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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 "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../IGameSettings.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../gameState/CGameState.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 "../battle/CBattleInfoEssentials.h"
  32. #include "../campaign/CampaignState.h"
  33. #include "../json/JsonBonus.h"
  34. #include "../pathfinder/TurnInfo.h"
  35. #include "../serializer/JsonSerializeFormat.h"
  36. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  37. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  38. #include "../mapObjects/MiscObjects.h"
  39. #include "../modding/ModScope.h"
  40. #include "../networkPacks/PacksForClient.h"
  41. #include "../networkPacks/PacksForClientBattle.h"
  42. #include "../constants/StringConstants.h"
  43. #include "../battle/Unit.h"
  44. #include "CConfigHandler.h"
  45. VCMI_LIB_NAMESPACE_BEGIN
  46. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  47. {
  48. serializeJsonOwner(handler);
  49. bool isHeroType = heroType.has_value();
  50. handler.serializeBool("placeholderType", isHeroType, false);
  51. if(!handler.saving)
  52. {
  53. if(isHeroType)
  54. heroType = HeroTypeID::NONE;
  55. else
  56. powerRank = 0;
  57. }
  58. if(isHeroType)
  59. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  60. else
  61. handler.serializeInt("powerRank", powerRank.value());
  62. }
  63. static int lowestSpeed(const CGHeroInstance * chi)
  64. {
  65. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  66. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  67. if(!chi->stacksCount())
  68. {
  69. if(chi->commander && chi->commander->alive)
  70. {
  71. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  72. }
  73. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  74. return 20;
  75. }
  76. auto i = chi->Slots().begin();
  77. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  78. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  79. for(; i != chi->Slots().end(); i++)
  80. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  81. return ret;
  82. }
  83. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  84. {
  85. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  86. //if there is road both on dest and src tiles - use src road movement cost
  87. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  88. {
  89. ret = from.roadType->movementCost;
  90. }
  91. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  92. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  93. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  94. {
  95. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  96. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  97. if(ret < GameConstants::BASE_MOVEMENT_COST)
  98. ret = GameConstants::BASE_MOVEMENT_COST;
  99. }
  100. return static_cast<ui32>(ret);
  101. }
  102. FactionID CGHeroInstance::getFactionID() const
  103. {
  104. return getHeroClass()->faction;
  105. }
  106. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  107. {
  108. return this;
  109. }
  110. TerrainId CGHeroInstance::getNativeTerrain() const
  111. {
  112. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  113. // This is clearly bug in H3 however intended behaviour is not clear.
  114. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  115. // will always have best penalty without any influence from player-defined stacks order
  116. // and army that consist solely from neutral will always be considered to be on native terrain
  117. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  118. for(const auto & stack : stacks)
  119. {
  120. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  121. if(stackNativeTerrain == ETerrainId::NONE)
  122. continue;
  123. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  124. nativeTerrain = stackNativeTerrain;
  125. else if(nativeTerrain != stackNativeTerrain)
  126. return ETerrainId::NONE;
  127. }
  128. return nativeTerrain;
  129. }
  130. bool CGHeroInstance::isCoastVisitable() const
  131. {
  132. return true;
  133. }
  134. bool CGHeroInstance::isBlockedVisitable() const
  135. {
  136. return true;
  137. }
  138. BattleField CGHeroInstance::getBattlefield() const
  139. {
  140. return BattleField::NONE;
  141. }
  142. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  143. {
  144. for(const auto & elem : secSkills)
  145. if(elem.first == skill)
  146. return elem.second;
  147. return 0;
  148. }
  149. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  150. {
  151. if(getSecSkillLevel(which) == 0)
  152. {
  153. secSkills.emplace_back(which, val);
  154. updateSkillBonus(which, val);
  155. }
  156. else
  157. {
  158. for (auto & elem : secSkills)
  159. {
  160. if(elem.first == which)
  161. {
  162. if(abs)
  163. elem.second = val;
  164. else
  165. elem.second += val;
  166. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  167. {
  168. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  169. elem.second = 3;
  170. }
  171. updateSkillBonus(which, elem.second); //when we know final value
  172. }
  173. }
  174. }
  175. }
  176. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  177. {
  178. return position - getVisitableOffset();
  179. }
  180. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  181. {
  182. return position + getVisitableOffset();
  183. }
  184. bool CGHeroInstance::canLearnSkill() const
  185. {
  186. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  187. }
  188. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  189. {
  190. if ( !canLearnSkill())
  191. return false;
  192. if (!cb->isAllowed(which))
  193. return false;
  194. if (getSecSkillLevel(which) > 0)
  195. return false;
  196. if (getHeroClass()->secSkillProbability.count(which) == 0)
  197. return false;
  198. if (getHeroClass()->secSkillProbability.at(which) == 0)
  199. return false;
