CGHeroInstance.cpp 46 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659
  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 "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../CModHandler.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "CObjectClassesHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../serializer/JsonSerializeFormat.h"
  31. #include "../StringConstants.h"
  32. #include "../battle/Unit.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. static int lowestSpeed(const CGHeroInstance * chi)
  35. {
  36. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  37. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
  38. if(!chi->stacksCount())
  39. {
  40. if(chi->commander && chi->commander->alive)
  41. {
  42. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  43. }
  44. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  45. return 20;
  46. }
  47. auto i = chi->Slots().begin();
  48. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  49. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  50. for(; i != chi->Slots().end(); i++)
  51. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  52. return ret;
  53. }
  54. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  55. {
  56. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  57. //if there is road both on dest and src tiles - use road movement cost
  58. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  59. {
  60. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  61. }
  62. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  63. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  64. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  65. {
  66. ret = VLC->heroh->terrCosts[from.terType->getId()];
  67. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  68. if(ret < GameConstants::BASE_MOVEMENT_COST)
  69. ret = GameConstants::BASE_MOVEMENT_COST;
  70. }
  71. return static_cast<ui32>(ret);
  72. }
  73. TerrainId CGHeroInstance::getNativeTerrain() const
  74. {
  75. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  76. // This is clearly bug in H3 however intended behaviour is not clear.
  77. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  78. // will always have best penalty without any influence from player-defined stacks order
  79. // and army that consist solely from neutral will always be considered to be on native terrain
  80. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  81. for(const auto & stack : stacks)
  82. {
  83. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  84. if(stackNativeTerrain == ETerrainId::NONE)
  85. continue;
  86. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  87. nativeTerrain = stackNativeTerrain;
  88. else if(nativeTerrain != stackNativeTerrain)
  89. return ETerrainId::NONE;
  90. }
  91. return nativeTerrain;
  92. }
  93. BattleField CGHeroInstance::getBattlefield() const
  94. {
  95. return BattleField::NONE;
  96. }
  97. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  98. {
  99. for(const auto & elem : secSkills)
  100. if(elem.first == skill)
  101. return elem.second;
  102. return 0;
  103. }
  104. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  105. {
  106. if(getSecSkillLevel(which) == 0)
  107. {
  108. secSkills.emplace_back(which, val);
  109. updateSkillBonus(which, val);
  110. }
  111. else
  112. {
  113. for (auto & elem : secSkills)
  114. {
  115. if(elem.first == which)
  116. {
  117. if(abs)
  118. elem.second = val;
  119. else
  120. elem.second += val;
  121. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  122. {
  123. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  124. elem.second = 3;
  125. }
  126. updateSkillBonus(which, elem.second); //when we know final value
  127. }
  128. }
  129. }
  130. }
  131. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  132. {
  133. return position - getVisitableOffset();
  134. }
  135. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  136. {
  137. return position + getVisitableOffset();
  138. }
  139. bool CGHeroInstance::canLearnSkill() const
  140. {
  141. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  142. }
  143. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  144. {
  145. if ( !canLearnSkill())
  146. return false;
  147. if (!cb->isAllowed(2, which))
  148. return false;
  149. if (getSecSkillLevel(which) > 0)
  150. return false;
  151. if (type->heroClass->secSkillProbability[which] == 0)
  152. return false;
  153. return true;
  154. }
  155. int CGHeroInstance::maxMovePoints(bool onLand) const
  156. {
  157. TurnInfo ti(this);
  158. return maxMovePointsCached(onLand, &ti);
  159. }
  160. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  161. {
  162. int base = 0;
  163. if(onLand)
  164. {
  165. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  166. static constexpr int baseSpeed = 1300; // base speed from creature with 0 speed
