heroes available for player %s!", player.toString());
  248. return nullptr;
  249. }
  250. for(const auto & heroClass : potentialClasses)
  251. {
  252. if (isNative && heroClass->faction != factionID)
  253. continue;
  254. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  255. return hero->type->heroClass == heroClass;
  256. });
  257. if (hasSameClass)
  258. continue;
  259. possibleClasses.push_back(heroClass);
  260. }
  261. if (possibleClasses.empty())
  262. {
  263. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  264. possibleClasses = potentialClasses;
  265. }
  266. int totalWeight = 0;
  267. for(const auto & heroClass : possibleClasses)
  268. totalWeight += heroClass->tavernProbability(factionID);
  269. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  270. for(const auto & heroClass : possibleClasses)
  271. {
  272. roll -= heroClass->tavernProbability(factionID);
  273. if(roll < 0)
  274. return heroClass;
  275. }
  276. return *possibleClasses.rbegin();
  277. }
  278. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  279. {
  280. const CHeroClass * heroClass = pickClassFor(isNative, player);
  281. if(!heroClass)
  282. return nullptr;
  283. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  284. assert(!possibleHeroes.empty());
  285. if(possibleHeroes.empty())
  286. return nullptr;
  287. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  288. }
  289. vstd::RNG & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  290. {
  291. if (heroSeed.count(hero) == 0)
  292. {
  293. int seed = gameHandler->getRandomGenerator().nextInt();
  294. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  295. }
  296. return *heroSeed.at(hero);
  297. }
  298. vstd::RNG & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  299. {
  300. if (playerSeed.count(player) == 0)
  301. {
  302. int seed = gameHandler->getRandomGenerator().nextInt();
  303. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  304. }
  305. return *playerSeed.at(player);
  306. }