  200. return true;
  201. }
  202. int CGHeroInstance::movementPointsRemaining() const
  203. {
  204. return movement;
  205. }
  206. void CGHeroInstance::setMovementPoints(int points)
  207. {
  208. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  209. movement = 1000000;
  210. else
  211. movement = std::max(0, points);
  212. }
  213. int CGHeroInstance::movementPointsLimit(bool onLand) const
  214. {
  215. TurnInfo ti(this);
  216. return movementPointsLimitCached(onLand, &ti);
  217. }
  218. int CGHeroInstance::getLowestCreatureSpeed() const
  219. {
  220. return lowestCreatureSpeed;
  221. }
  222. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  223. {
  224. auto realLowestSpeed = lowestSpeed(this);
  225. if(lowestCreatureSpeed != realLowestSpeed)
  226. {
  227. lowestCreatureSpeed = realLowestSpeed;
  228. //Let updaters run again
  229. treeHasChanged();
  230. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  231. }
  232. }
  233. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  234. {
  235. updateArmyMovementBonus(onLand, ti);
  236. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  237. }
  238. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  239. : CArmedInstance(cb),
  240. tacticFormationEnabled(false),
  241. inTownGarrison(false),
  242. moveDir(4),
  243. mana(UNINITIALIZED_MANA),
  244. movement(UNINITIALIZED_MOVEMENT),
  245. level(1),
  246. exp(UNINITIALIZED_EXPERIENCE),
  247. gender(EHeroGender::DEFAULT),
  248. lowestCreatureSpeed(0)
  249. {
  250. setNodeType(HERO);
  251. ID = Obj::HERO;
  252. secSkills.emplace_back(SecondarySkill::NONE, -1);
  253. }
  254. PlayerColor CGHeroInstance::getOwner() const
  255. {
  256. return tempOwner;
  257. }
  258. const CHeroClass * CGHeroInstance::getHeroClass() const
  259. {
  260. return getHeroType()->heroClass;
  261. }
  262. HeroClassID CGHeroInstance::getHeroClassID() const
  263. {
  264. auto heroType = getHeroTypeID();
  265. if (heroType.hasValue())
  266. return getHeroType()->heroClass->getId();
  267. else
  268. return HeroClassID();
  269. }
  270. const CHero * CGHeroInstance::getHeroType() const
  271. {
  272. return getHeroTypeID().toHeroType();
  273. }
  274. HeroTypeID CGHeroInstance::getHeroTypeID() const
  275. {
  276. if (ID == Obj::RANDOM_HERO)
  277. return HeroTypeID::NONE;
  278. return HeroTypeID(getObjTypeIndex().getNum());
  279. }
  280. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  281. {
  282. subID = heroType;
  283. }
  284. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  285. {
  286. subID = SUBID.getNum();
  287. initHero(rand);
  288. }
  289. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  290. {
  291. if (ID == Obj::HERO)
  292. return VLC->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  293. else // prison or random hero
  294. return VLC->objtypeh->getHandlerFor(ID, 0);
  295. }
  296. void CGHeroInstance::initHero(vstd::RNG & rand)
  297. {
  298. assert(validTypes(true));
  299. if (ID == Obj::HERO)
  300. appearance = getObjectHandler()->getTemplates().front();
  301. if(!vstd::contains(spells, SpellID::PRESET))
  302. {
  303. // hero starts with default spells
  304. for(const auto & spellID : getHeroType()->spells)
  305. spells.insert(spellID);
  306. }
  307. else //remove placeholder
  308. spells -= SpellID::PRESET;
  309. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  310. {
  311. // hero starts with default spellbook presence status
  312. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  313. {
  314. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  315. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  316. }
  317. }
  318. else
  319. spells -= SpellID::SPELLBOOK_PRESET;
  320. if(!getArt(ArtifactPosition::MACH4))
  321. {
  322. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  323. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  324. }
  325. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  326. {
  327. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  328. {
  329. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  330. }
  331. }
  332. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  333. secSkills = getHeroType()->secSkillsInit;
  334. if (gender == EHeroGender::DEFAULT)
  335. gender = getHeroType()->gender;
  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 : VLC->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()->map->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 = VLC->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 VLC->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 += " " + VLC->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. ID = Obj::HERO;
  546. subID = cb->gameState()->pickNextHeroType(getOwner());
  547. randomizeArmy(getHeroClass()->faction);
  548. }
  549. auto oldSubID = subID;
  550. // to find object handler we must use heroClass->id
  551. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  552. // exclude prisons which should use appearance as set in map, via map editor or RMG
  553. if (ID != Obj::PRISON)
  554. setType(ID, getHeroClass()->getIndex());
  555. this->subID = oldSubID;
  556. }
  557. void CGHeroInstance::recreateSecondarySkillsBonuses()
  558. {
  559. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  560. for(const auto & bonus : *secondarySkillsBonuses)
  561. removeBonus(bonus);
  562. for(const auto & skill_info : secSkills)
  563. if(skill_info.second > 0)
  564. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  565. }
  566. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  567. {
  568. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  569. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  570. for(const auto & b : skillBonus)
  571. addNewBonus(std::make_shared<Bonus>(*b));
  572. }
  573. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  574. {
  575. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  576. setStackCount(SlotID(0), identifier.getNum());