  167. int armySpeed = lowestSpeed(this) * 20 / 3;
  168. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  169. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  170. }
  171. else
  172. {
  173. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  174. }
  175. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  176. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  177. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  178. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  179. return static_cast<int>(base * (1 + modifier)) + bonus;
  180. }
  181. CGHeroInstance::CGHeroInstance():
  182. IBoatGenerator(this),
  183. tacticFormationEnabled(false),
  184. inTownGarrison(false),
  185. moveDir(4),
  186. mana(UNINITIALIZED_MANA),
  187. movement(UNINITIALIZED_MOVEMENT),
  188. portrait(UNINITIALIZED_PORTRAIT),
  189. level(1),
  190. exp(UNINITIALIZED_EXPERIENCE),
  191. sex(std::numeric_limits<ui8>::max())
  192. {
  193. setNodeType(HERO);
  194. ID = Obj::HERO;
  195. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  196. }
  197. PlayerColor CGHeroInstance::getOwner() const
  198. {
  199. return tempOwner;
  200. }
  201. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  202. {
  203. subID = SUBID.getNum();
  204. initHero(rand);
  205. }
  206. void CGHeroInstance::setType(si32 ID, si32 subID)
  207. {
  208. assert(ID == Obj::HERO); // just in case
  209. type = VLC->heroh->objects[subID];
  210. portrait = type->imageIndex;
  211. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  212. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  213. randomizeArmy(type->heroClass->faction);
  214. }
  215. void CGHeroInstance::initHero(CRandomGenerator & rand)
  216. {
  217. assert(validTypes(true));
  218. if(!type)
  219. type = VLC->heroh->objects[subID];
  220. if (ID == Obj::HERO)
  221. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  222. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  223. {
  224. for(const auto & spellID : type->spells)
  225. spells.insert(spellID);
  226. }
  227. else //remove placeholder
  228. spells -= SpellID::PRESET;
  229. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  230. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  231. if(!getArt(ArtifactPosition::MACH4))
  232. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  233. if(portrait < 0 || portrait == 255)
  234. portrait = type->imageIndex;
  235. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  236. {
  237. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  238. {
  239. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  240. }
  241. }
  242. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  243. secSkills = type->secSkillsInit;
  244. if (sex == 0xFF)//sex is default
  245. sex = type->sex;
  246. setFormation(false);
  247. if (!stacksCount()) //standard army//initial army
  248. {
  249. initArmy(rand);
  250. }
  251. assert(validTypes());
  252. if (patrol.patrolling)
  253. patrol.initialPos = visitablePos();
  254. if(exp == UNINITIALIZED_EXPERIENCE)
  255. {
  256. initExp(rand);
  257. }
  258. else
  259. {
  260. levelUpAutomatically(rand);
  261. }
  262. if (VLC->modh->modules.COMMANDERS && !commander)
  263. {
  264. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  265. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  266. commander->giveStackExp (exp); //after our exp is set
  267. }
  268. if (mana < 0)
  269. mana = manaLimit();
  270. }
  271. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  272. {
  273. if(!dst)
  274. dst = this;
  275. int warMachinesGiven = 0;
  276. std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
  277. const int zeroStacksAllowingValue = -1;
  278. bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
  279. if(allowZeroStacksArmy)
  280. stacksCountChances.pop_back();
  281. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  282. auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
  283. if(stacksCountElementIndex == -1)
  284. stacksCountElementIndex = stacksCountChances.size();
  285. int howManyStacks = stacksCountElementIndex;
  286. if(!allowZeroStacksArmy)
  287. howManyStacks++;
  288. vstd::amin(howManyStacks, type->initialArmy.size());
  289. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  290. {
  291. auto & stack = type->initialArmy[stackNo];
  292. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  293. const CCreature * creature = stack.creature.toCreature();
  294. if(creature == nullptr)
  295. {
  296. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  297. continue;
  298. }
  299. if(creature->warMachine != ArtifactID::NONE) //war machine
  300. {
  301. warMachinesGiven++;
  302. if(dst != this)
  303. continue;
  304. ArtifactID aid = creature->warMachine;
  305. const CArtifact * art = aid.toArtifact();
  306. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  307. {
  308. //TODO: should we try another possible slots?
