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- /*
- * HeroPoolProcessor.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "HeroPoolProcessor.h"
- #include "TurnOrderProcessor.h"
- #include "../CGameHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/GameSettings.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/networkPacks/PacksForClient.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/gameState/TavernHeroesPool.h"
- #include "../../lib/gameState/TavernSlot.h"
- HeroPoolProcessor::HeroPoolProcessor()
- : gameHandler(nullptr)
- {
- }
- HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
- : gameHandler(gameHandler)
- {
- }
- TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
- {
- const auto & heroesPool = gameHandler->gameState()->heroesPool;
- const auto & heroes = heroesPool->getHeroesFor(player);
- // if tavern has empty slot - use it
- if (heroes.size() == 0)
- return TavernHeroSlot::NATIVE;
- if (heroes.size() == 1)
- return TavernHeroSlot::RANDOM;
- // try to find "better" slot to overwrite
- // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
- // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
- auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
- auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
- if (roleLeft > roleRight)
- return TavernHeroSlot::RANDOM;
- if (roleLeft < roleRight)
- return TavernHeroSlot::NATIVE;
- // both slots are equal in "value", so select randomly
- if (getRandomGenerator(player).nextInt(100) > 50)
- return TavernHeroSlot::RANDOM;
- else
- return TavernHeroSlot::NATIVE;
- }
- void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
- {
- SetAvailableHero sah;
- sah.roleID = TavernSlotRole::SURRENDERED;
- sah.slotID = selectSlotForRole(color, sah.roleID);
- sah.player = color;
- sah.hid = hero->getHeroType();
- sah.replenishPoints = false;
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
- {
- SetAvailableHero sah;
- sah.roleID = TavernSlotRole::RETREATED;
- sah.slotID = selectSlotForRole(color, sah.roleID);
- sah.player = color;
- sah.hid = hero->getHeroType();
- sah.army.clearSlots();
- sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
- sah.replenishPoints = false;
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
- {
- SetAvailableHero sah;
- sah.player = color;
- sah.roleID = TavernSlotRole::NONE;
- sah.slotID = slot;
- sah.hid = HeroTypeID::NONE;
- sah.replenishPoints = false;
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
- {
- SetAvailableHero sah;
- sah.player = color;
- sah.slotID = slot;
- sah.replenishPoints = true;
- CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
- if (newHero)
- {
- sah.hid = newHero->getHeroType();
- if (giveArmy)
- {
- sah.roleID = TavernSlotRole::FULL_ARMY;
- newHero->initArmy(getRandomGenerator(color), &sah.army);
- }
- else
- {
- sah.roleID = TavernSlotRole::SINGLE_UNIT;
- sah.army.clearSlots();
- sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
- }
- }
- else
- {
- sah.hid = HeroTypeID::NONE;
- }
- gameHandler->sendAndApply(&sah);
- }
- void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
- {
- clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
- clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
- selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
- selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
- }
- bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
- {
- const PlayerState * playerState = gameHandler->getPlayerState(player);
- const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
- const CGTownInstance * town = gameHandler->getTown(objectID);
- if (!mapObject && gameHandler->complain("Invalid map object!"))
- return false;
- if (!playerState && gameHandler->complain("Invalid player!"))
- return false;
- if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
- return false;
- if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
- return false;
- if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
- return false;
- if(town) //tavern in town
- {
- if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
- return false;
- if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
- return false;
- if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
- return false;
- }
- if(mapObject->ID == Obj::TAVERN)
- {
- const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
- if (!visitor || visitor->getOwner() != player)
- {
- gameHandler->complain("Can't buy hero in tavern not being visited!");
- return false;
- }
- if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
- return false;
- }
- auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
- const CGHeroInstance * recruitedHero = nullptr;
- for(const auto & hero : recruitableHeroes)
- {
- if(hero->getHeroType() == heroToRecruit)
- recruitedHero = hero;
- }
- if(!recruitedHero)
- {
- gameHandler->complain("Hero is not available for hiring!");
- return false;
- }
- const auto targetPos = mapObject->visitablePos();
- HeroRecruited hr;
- hr.tid = mapObject->id;
- hr.hid = recruitedHero->getHeroType();
- hr.player = player;
- hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
- if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
- {
- //Create a new boat for hero
- gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
- hr.boatId = gameHandler->getTopObj(targetPos)->id;
- }
- // apply netpack -> this will remove hired hero from pool
- gameHandler->sendAndApply(&hr);
- if(recruitableHeroes[0] == recruitedHero)
- selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
- else
- selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
- gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
- if(town)
- {
- gameHandler->visitCastleObjects(town, recruitedHero);
- gameHandler->giveSpells(town, recruitedHero);
- }
- return true;
- }
- std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
- {
- std::vector<const CHeroClass *> result;
- const auto & heroesPool = gameHandler->gameState()->heroesPool;
- FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
- for(const auto & elem : heroesPool->unusedHeroesFromPool())
- {
- if (vstd::contains(result, elem.second->type->heroClass))
- continue;
- bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
- bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
- if(heroAvailable && !heroClassBanned)
- result.push_back(elem.second->type->heroClass);
- }
- return result;
- }
- std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
- {
- std::vector<CGHeroInstance *> result;
- const auto & heroesPool = gameHandler->gameState()->heroesPool;
- for(const auto & elem : heroesPool->unusedHeroesFromPool())
- {
- assert(!vstd::contains(result, elem.second));
- bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
- bool heroClassMatches = elem.second->type->heroClass == heroClass;
- if(heroAvailable && heroClassMatches)
- result.push_back(elem.second);
- }
- return result;
- }
- const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
- {
- if(!player.isValidPlayer())
- {
- logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
- return nullptr;
- }
- FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
- const auto & heroesPool = gameHandler->gameState()->heroesPool;
- const auto & currentTavern = heroesPool->getHeroesFor(player);
- std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
- std::vector<const CHeroClass *> possibleClasses;
- if(potentialClasses.empty())
- {
- logGlobal->error("There are no heroes available for player %s!", player.toString());
- return nullptr;
- }
- for(const auto & heroClass : potentialClasses)
- {
- if (isNative && heroClass->faction != factionID)
- continue;
- bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
- return hero->type->heroClass == heroClass;
- });
- if (hasSameClass)
- continue;
- possibleClasses.push_back(heroClass);
- }
- if (possibleClasses.empty())
- {
- logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
- possibleClasses = potentialClasses;
- }
- int totalWeight = 0;
- for(const auto & heroClass : possibleClasses)
- totalWeight += heroClass->tavernProbability(factionID);
- int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
- for(const auto & heroClass : possibleClasses)
- {
- roll -= heroClass->tavernProbability(factionID);
- if(roll < 0)
- return heroClass;
- }
- return *possibleClasses.rbegin();
- }
- CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
- {
- const CHeroClass * heroClass = pickClassFor(isNative, player);
- if(!heroClass)
- return nullptr;
- std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
- assert(!possibleHeroes.empty());
- if(possibleHeroes.empty())
- return nullptr;
- return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
- }
- CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
- {
- if (heroSeed.count(hero) == 0)
- {
- int seed = gameHandler->getRandomGenerator().nextInt();
- heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
- }
- return *heroSeed.at(hero);
- }
- CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
- {
- if (playerSeed.count(player) == 0)
- {
- int seed = gameHandler->getRandomGenerator().nextInt();
- playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
- }
- return *playerSeed.at(player);
- }
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