  577. }
  578. double CGHeroInstance::getFightingStrength() const
  579. {
  580. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  581. }
  582. double CGHeroInstance::getMagicStrength() const
  583. {
  584. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  585. }
  586. double CGHeroInstance::getHeroStrength() const
  587. {
  588. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  589. }
  590. ui64 CGHeroInstance::getTotalStrength() const
  591. {
  592. double ret = getFightingStrength() * getArmyStrength();
  593. return static_cast<ui64>(ret);
  594. }
  595. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  596. {
  597. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  598. }
  599. int32_t CGHeroInstance::getCasterUnitId() const
  600. {
  601. return id.getNum();
  602. }
  603. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  604. {
  605. int32_t skill = -1; //skill level
  606. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  607. {
  608. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  609. if(thisSchool > skill)
  610. {
  611. skill = thisSchool;
  612. if(outSelectedSchool)
  613. *outSelectedSchool = cnf;
  614. }
  615. });
  616. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  617. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  618. vstd::amax(skill, 0); //in case we don't know any school
  619. vstd::amin(skill, 3);
  620. return skill;
  621. }
  622. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  623. {
  624. //applying sorcery secondary skill
  625. if(spell->isMagical())
  626. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  627. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  628. int maxSchoolBonus = 0;
  629. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  630. {
  631. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  632. });
  633. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  634. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  635. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  636. return base;
  637. }
  638. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  639. {
  640. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  641. return base;
  642. }
  643. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  644. {
  645. return getSpellSchoolLevel(spell);
  646. }
  647. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  648. {
  649. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  650. }
  651. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  652. {
  653. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  654. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  655. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  656. return spellpower + durationCommon + durationSpecific;
  657. }
  658. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  659. {
  660. return 0;
  661. }
  662. PlayerColor CGHeroInstance::getCasterOwner() const
  663. {
  664. return tempOwner;
  665. }
  666. void CGHeroInstance::getCasterName(MetaString & text) const
  667. {
  668. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  669. text.replaceRawString(getNameTranslated());
  670. }
  671. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  672. {
  673. const bool singleTarget = attacked.size() == 1;
  674. const int textIndex = singleTarget ? 195 : 196;
  675. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  676. getCasterName(text);
  677. text.replaceName(spell->getId());
  678. if(singleTarget)
  679. attacked.at(0)->addNameReplacement(text, true);
  680. }
  681. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  682. {
  683. return this;
  684. }
  685. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  686. {
  687. if(spellCost != 0)
  688. {
  689. SetMana sm;
  690. sm.absolute = false;
  691. sm.hid = id;
  692. sm.val = -spellCost;
  693. server->apply(sm);
  694. }
  695. }
  696. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  697. {
  698. const bool isAllowed = cb->isAllowed(spell->getId());
  699. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  700. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  701. bool schoolBonus = false;
  702. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  703. {
  704. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  705. {
  706. schoolBonus = stop = true;
  707. }
  708. });
  709. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  710. if(spell->isSpecial())
  711. {
  712. if(inSpellBook)
  713. {//hero has this spell in spellbook
  714. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  715. }
  716. return specificBonus;
  717. }
  718. else if(!isAllowed)
  719. {
  720. if(inSpellBook)
  721. {
  722. //hero has this spell in spellbook
  723. //it is normal if set in map editor, but trace it to possible debug of magic guild
  724. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  725. }
  726. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  727. }
  728. else
  729. {
  730. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  731. }
  732. }
  733. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  734. {
  735. if(!hasSpellbook())
  736. return false;
  737. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  738. return false;
  739. if(vstd::contains(spells, spell->getId()))//already known
  740. return false;
  741. if(spell->isSpecial())
  742. {
  743. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  744. return false;//special spells can not be learned
  745. }
  746. if(spell->isCreatureAbility())
  747. {
  748. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  749. return false;//creature abilities can not be learned
  750. }
  751. if(!allowBanned && !cb->isAllowed(spell->getId()))
  752. {
  753. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  754. return false;//banned spells should not be learned
  755. }
  756. return true;
  757. }
  758. /**
  759. * Calculates what creatures and how many to be raised from a battle.