  309. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  310. if(!getArt(slot))
  311. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  312. else
  313. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  314. }
  315. else
  316. {
  317. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  318. }
  319. }
  320. else
  321. {
  322. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  323. }
  324. }
  325. }
  326. CGHeroInstance::~CGHeroInstance()
  327. {
  328. commander.dellNull();
  329. }
  330. bool CGHeroInstance::needsLastStack() const
  331. {
  332. return true;
  333. }
  334. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  335. {
  336. if(h == this) return; //exclude potential self-visiting
  337. if (ID == Obj::HERO)
  338. {
  339. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  340. {
  341. //exchange
  342. cb->heroExchange(h->id, id);
  343. }
  344. else //battle
  345. {
  346. if(visitedTown) //we're in town
  347. visitedTown->onHeroVisit(h); //town will handle attacking
  348. else
  349. cb->startBattleI(h, this);
  350. }
  351. }
  352. else if(ID == Obj::PRISON)
  353. {
  354. int txt_id;
  355. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  356. {
  357. //update hero parameters
  358. SetMovePoints smp;
  359. smp.hid = id;
  360. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  361. cb->setMovePoints (&smp);
  362. cb->setManaPoints (id, manaLimit());
  363. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  364. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  365. txt_id = 102;
  366. }
  367. else //already 8 wandering heroes
  368. {
  369. txt_id = 103;
  370. }
  371. h->showInfoDialog(txt_id);
  372. }
  373. }
  374. std::string CGHeroInstance::getObjectName() const
  375. {
  376. if(ID != Obj::PRISON)
  377. {
  378. std::string hoverName = VLC->generaltexth->allTexts[15];
  379. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  380. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  381. return hoverName;
  382. }
  383. else
  384. return VLC->objtypeh->getObjectName(ID, 0);
  385. }
  386. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  387. {
  388. return type->heroClass->isMagicHero() ? 3 : 4;
  389. }
  390. ui8 CGHeroInstance::maxlevelsToWisdom() const
  391. {
  392. return type->heroClass->isMagicHero() ? 3 : 6;
  393. }
  394. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  395. magicSchoolCounter(1),
  396. wisdomCounter(1)
  397. {
  398. rand.setSeed(0);
  399. }
  400. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  401. {
  402. magicSchoolCounter = 1;
  403. }
  404. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  405. {
  406. wisdomCounter = 1;
  407. }
  408. void CGHeroInstance::initObj(CRandomGenerator & rand)
  409. {
  410. blockVisit = true;
  411. if(!type)
  412. initHero(rand); //TODO: set up everything for prison before specialties are configured
  413. skillsInfo.rand.setSeed(rand.nextInt());
  414. skillsInfo.resetMagicSchoolCounter();
  415. skillsInfo.resetWisdomCounter();
  416. if (ID != Obj::PRISON)
  417. {
  418. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  419. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  420. if (customApp)
  421. appearance = customApp;
  422. }
  423. //copy active (probably growing) bonuses from hero prototype to hero object
  424. for(const std::shared_ptr<Bonus> & b : type->specialty)
  425. addNewBonus(b);
  426. for(SSpecialtyInfo & spec : type->specDeprecated)
  427. for(const std::shared_ptr<Bonus> & b : SpecialtyInfoToBonuses(spec, type->getIndex()))
  428. addNewBonus(b);
  429. //initialize bonuses
  430. recreateSecondarySkillsBonuses();
  431. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  432. }
  433. void CGHeroInstance::recreateSecondarySkillsBonuses()
  434. {
  435. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  436. for(const auto & bonus : *secondarySkillsBonuses)
  437. removeBonus(bonus);
  438. for(const auto & skill_info : secSkills)
  439. if(skill_info.second > 0)
  440. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  441. }
  442. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  443. {
  444. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  445. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  446. for(const auto & b : skillBonus)
  447. addNewBonus(std::make_shared<Bonus>(*b));
  448. }
  449. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  450. {
  451. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  452. setStackCount(SlotID(0), val);
  453. }
  454. double CGHeroInstance::getFightingStrength() const
  455. {
  456. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  457. }
  458. double CGHeroInstance::getMagicStrength() const
  459. {
  460. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  461. }
  462. double CGHeroInstance::getHeroStrength() const
  463. {
  464. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  465. }
  466. ui64 CGHeroInstance::getTotalStrength() const
  467. {
  468. double ret = getFightingStrength() * getArmyStrength();
  469. return static_cast<ui64>(ret);
  470. }
  471. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  472. {
  473. return static_cast<TExpType>(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING)) / 100.0);
  474. }
  475. int32_t CGHeroInstance::getCasterUnitId() const
  476. {
