HeroPoolProcessor.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374
  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/CHeroHandler.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/GameSettings.h"
  17. #include "../../lib/StartInfo.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/mapObjects/CGHeroInstance.h"
  20. #include "../../lib/networkPacks/PacksForClient.h"
  21. #include "../../lib/gameState/CGameState.h"
  22. #include "../../lib/gameState/TavernHeroesPool.h"
  23. #include "../../lib/gameState/TavernSlot.h"
  24. HeroPoolProcessor::HeroPoolProcessor()
  25. : gameHandler(nullptr)
  26. {
  27. }
  28. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  29. : gameHandler(gameHandler)
  30. {
  31. }
  32. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  33. {
  34. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  35. const auto & heroes = heroesPool->getHeroesFor(player);
  36. // if tavern has empty slot - use it
  37. if (heroes.size() == 0)
  38. return TavernHeroSlot::NATIVE;
  39. if (heroes.size() == 1)
  40. return TavernHeroSlot::RANDOM;
  41. // try to find "better" slot to overwrite
  42. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  43. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  44. auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
  45. auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
  46. if (roleLeft > roleRight)
  47. return TavernHeroSlot::RANDOM;
  48. if (roleLeft < roleRight)
  49. return TavernHeroSlot::NATIVE;
  50. // both slots are equal in "value", so select randomly
  51. if (getRandomGenerator(player).nextInt(100) > 50)
  52. return TavernHeroSlot::RANDOM;
  53. else
  54. return TavernHeroSlot::NATIVE;
  55. }
  56. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  57. {
  58. SetAvailableHero sah;
  59. sah.roleID = TavernSlotRole::SURRENDERED;
  60. sah.slotID = selectSlotForRole(color, sah.roleID);
  61. sah.player = color;
  62. sah.hid = hero->getHeroType();
  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->getHeroType();
  72. sah.army.clearSlots();
  73. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  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. gameHandler->sendAndApply(&sah);
  84. }
  85. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  86. {
  87. SetAvailableHero sah;
  88. sah.player = color;
  89. sah.slotID = slot;
  90. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  91. if (newHero)
  92. {
  93. sah.hid = newHero->getHeroType();
  94. if (giveArmy)
  95. {
  96. sah.roleID = TavernSlotRole::FULL_ARMY;
  97. newHero->initArmy(getRandomGenerator(color), &sah.army);
  98. }
  99. else
  100. {
  101. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  102. sah.army.clearSlots();
  103. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  104. }
  105. }
  106. else
  107. {
  108. sah.hid = HeroTypeID::NONE;
  109. }
  110. gameHandler->sendAndApply(&sah);
  111. }
  112. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  113. {
  114. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  115. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  116. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  117. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  118. }
  119. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  120. {
  121. const PlayerState * playerState = gameHandler->getPlayerState(player);
  122. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  123. const CGTownInstance * town = gameHandler->getTown(objectID);
  124. if (!mapObject && gameHandler->complain("Invalid map object!"))
  125. return false;
  126. if (!playerState && gameHandler->complain("Invalid player!"))
  127. return false;
  128. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  129. return false;
  130. 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!"))
  131. return false;
  132. 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!"))
  133. return false;
  134. if(town) //tavern in town
  135. {
  136. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  137. return false;
  138. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  139. return false;
  140. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  141. return false;
  142. }
  143. if(mapObject->ID == Obj::TAVERN)
  144. {
  145. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  146. if (!visitor || visitor->getOwner() != player)
  147. {
  148. gameHandler->complain("Can't buy hero in tavern not being visited!");
  149. return false;
  150. }
  151. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  152. return false;
  153. }
  154. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  155. const CGHeroInstance * recruitedHero = nullptr;
  156. for(const auto & hero : recruitableHeroes)
  157. {
  158. if(hero->getHeroType() == heroToRecruit)
  159. recruitedHero = hero;
  160. }
  161. if(!recruitedHero)
  162. {
  163. gameHandler->complain("Hero is not available for hiring!");
  164. return false;
  165. }
  166. const auto targetPos = mapObject->visitablePos();
  167. HeroRecruited hr;
  168. hr.tid = mapObject->id;
  169. hr.hid = recruitedHero->getHeroType();
  170. hr.player = player;
  171. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  172. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  173. {
  174. //Create a new boat for hero
  175. gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
  176. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  177. }
  178. // apply netpack -> this will remove hired hero from pool
  179. gameHandler->sendAndApply(&hr);
  180. if(recruitableHeroes[0] == recruitedHero)
  181. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  182. else
  183. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  184. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  185. if(town)
  186. {
  187. gameHandler->visitCastleObjects(town, recruitedHero);
  188. gameHandler->giveSpells(town, recruitedHero);
  189. }
  190. return true;
  191. }
  192. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  193. {
  194. std::vector<const CHeroClass *> result;
  195. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  196. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  197. for(auto & elem : heroesPool->unusedHeroesFromPool())
  198. {
  199. if (vstd::contains(result, elem.second->type->heroClass))
  200. continue;
  201. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  202. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  203. if(heroAvailable && !heroClassBanned)
  204. result.push_back(elem.second->type->heroClass);
  205. }
  206. return result;
  207. }
  208. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  209. {
  210. std::vector<CGHeroInstance *> result;
  211. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  212. for(auto & elem : heroesPool->unusedHeroesFromPool())
  213. {
  214. assert(!vstd::contains(result, elem.second));
  215. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  216. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  217. if(heroAvailable && heroClassMatches)
  218. result.push_back(elem.second);
  219. }
  220. return result;
  221. }
  222. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  223. {
  224. if(!player.isValidPlayer())
  225. {
  226. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  227. return nullptr;
  228. }
  229. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  230. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  231. const auto & currentTavern = heroesPool->getHeroesFor(player);
  232. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  233. std::vector<const CHeroClass *> possibleClasses;
  234. if(potentialClasses.empty())
  235. {
  236. logGlobal->error("There are no heroes available for player %s!", player.toString());
  237. return nullptr;
  238. }
  239. for(const auto & heroClass : potentialClasses)
  240. {
  241. if (isNative && heroClass->faction != factionID)
  242. continue;
  243. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  244. return hero->type->heroClass == heroClass;
  245. });
  246. if (hasSameClass)
  247. continue;
  248. possibleClasses.push_back(heroClass);
  249. }
  250. if (possibleClasses.empty())
  251. {
  252. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  253. possibleClasses = potentialClasses;
  254. }
  255. int totalWeight = 0;
  256. for(const auto & heroClass : possibleClasses)
  257. totalWeight += heroClass->selectionProbability.at(factionID);
  258. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  259. for(const auto & heroClass : possibleClasses)
  260. {
  261. roll -= heroClass->selectionProbability.at(factionID);
  262. if(roll < 0)
  263. return heroClass;
  264. }
  265. return *possibleClasses.rbegin();
  266. }
  267. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  268. {
  269. const CHeroClass * heroClass = pickClassFor(isNative, player);
  270. if(!heroClass)
  271. return nullptr;
  272. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  273. assert(!possibleHeroes.empty());
  274. if(possibleHeroes.empty())
  275. return nullptr;
  276. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  277. }
  278. CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  279. {
  280. if (heroSeed.count(hero) == 0)
  281. {
  282. int seed = gameHandler->getRandomGenerator().nextInt();
  283. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  284. }
  285. return *heroSeed.at(hero);
  286. }
  287. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  288. {
  289. if (playerSeed.count(player) == 0)
  290. {
  291. int seed = gameHandler->getRandomGenerator().nextInt();
  292. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  293. }
  294. return *playerSeed.at(player);
  295. }