  760. * @param battleResult The results of the battle.
  761. * @return Returns a pair with the first value indicating the ID of the creature
  762. * type and second value the amount. Both values are returned as -1 if necromancy
  763. * could not be applied.
  764. */
  765. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  766. {
  767. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  768. // need skill or cloak of undead king - lesser artifacts don't work without skill
  769. if (hasImprovedNecromancy)
  770. {
  771. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  772. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  773. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  774. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  775. // figure out what to raise - pick strongest creature meeting requirements
  776. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  777. int requiredCasualtyLevel = 1;
  778. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  779. if(!improvedNecromancy->empty())
  780. {
  781. int maxCasualtyLevel = 1;
  782. for(const auto & casualty : casualties)
  783. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  784. // pick best bonus available
  785. std::shared_ptr<Bonus> topPick;
  786. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  787. {
  788. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  789. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  790. continue;
  791. if(!topPick)
  792. {
  793. topPick = newPick;
  794. }
  795. else
  796. {
  797. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  798. {
  799. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  800. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  801. };
  802. if(quality(topPick) < quality(newPick))
  803. topPick = newPick;
  804. }
  805. }
  806. if(topPick)
  807. {
  808. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  809. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  810. }
  811. }
  812. assert(creatureTypeRaised != CreatureID::NONE);
  813. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  814. if(getSlotFor(creatureTypeRaised) == SlotID())
  815. {
  816. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  817. {
  818. if(getSlotFor(upgraded) != SlotID())
  819. {
  820. creatureTypeRaised = upgraded;
  821. necromancySkill *= 2/3.0;
  822. break;
  823. }
  824. }
  825. }
  826. // calculate number of creatures raised - low level units contribute at 50% rate
  827. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  828. double raisedUnits = 0;
  829. for(const auto & casualty : casualties)
  830. {
  831. const CCreature * c = casualty.first.toCreature();
  832. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  833. if(c->getLevel() < requiredCasualtyLevel)
  834. raisedFromCasualty *= 0.5;
  835. raisedUnits += raisedFromCasualty;
  836. }
  837. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  838. }
  839. return CStackBasicDescriptor();
  840. }
  841. /**
  842. * Show the necromancy dialog with information about units raised.
  843. * @param raisedStack Pair where the first element represents ID of the raised creature
  844. * and the second element the amount.
  845. */
  846. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  847. {
  848. InfoWindow iw;
  849. iw.type = EInfoWindowMode::AUTO;
  850. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  851. iw.player = tempOwner;
  852. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  853. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  854. {
  855. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  856. iw.text.replaceNumber(raisedStack.count);
  857. }
  858. else // Practicing the dark arts of necromancy, ... (singular)
  859. {
  860. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  861. }
  862. iw.text.replaceName(raisedStack);
  863. cb->showInfoDialog(&iw);
  864. }
  865. /*
  866. int3 CGHeroInstance::getSightCenter() const
  867. {
  868. return getPosition(false);
  869. }*/
  870. int CGHeroInstance::getSightRadius() const
  871. {
  872. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  873. }
  874. si32 CGHeroInstance::manaRegain() const
  875. {
  876. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  877. return manaLimit();
  878. return valOfBonuses(BonusType::MANA_REGENERATION);
  879. }
  880. si32 CGHeroInstance::getManaNewTurn() const
  881. {
  882. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  883. {
  884. //if hero starts turn in town with mage guild - restore all mana
  885. return std::max(mana, manaLimit());
  886. }
  887. si32 res = mana + manaRegain();
  888. res = std::min(res, manaLimit());
  889. res = std::max(res, mana);
  890. res = std::max(res, 0);
  891. return res;
  892. }
  893. // /**
  894. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  895. // * or discards it if it cannot be equipped.