  477. return -1; //TODO: special value for attacker/defender hero
  478. }
  479. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  480. {
  481. int32_t skill = -1; //skill level
  482. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  483. {
  484. int32_t thisSchool = std::max<int32_t>(
  485. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  486. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id)))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  487. if(thisSchool > skill)
  488. {
  489. skill = thisSchool;
  490. if(outSelectedSchool)
  491. *outSelectedSchool = static_cast<ui8>(cnf.id);
  492. }
  493. });
  494. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  495. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  496. vstd::amax(skill, 0); //in case we don't know any school
  497. vstd::amin(skill, 3);
  498. return skill;
  499. }
  500. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  501. {
  502. //applying sorcery secondary skill
  503. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  504. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  505. int maxSchoolBonus = 0;
  506. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  507. {
  508. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  509. });
  510. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  511. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  512. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  513. return base;
  514. }
  515. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  516. {
  517. base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  518. return base;
  519. }
  520. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  521. {
  522. return getSpellSchoolLevel(spell);
  523. }
  524. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  525. {
  526. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  527. }
  528. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  529. {
  530. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  531. }
  532. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  533. {
  534. return 0;
  535. }
  536. PlayerColor CGHeroInstance::getCasterOwner() const
  537. {
  538. return tempOwner;
  539. }
  540. void CGHeroInstance::getCasterName(MetaString & text) const
  541. {
  542. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  543. text.addReplacement(getNameTranslated());
  544. }
  545. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  546. {
  547. const bool singleTarget = attacked.size() == 1;
  548. const int textIndex = singleTarget ? 195 : 196;
  549. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  550. getCasterName(text);
  551. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  552. if(singleTarget)
  553. attacked.at(0)->addNameReplacement(text, true);
  554. }
  555. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  556. {
  557. if(spellCost != 0)
  558. {
  559. SetMana sm;
  560. sm.absolute = false;
  561. sm.hid = id;
  562. sm.val = -spellCost;
  563. server->apply(&sm);
  564. }
  565. }
  566. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  567. {
  568. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  569. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  570. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  571. bool schoolBonus = false;
  572. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  573. {
  574. if(hasBonusOfType(cnf.knoledgeBonus))
  575. {
  576. schoolBonus = stop = true;
  577. }
  578. });
  579. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  580. if(spell->isSpecial())
  581. {
  582. if(inSpellBook)
  583. {//hero has this spell in spellbook
  584. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  585. }
  586. return specificBonus;
  587. }
  588. else if(!isAllowed)
  589. {
  590. if(inSpellBook)
  591. {
  592. //hero has this spell in spellbook
  593. //it is normal if set in map editor, but trace it to possible debug of magic guild
  594. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  595. }
  596. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  597. }
  598. else
  599. {
  600. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  601. }
  602. }
  603. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  604. {
  605. if(!hasSpellbook())
  606. return false;
  607. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  608. return false;
  609. if(vstd::contains(spells, spell->getId()))//already known
  610. return false;
  611. if(spell->isSpecial())
  612. {
  613. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  614. return false;//special spells can not be learned
  615. }
  616. if(spell->isCreatureAbility())
  617. {
  618. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  619. return false;//creature abilities can not be learned
  620. }
  621. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  622. {
  623. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  624. return false;//banned spells should not be learned
  625. }
  626. return true;
  627. }
  628. /**
  629. * Calculates what creatures and how many to be raised from a battle.
  630. * @param battleResult The results of the battle.
  631. * @return Returns a pair with the first value indicating the ID of the creature
  632. * type and second value the amount. Both values are returned as -1 if necromancy
  633. * could not be applied.
