HeroPoolProcessor.cpp 11 KB

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  1. /*
  2. * HeroPoolProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/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. sah.replenishPoints = false;
  64. gameHandler->sendAndApply(&sah);
  65. }
  66. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  67. {
  68. SetAvailableHero sah;
  69. sah.roleID = TavernSlotRole::RETREATED;
  70. sah.slotID = selectSlotForRole(color, sah.roleID);
  71. sah.player = color;
  72. sah.hid = hero->getHeroType();
  73. sah.army.clearSlots();
  74. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  75. sah.replenishPoints = false;
  76. gameHandler->sendAndApply(&sah);
  77. }
  78. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  79. {
  80. SetAvailableHero sah;
  81. sah.player = color;
  82. sah.roleID = TavernSlotRole::NONE;
  83. sah.slotID = slot;
  84. sah.hid = HeroTypeID::NONE;
  85. sah.replenishPoints = false;
  86. gameHandler->sendAndApply(&sah);
  87. }
  88. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  89. {
  90. SetAvailableHero sah;
  91. sah.player = color;
  92. sah.slotID = slot;
  93. sah.replenishPoints = true;
  94. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  95. if (newHero)
  96. {
  97. sah.hid = newHero->getHeroType();
  98. if (giveArmy)
  99. {
  100. sah.roleID = TavernSlotRole::FULL_ARMY;
  101. newHero->initArmy(getRandomGenerator(color), &sah.army);
  102. }
  103. else
  104. {
  105. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  106. sah.army.clearSlots();
  107. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  108. }
  109. }
  110. else
  111. {
  112. sah.hid = HeroTypeID::NONE;
  113. }
  114. gameHandler->sendAndApply(&sah);
  115. }
  116. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  117. {
  118. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  119. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  120. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  121. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  122. }
  123. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  124. {
  125. const PlayerState * playerState = gameHandler->getPlayerState(player);
  126. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  127. const CGTownInstance * town = gameHandler->getTown(objectID);
  128. if (!mapObject && gameHandler->complain("Invalid map object!"))
  129. return false;
  130. if (!playerState && gameHandler->complain("Invalid player!"))
  131. return false;
  132. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  133. return false;
  134. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  135. return false;
  136. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  137. return false;
  138. if(town) //tavern in town
  139. {
  140. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  141. return false;
  142. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  143. return false;
  144. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  145. return false;
  146. }
  147. if(mapObject->ID == Obj::TAVERN)
  148. {
  149. const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
  150. if (!visitor || visitor->getOwner() != player)
  151. {
  152. gameHandler->complain("Can't buy hero in tavern not being visited!");
  153. return false;
  154. }
  155. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  156. return false;
  157. }
  158. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  159. const CGHeroInstance * recruitedHero = nullptr;
  160. for(const auto & hero : recruitableHeroes)
  161. {
  162. if(hero->getHeroType() == heroToRecruit)
  163. recruitedHero = hero;
  164. }
  165. if(!recruitedHero)
  166. {
  167. gameHandler->complain("Hero is not available for hiring!");
  168. return false;
  169. }
  170. const auto targetPos = mapObject->visitablePos();
  171. HeroRecruited hr;
  172. hr.tid = mapObject->id;
  173. hr.hid = recruitedHero->getHeroType();
  174. hr.player = player;
  175. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  176. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  177. {
  178. //Create a new boat for hero
  179. gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
  180. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  181. }
  182. // apply netpack -> this will remove hired hero from pool
  183. gameHandler->sendAndApply(&hr);
  184. if(recruitableHeroes[0] == recruitedHero)
  185. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  186. else
  187. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  188. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  189. if(town)
  190. {
  191. gameHandler->visitCastleObjects(town, recruitedHero);
  192. gameHandler->giveSpells(town, recruitedHero);
  193. }
  194. return true;
  195. }
  196. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  197. {
  198. std::vector<const CHeroClass *> result;
  199. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  200. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  201. for(auto & elem : heroesPool->unusedHeroesFromPool())
  202. {
  203. if (vstd::contains(result, elem.second->type->heroClass))
  204. continue;
  205. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  206. bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
  207. if(heroAvailable && !heroClassBanned)
  208. result.push_back(elem.second->type->heroClass);
  209. }
  210. return result;
  211. }
  212. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  213. {
  214. std::vector<CGHeroInstance *> result;
  215. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  216. for(auto & elem : heroesPool->unusedHeroesFromPool())
  217. {
  218. assert(!vstd::contains(result, elem.second));
  219. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  220. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  221. if(heroAvailable && heroClassMatches)
  222. result.push_back(elem.second);
  223. }
  224. return result;
  225. }
  226. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  227. {
  228. if(!player.isValidPlayer())
  229. {
  230. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
  231. return nullptr;
  232. }
  233. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  234. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  235. const auto & currentTavern = heroesPool->getHeroesFor(player);
  236. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  237. std::vector<const CHeroClass *> possibleClasses;
  238. if(potentialClasses.empty())
  239. {
  240. logGlobal->error("There are no heroes available for player %s!", player.toString());
  241. return nullptr;
  242. }
  243. for(const auto & heroClass : potentialClasses)
  244. {
  245. if (isNative && heroClass->faction != factionID)
  246. continue;
  247. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  248. return hero->type->heroClass == heroClass;
  249. });
  250. if (hasSameClass)
  251. continue;
  252. possibleClasses.push_back(heroClass);
  253. }
  254. if (possibleClasses.empty())
  255. {
  256. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
  257. possibleClasses = potentialClasses;
  258. }
  259. int totalWeight = 0;
  260. for(const auto & heroClass : possibleClasses)
  261. totalWeight += heroClass->tavernProbability(factionID);
  262. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  263. for(const auto & heroClass : possibleClasses)
  264. {
  265. roll -= heroClass->tavernProbability(factionID);
  266. if(roll < 0)
  267. return heroClass;
  268. }
  269. return *possibleClasses.rbegin();
  270. }
  271. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  272. {
  273. const CHeroClass * heroClass = pickClassFor(isNative, player);
  274. if(!heroClass)
  275. return nullptr;
  276. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  277. assert(!possibleHeroes.empty());
  278. if(possibleHeroes.empty())
  279. return nullptr;
  280. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  281. }
  282. CRandomGenerator & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
  283. {
  284. if (heroSeed.count(hero) == 0)
  285. {
  286. int seed = gameHandler->getRandomGenerator().nextInt();
  287. heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
  288. }
  289. return *heroSeed.at(hero);
  290. }
  291. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  292. {
  293. if (playerSeed.count(player) == 0)
  294. {
  295. int seed = gameHandler->getRandomGenerator().nextInt();
  296. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  297. }
  298. return *playerSeed.at(player);
  299. }