  896. // */
  897. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  898. // {
  899. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  900. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  901. // ai->putAt(this, ai->firstAvailableSlot(this));
  902. // }
  903. BoatId CGHeroInstance::getBoatType() const
  904. {
  905. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  906. }
  907. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  908. {
  909. offsets = {
  910. {0, -1, 0},
  911. {+1, -1, 0},
  912. {+1, 0, 0},
  913. {+1, +1, 0},
  914. {0, +1, 0},
  915. {-1, +1, 0},
  916. {-1, 0, 0},
  917. {-1, -1, 0},
  918. };
  919. }
  920. const IObjectInterface * CGHeroInstance::getObject() const
  921. {
  922. return this;
  923. }
  924. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  925. {
  926. return sp->getCost(getSpellSchoolLevel(sp));
  927. }
  928. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  929. {
  930. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  931. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  932. if(hasBonus(sel))
  933. removeBonuses(sel);
  934. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  935. }
  936. EAlignment CGHeroInstance::getAlignment() const
  937. {
  938. return getHeroClass()->getAlignment();
  939. }
  940. void CGHeroInstance::initExp(vstd::RNG & rand)
  941. {
  942. exp = rand.nextInt(40, 89);
  943. }
  944. std::string CGHeroInstance::nodeName() const
  945. {
  946. return "Hero " + getNameTextID();
  947. }
  948. si32 CGHeroInstance::manaLimit() const
  949. {
  950. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  951. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  952. }
  953. HeroTypeID CGHeroInstance::getPortraitSource() const
  954. {
  955. if (customPortraitSource.isValid())
  956. return customPortraitSource;
  957. else
  958. return getHeroTypeID();
  959. }
  960. int32_t CGHeroInstance::getIconIndex() const
  961. {
  962. return getPortraitSource().toEntity(VLC)->getIconIndex();
  963. }
  964. std::string CGHeroInstance::getNameTranslated() const
  965. {
  966. return VLC->generaltexth->translate(getNameTextID());
  967. }
  968. std::string CGHeroInstance::getClassNameTranslated() const
  969. {
  970. return VLC->generaltexth->translate(getClassNameTextID());
  971. }
  972. std::string CGHeroInstance::getClassNameTextID() const
  973. {
  974. if (isCampaignGem())
  975. return "core.genrltxt.735";
  976. return getHeroClass()->getNameTextID();
  977. }
  978. std::string CGHeroInstance::getNameTextID() const
  979. {
  980. if (!nameCustomTextId.empty())
  981. return nameCustomTextId;
  982. if (getHeroTypeID().hasValue())
  983. return getHeroType()->getNameTextID();
  984. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  985. // assert(0);
  986. return "";
  987. }
  988. std::string CGHeroInstance::getBiographyTranslated() const
  989. {
  990. return VLC->generaltexth->translate(getBiographyTextID());
  991. }
  992. std::string CGHeroInstance::getBiographyTextID() const
  993. {
  994. if (!biographyCustomTextId.empty())
  995. return biographyCustomTextId;
  996. if (getHeroTypeID().hasValue())
  997. return getHeroType()->getBiographyTextID();
  998. return ""; //for random hero
  999. }
  1000. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1001. {
  1002. assert(art->canBePutAt(this, pos));
  1003. if(ArtifactUtils::isSlotEquipment(pos))
  1004. attachTo(*art);
  1005. return CArtifactSet::putArtifact(pos, art);
  1006. }
  1007. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1008. {
  1009. auto art = getArt(pos);
  1010. assert(art);
  1011. CArtifactSet::removeArtifact(pos);
  1012. if(ArtifactUtils::isSlotEquipment(pos))
  1013. detachFrom(*art);
  1014. }
  1015. bool CGHeroInstance::hasSpellbook() const
  1016. {
  1017. return getArt(ArtifactPosition::SPELLBOOK);
  1018. }
  1019. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1020. {
  1021. spells.insert(spell);
  1022. }
  1023. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1024. {
  1025. spells.erase(spell);
  1026. }
  1027. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1028. {
  1029. return vstd::contains(spells, spell);
  1030. }
  1031. void CGHeroInstance::removeSpellbook()
  1032. {
  1033. spells.clear();
  1034. if(hasSpellbook())
  1035. {
  1036. cb->removeArtifact(ArtifactLocation(this->id, ArtifactPosition::SPELLBOOK));
  1037. }
  1038. }
  1039. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1040. {
  1041. return spells;
  1042. }
  1043. int CGHeroInstance::maxSpellLevel() const
  1044. {
  1045. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1046. }
  1047. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1048. {
  1049. assert(newBoat);
  1050. boat = newBoat;
  1051. attachTo(const_cast<CGBoat&>(*boat));
  1052. const_cast<CGBoat*>(boat)->hero = this;
  1053. }
  1054. void CGHeroInstance::deserializationFix()
  1055. {
  1056. artDeserializationFix(this);
  1057. boatDeserializationFix();
  1058. }
  1059. void CGHeroInstance::boatDeserializationFix()
  1060. {
  1061. if (boat)
  1062. attachTo(const_cast<CGBoat&>(*boat));
  1063. }
  1064. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1065. {