  634. */
  635. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  636. {
  637. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  638. // need skill or cloak of undead king - lesser artifacts don't work without skill
  639. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  640. {
  641. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  642. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  643. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  644. // figure out what to raise - pick strongest creature meeting requirements
  645. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  646. int requiredCasualtyLevel = 1;
  647. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  648. if(!improvedNecromancy->empty())
  649. {
  650. auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  651. {
  652. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  653. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  654. };
  655. int maxCasualtyLevel = 1;
  656. for(const auto & casualty : casualties)
  657. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  658. // pick best bonus available
  659. std::shared_ptr<Bonus> topPick;
  660. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  661. {
  662. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  663. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  664. continue;
  665. if(!topPick)
  666. {
  667. topPick = newPick;
  668. }
  669. else
  670. {
  671. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  672. {
  673. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  674. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  675. };
  676. if(quality(topPick) < quality(newPick))
  677. topPick = newPick;
  678. }
  679. }
  680. if(topPick)
  681. {
  682. creatureTypeRaised = getCreatureID(topPick);
  683. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  684. }
  685. }
  686. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  687. if(getSlotFor(creatureTypeRaised) == SlotID())
  688. {
  689. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  690. {
  691. if(getSlotFor(upgraded) != SlotID())
  692. {
  693. creatureTypeRaised = upgraded;
  694. necromancySkill *= 2/3.0;
  695. break;
  696. }
  697. }
  698. }
  699. // calculate number of creatures raised - low level units contribute at 50% rate
  700. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  701. double raisedUnits = 0;
  702. for(const auto & casualty : casualties)
  703. {
  704. const CCreature * c = VLC->creh->objects[casualty.first];
  705. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  706. if(c->level < requiredCasualtyLevel)
  707. raisedFromCasualty *= 0.5;
  708. raisedUnits += raisedFromCasualty;
  709. }
  710. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  711. }
  712. return CStackBasicDescriptor();
  713. }
  714. /**
  715. * Show the necromancy dialog with information about units raised.
  716. * @param raisedStack Pair where the first element represents ID of the raised creature
  717. * and the second element the amount.
  718. */
  719. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  720. {
  721. InfoWindow iw;
  722. iw.type = EInfoWindowMode::AUTO;
  723. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  724. iw.player = tempOwner;
  725. iw.components.emplace_back(raisedStack);
  726. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  727. {
  728. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  729. iw.text.addReplacement(raisedStack.count);
  730. }
  731. else // Practicing the dark arts of necromancy, ... (singular)
  732. {
  733. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  734. }
  735. iw.text.addReplacement(raisedStack);
  736. cb->showInfoDialog(&iw);
  737. }
  738. /*
  739. int3 CGHeroInstance::getSightCenter() const
  740. {
  741. return getPosition(false);
  742. }*/
  743. int CGHeroInstance::getSightRadius() const
  744. {
  745. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  746. }
  747. si32 CGHeroInstance::manaRegain() const
  748. {
  749. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  750. return manaLimit();
  751. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  752. }
  753. si32 CGHeroInstance::getManaNewTurn() const
  754. {
  755. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  756. {
  757. //if hero starts turn in town with mage guild - restore all mana
  758. return std::max(mana, manaLimit());
  759. }
  760. si32 res = mana + manaRegain();
  761. res = std::min(res, manaLimit());
  762. res = std::max(res, mana);
  763. res = std::max(res, 0);
  764. return res;
  765. }
  766. // /**
  767. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  768. // * or discards it if it cannot be equipped.
  769. // */
  770. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  771. // {
  772. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  773. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  774. // ai->putAt(this, ai->firstAvailableSlot(this));
  775. // }
  776. int CGHeroInstance::getBoatType() const
  777. {
  778. switch(type->heroClass->getAlignment())
  779. {
  780. case EAlignment::GOOD:
  781. return 1;
  782. case EAlignment::EVIL:
  783. return 0;
  784. case EAlignment::NEUTRAL:
  785. return 2;
  786. default:
  787. throw std::runtime_error("Wrong alignment!");
  788. }
  789. }