  1066. if(!visitedTown)
  1067. return nullptr;
  1068. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1069. : (CBonusSystemNode *)(visitedTown.get());
  1070. }
  1071. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1072. {
  1073. if(visitedTown)
  1074. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1075. return &CArmedInstance::whereShouldBeAttached(gs);
  1076. }
  1077. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1078. {
  1079. if(visitedTown)
  1080. {
  1081. if(inTownGarrison)
  1082. return *visitedTown;
  1083. else
  1084. return visitedTown->townAndVis;
  1085. }
  1086. else
  1087. return CArmedInstance::whereShouldBeAttached(gs);
  1088. }
  1089. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1090. {
  1091. std::unique_ptr<TurnInfo> turnInfoLocal;
  1092. if(!ti)
  1093. {
  1094. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1095. ti = turnInfoLocal.get();
  1096. }
  1097. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1098. return 0; // take all MPs by default
  1099. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1100. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1101. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1102. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1103. return ret;
  1104. }
  1105. EDiggingStatus CGHeroInstance::diggingStatus() const
  1106. {
  1107. if(static_cast<int>(movement) < movementPointsLimit(true))
  1108. return EDiggingStatus::LACK_OF_MOVEMENT;
  1109. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1110. return EDiggingStatus::BACKPACK_IS_FULL;
  1111. return cb->getTileDigStatus(visitablePos());
  1112. }
  1113. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1114. {
  1115. return ArtBearer::HERO;
  1116. }
  1117. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1118. {
  1119. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1120. std::set<SecondarySkill> obligatory;
  1121. for(auto i = 0; i < VLC->skillh->size(); i++)
  1122. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1123. obligatory.insert(i); //Always return all obligatory skills
  1124. return obligatory;
  1125. };
  1126. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1127. {
  1128. std::set<SecondarySkill> intersect;
  1129. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1130. std::inserter(intersect, intersect.begin()));
  1131. return intersect;
  1132. };
  1133. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1134. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1135. std::set<SecondarySkill> basicAndAdv;
  1136. std::set<SecondarySkill> none;
  1137. for(int i = 0; i < VLC->skillh->size(); i++)
  1138. if (canLearnSkill(SecondarySkill(i)))
  1139. none.insert(SecondarySkill(i));
  1140. for(const auto & elem : secSkills)
  1141. {
  1142. if(elem.second < MasteryLevel::EXPERT)
  1143. basicAndAdv.insert(elem.first);
  1144. none.erase(elem.first);
  1145. }
  1146. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1147. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1148. std::vector<SecondarySkill> skills;
  1149. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1150. {
  1151. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1152. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1153. SecondarySkill selection;
  1154. if (selectWisdom)
  1155. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1156. else if (selectSchool)
  1157. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1158. else
  1159. selection = getHeroClass()->chooseSecSkill(options, rand);
  1160. skills.push_back(selection);
  1161. options.erase(selection);
  1162. if (wisdomList.count(selection))
  1163. wisdomList.clear();
  1164. if (schoolList.count(selection))
  1165. schoolList.clear();
  1166. };
  1167. if (!basicAndAdv.empty())
  1168. chooseSkill(basicAndAdv);
  1169. if (canLearnSkill() && !none.empty())
  1170. chooseSkill(none);
  1171. if (!basicAndAdv.empty() && skills.size() < 2)
  1172. chooseSkill(basicAndAdv);
  1173. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1174. chooseSkill(none);
  1175. return skills;
  1176. }
  1177. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1178. {
  1179. assert(gainsLevel());
  1180. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1181. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1182. if (isCampaignYog())
  1183. {
  1184. // Yog can only receive Attack or Defence on level-up
  1185. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1186. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1187. }
  1188. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1189. }
  1190. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1191. {
  1192. assert(gainsLevel());
  1193. std::optional<SecondarySkill> chosenSecondarySkill;
  1194. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1195. if(!proposedSecondarySkills.empty())
  1196. {
  1197. std::vector<SecondarySkill> learnedSecondarySkills;
  1198. for(const auto & secondarySkill : proposedSecondarySkills)
  1199. {
  1200. if(getSecSkillLevel(secondarySkill) > 0)
  1201. {
  1202. learnedSecondarySkills.push_back(secondarySkill);
  1203. }
  1204. }
  1205. if(learnedSecondarySkills.empty())
  1206. {
  1207. // there are only new skills to learn, so choose anyone of them
  1208. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1209. }
  1210. else
  1211. {
  1212. // preferably upgrade a already learned secondary skill
  1213. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1214. }
  1215. }
  1216. return chosenSecondarySkill;
  1217. }
  1218. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1219. {
  1220. if(primarySkill < PrimarySkill::EXPERIENCE)
  1221. {
  1222. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1223. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1224. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1225. assert(skill);
  1226. if(abs)
  1227. {
  1228. skill->val = static_cast<si32>(value);
  1229. }
  1230. else
  1231. {
  1232. skill->val += static_cast<si32>(value);
  1233. }
  1234. CBonusSystemNode::treeHasChanged();
  1235. }
  1236. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1237. {
  1238. if(abs)
  1239. {
  1240. exp = value;
  1241. }
  1242. else
  1243. {
  1244. exp += value;
  1245. }
  1246. }
  1247. }
  1248. bool CGHeroInstance::gainsLevel() const
  1249. {
  1250. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1251. }
  1252. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1253. {
  1254. ++level;
  1255. //deterministic secondary skills
  1256. ++skillsInfo.magicSchoolCounter;
  1257. ++skillsInfo.wisdomCounter;
  1258. for(const auto & skill : skills)
  1259. {
  1260. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1261. skillsInfo.resetWisdomCounter();
  1262. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1263. skillsInfo.resetMagicSchoolCounter();
  1264. }
  1265. //update specialty and other bonuses that scale with level
  1266. treeHasChanged();
  1267. }
  1268. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1269. {
  1270. while(gainsLevel())
  1271. {
  1272. const auto primarySkill = nextPrimarySkill(rand);
  1273. setPrimarySkill(primarySkill, 1, false);
  1274. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1275. const auto secondarySkill = nextSecondarySkill(rand);
  1276. if(secondarySkill)
  1277. {
  1278. setSecSkillLevel(*secondarySkill, 1, false);
  1279. }
  1280. //TODO why has the secondary skills to be passed to the method?
  1281. levelUp(proposedSecondarySkills);
  1282. }
  1283. }
  1284. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1285. {
  1286. //VISIONS spell support
  1287. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1288. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1289. if (visionsMultiplier > 0)
  1290. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1291. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1292. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1293. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1294. }
  1295. std::string CGHeroInstance::getHeroTypeName() const
  1296. {
  1297. if(ID == Obj::HERO || ID == Obj::PRISON)
  1298. return getHeroType()->getJsonKey();
  1299. return "";
  1300. }
  1301. void CGHeroInstance::afterAddToMap(CMap * map)
  1302. {
  1303. if(ID != Obj::PRISON)
  1304. map->heroesOnMap.emplace_back(this);
  1305. }
  1306. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1307. {
  1308. if (ID == Obj::PRISON)
  1309. vstd::erase_if_present(map->heroesOnMap, this);
  1310. }
  1311. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1312. {
  1313. if(ID == Obj::HERO || ID == Obj::PRISON)
  1314. {
  1315. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1316. if(rawId)
  1317. subID = rawId.value();
  1318. else
  1319. {
  1320. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1321. }
  1322. }
  1323. }
  1324. void CGHeroInstance::updateFrom(const JsonNode & data)
  1325. {
  1326. CGObjectInstance::updateFrom(data);
  1327. }
  1328. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1329. {
  1330. handler.serializeString("biography", biographyCustomTextId);
  1331. handler.serializeInt("experience", exp, 0);
  1332. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1333. {
  1334. while (gainsLevel())
  1335. {
  1336. ++level;
  1337. }
  1338. }
  1339. handler.serializeString("name", nameCustomTextId);
  1340. handler.serializeInt("gender", gender, 0);
  1341. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1342. //primary skills
  1343. if(handler.saving)
  1344. {
  1345. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1346. if(haveSkills)
  1347. {
  1348. auto primarySkills = handler.enterStruct("primarySkills");
  1349. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1350. {
  1351. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1352. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1353. }
  1354. }
  1355. }
  1356. else
  1357. {
  1358. auto primarySkills = handler.enterStruct("primarySkills");
  1359. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1360. {
  1361. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1362. {
  1363. int value = 0;
  1364. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1365. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1366. }
  1367. }
  1368. }
  1369. //secondary skills
  1370. if(handler.saving)
  1371. {
  1372. //does hero have default skills?