  790. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  791. {
  792. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  793. // Check issue 515 for details
  794. offsets =
  795. {
  796. int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
  797. };
  798. }
  799. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  800. {
  801. return sp->getCost(getSpellSchoolLevel(sp));
  802. }
  803. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  804. {
  805. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  806. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  807. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  808. }
  809. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  810. {
  811. return type->heroClass->getAlignment();
  812. }
  813. void CGHeroInstance::initExp(CRandomGenerator & rand)
  814. {
  815. exp = rand.nextInt(40, 89);
  816. }
  817. std::string CGHeroInstance::nodeName() const
  818. {
  819. return "Hero " + getNameTextID();
  820. }
  821. std::string CGHeroInstance::getNameTranslated() const
  822. {
  823. if (!nameCustom.empty())
  824. return nameCustom;
  825. return VLC->generaltexth->translate(getNameTextID());
  826. }
  827. std::string CGHeroInstance::getNameTextID() const
  828. {
  829. if (!nameCustom.empty())
  830. return nameCustom;
  831. if (type)
  832. return type->getNameTextID();
  833. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  834. // assert(0);
  835. return "";
  836. }
  837. std::string CGHeroInstance::getBiographyTranslated() const
  838. {
  839. if (!biographyCustom.empty())
  840. return biographyCustom;
  841. return VLC->generaltexth->translate(getBiographyTextID());
  842. }
  843. std::string CGHeroInstance::getBiographyTextID() const
  844. {
  845. if (!biographyCustom.empty())
  846. return biographyCustom;
  847. if (type)
  848. return type->getBiographyTextID();
  849. assert(0);
  850. return "";
  851. }
  852. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  853. {
  854. assert(!getArt(pos));
  855. art->putAt(ArtifactLocation(this, pos));
  856. }
  857. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  858. {
  859. putArtifact(art->firstBackpackSlot(this), art);
  860. }
  861. bool CGHeroInstance::hasSpellbook() const
  862. {
  863. return getArt(ArtifactPosition::SPELLBOOK);
  864. }
  865. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  866. {
  867. spells.insert(spell);
  868. }
  869. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  870. {
  871. spells.erase(spell);
  872. }
  873. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  874. {
  875. return vstd::contains(spells, spell);
  876. }
  877. void CGHeroInstance::removeSpellbook()
  878. {
  879. spells.clear();
  880. if(hasSpellbook())
  881. {
  882. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  883. }
  884. }
  885. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  886. {
  887. return spells;
  888. }
  889. int CGHeroInstance::maxSpellLevel() const
  890. {
  891. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  892. }
  893. void CGHeroInstance::deserializationFix()
  894. {
  895. artDeserializationFix(this);
  896. }
  897. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  898. {
  899. if(!visitedTown)
  900. return nullptr;
  901. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  902. : (CBonusSystemNode *)(visitedTown.get());
  903. }
  904. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  905. {
  906. if(visitedTown)
  907. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  908. return &CArmedInstance::whereShouldBeAttached(gs);
  909. }
  910. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  911. {
  912. if(visitedTown)
  913. {
  914. if(inTownGarrison)
  915. return *visitedTown;
  916. else
  917. return visitedTown->townAndVis;
  918. }
  919. else
  920. return CArmedInstance::whereShouldBeAttached(gs);
  921. }
  922. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  923. {
  924. int ret = 0; //take all MPs by default
  925. bool localTi = false;
  926. if(!ti)
  927. {
  928. localTi = true;
  929. ti = new TurnInfo(this);
  930. }
  931. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  932. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  933. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  934. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  935. if(localTi)
  936. delete ti;
  937. return ret;
  938. }
  939. EDiggingStatus CGHeroInstance::diggingStatus() const
  940. {
  941. if(static_cast<int>(movement) < maxMovePoints(true))
  942. return EDiggingStatus::LACK_OF_MOVEMENT;
  943. return cb->getTileDigStatus(visitablePos());
  944. }
  945. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  946. {
  947. return ArtBearer::HERO;
  948. }
  949. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  950. {
  951. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  952. if (!skillsInfo.wisdomCounter)
  953. {
  954. if (canLearnSkill(SecondarySkill::WISDOM))
  955. obligatorySkills.emplace_back(SecondarySkill::WISDOM);
  956. }
  957. if (!skillsInfo.magicSchoolCounter)
  958. {
  959. std::vector<SecondarySkill> ss =
  960. {
  961. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  962. };
  963. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  964. for(const auto & skill : ss)
  965. {
  966. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  967. {