  1373. bool defaultSkills = false;
  1374. bool normalSkills = false;
  1375. for(const auto & p : secSkills)
  1376. {
  1377. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1378. defaultSkills = true;
  1379. else
  1380. normalSkills = true;
  1381. }
  1382. if(defaultSkills && normalSkills)
  1383. logGlobal->error("Mixed default and normal secondary skills");
  1384. //in json default skills means no field/null
  1385. if(!defaultSkills)
  1386. {
  1387. //enter array here as handler initialize it
  1388. auto secondarySkills = handler.enterArray("secondarySkills");
  1389. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1390. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1391. {
  1392. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1393. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1394. handler.serializeId("skill", skillId);
  1395. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1396. handler.serializeString("level", skillLevel);
  1397. }
  1398. }
  1399. }
  1400. else
  1401. {
  1402. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1403. secSkills.clear();
  1404. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1405. {
  1406. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1407. }
  1408. else
  1409. {
  1410. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1411. {
  1412. const int rawId = SecondarySkill::decode(skillId);
  1413. if(rawId < 0)
  1414. {
  1415. logGlobal->error("Invalid secondary skill %s", skillId);
  1416. return;
  1417. }
  1418. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1419. if(level < 0)
  1420. {
  1421. logGlobal->error("Invalid secondary skill level%s", levelId);
  1422. return;
  1423. }
  1424. secSkills.emplace_back(SecondarySkill(rawId), level);
  1425. };
  1426. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1427. {
  1428. for(const auto & p : secondarySkills.Vector())
  1429. {
  1430. auto skillMap = p.Struct();
  1431. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1432. }
  1433. }
  1434. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1435. {
  1436. for(const auto & p : secondarySkills.Struct())
  1437. {
  1438. addSkill(p.first, p.second.String());
  1439. };
  1440. }
  1441. }
  1442. }
  1443. handler.serializeIdArray("spellBook", spells);
  1444. if(handler.saving)
  1445. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1446. }
  1447. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1448. {
  1449. serializeCommonOptions(handler);
  1450. serializeJsonOwner(handler);
  1451. if(ID == Obj::HERO || ID == Obj::PRISON)
  1452. {
  1453. std::string typeName;
  1454. if(handler.saving)
  1455. typeName = getHeroTypeName();
  1456. handler.serializeString("type", typeName);
  1457. if(!handler.saving)
  1458. setHeroTypeName(typeName);
  1459. }
  1460. if(!handler.saving)
  1461. {
  1462. if(!appearance)
  1463. {
  1464. // crossoverDeserialize
  1465. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1466. }
  1467. }
  1468. CArmedInstance::serializeJsonOptions(handler);
  1469. {
  1470. static constexpr int NO_PATROLING = -1;
  1471. int rawPatrolRadius = NO_PATROLING;
  1472. if(handler.saving)
  1473. {
  1474. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1475. }
  1476. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1477. if(!handler.saving)
  1478. {
  1479. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1480. patrol.initialPos = visitablePos();
  1481. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1482. }
  1483. }
  1484. }
  1485. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1486. {
  1487. serializeCommonOptions(handler);
  1488. }
  1489. bool CGHeroInstance::isMissionCritical() const
  1490. {
  1491. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1492. {
  1493. if (event.effect.type != EventEffect::DEFEAT)
  1494. continue;
  1495. auto const & testFunctor = [&](const EventCondition & condition)
  1496. {
  1497. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1498. return (id != condition.objectID);
  1499. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1500. {
  1501. if(hasArt(condition.objectType.as<ArtifactID>()))
  1502. return true;
  1503. }
  1504. if(condition.condition == EventCondition::IS_HUMAN)
  1505. return true;
  1506. return false;
  1507. };
  1508. if(event.trigger.test(testFunctor))
  1509. return true;
  1510. }
  1511. return false;
  1512. }
  1513. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1514. {
  1515. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1516. for(const auto & it : *lista)
  1517. {
  1518. auto nid = CreatureID(it->additionalInfo[0]);
  1519. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1520. {
  1521. info.newID.push_back(nid);
  1522. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1523. }
  1524. }
  1525. }
  1526. bool CGHeroInstance::isCampaignYog() const
  1527. {
  1528. const StartInfo *si = cb->getStartInfo();
  1529. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1530. if(!si || !si->campState)
  1531. return false;
  1532. std::string campaign = si->campState->getFilename();
  1533. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1534. return false;
  1535. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1536. return false;
  1537. return true;
  1538. }
  1539. bool CGHeroInstance::isCampaignGem() const
  1540. {
  1541. const StartInfo *si = cb->getStartInfo();
  1542. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1543. if(!si || !si->campState)
  1544. return false;
  1545. std::string campaign = si->campState->getFilename();
  1546. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1547. return false;
  1548. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1549. return false;
  1550. return true;
  1551. }
  1552. ResourceSet CGHeroInstance::dailyIncome() const
  1553. {
  1554. ResourceSet income;
  1555. for (GameResID k : GameResID::ALL_RESOURCES())
  1556. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1557. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1558. income.applyHandicap(playerSettings->handicap.percentIncome);
  1559. return income;
  1560. }
  1561. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1562. {
  1563. return {};
  1564. }
  1565. const IOwnableObject * CGHeroInstance::asOwnable() const
  1566. {
  1567. return this;
  1568. }
  1569. VCMI_LIB_NAMESPACE_END