  968. obligatorySkills.push_back(skill);
  969. break; //only one
  970. }
  971. }
  972. }
  973. std::vector<SecondarySkill> skills;
  974. //picking sec. skills for choice
  975. std::set<SecondarySkill> basicAndAdv;
  976. std::set<SecondarySkill> expert;
  977. std::set<SecondarySkill> none;
  978. for(int i = 0; i < VLC->skillh->size(); i++)
  979. if (canLearnSkill(SecondarySkill(i)))
  980. none.insert(SecondarySkill(i));
  981. for(const auto & elem : secSkills)
  982. {
  983. if(elem.second < SecSkillLevel::EXPERT)
  984. basicAndAdv.insert(elem.first);
  985. else
  986. expert.insert(elem.first);
  987. none.erase(elem.first);
  988. }
  989. for(const auto & s : obligatorySkills) //don't duplicate them
  990. {
  991. none.erase (s);
  992. basicAndAdv.erase (s);
  993. expert.erase (s);
  994. }
  995. //first offered skill:
  996. // 1) give obligatory skill
  997. // 2) give any other new skill
  998. // 3) upgrade existing
  999. if(canLearnSkill() && !obligatorySkills.empty())
  1000. {
  1001. skills.push_back (obligatorySkills[0]);
  1002. }
  1003. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1004. {
  1005. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1006. none.erase(skills.back());
  1007. }
  1008. else if(!basicAndAdv.empty())
  1009. {
  1010. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1011. basicAndAdv.erase(skills.back());
  1012. }
  1013. //second offered skill:
  1014. //1) upgrade existing
  1015. //2) give obligatory skill
  1016. //3) give any other new skill
  1017. if(!basicAndAdv.empty())
  1018. {
  1019. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1020. skills.push_back(s);
  1021. basicAndAdv.erase(s);
  1022. }
  1023. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1024. {
  1025. skills.push_back (obligatorySkills[1]);
  1026. }
  1027. else if(!none.empty() && canLearnSkill())
  1028. {
  1029. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1030. none.erase(skills.back());
  1031. }
  1032. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1033. std::swap(skills[0], skills[1]);
  1034. return skills;
  1035. }
  1036. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1037. {
  1038. assert(gainsLevel());
  1039. int randomValue = rand.nextInt(99);
  1040. int pom = 0;
  1041. int primarySkill = 0;
  1042. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1043. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1044. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1045. {
  1046. pom += skillChances[primarySkill];
  1047. if(randomValue < pom)
  1048. {
  1049. break;
  1050. }
  1051. }
  1052. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1053. {
  1054. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1055. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1056. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1057. }
  1058. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1059. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1060. }
  1061. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1062. {
  1063. assert(gainsLevel());
  1064. boost::optional<SecondarySkill> chosenSecondarySkill;
  1065. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1066. if(!proposedSecondarySkills.empty())
  1067. {
  1068. std::vector<SecondarySkill> learnedSecondarySkills;
  1069. for(const auto & secondarySkill : proposedSecondarySkills)
  1070. {
  1071. if(getSecSkillLevel(secondarySkill) > 0)
  1072. {
  1073. learnedSecondarySkills.push_back(secondarySkill);
  1074. }
  1075. }
  1076. if(learnedSecondarySkills.empty())
  1077. {
  1078. // there are only new skills to learn, so choose anyone of them
  1079. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1080. }
  1081. else
  1082. {
  1083. // preferably upgrade a already learned secondary skill
  1084. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1085. }
  1086. }
  1087. return chosenSecondarySkill;
  1088. }
  1089. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1090. {
  1091. if(primarySkill < PrimarySkill::EXPERIENCE)
  1092. {
  1093. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1094. .And(Selector::subtype()(primarySkill))
  1095. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1096. assert(skill);
  1097. if(abs)
  1098. {
  1099. skill->val = static_cast<si32>(value);
  1100. }
  1101. else
  1102. {
  1103. skill->val += static_cast<si32>(value);
  1104. }
  1105. CBonusSystemNode::treeHasChanged();
  1106. }
  1107. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1108. {
  1109. if(abs)
  1110. {
  1111. exp = value;
  1112. }
  1113. else
  1114. {
  1115. exp += value;
  1116. }
  1117. }
  1118. }
  1119. bool CGHeroInstance::gainsLevel() const
  1120. {
  1121. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1122. }
  1123. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1124. {
  1125. ++level;
  1126. //deterministic secondary skills
  1127. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1128. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1129. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1130. {
  1131. skillsInfo.resetWisdomCounter();
  1132. }
  1133. SecondarySkill spellSchools[] = {
  1134. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1135. for(const auto & skill : spellSchools)
  1136. {
  1137. if(vstd::contains(skills, skill))
  1138. {
  1139. skillsInfo.resetMagicSchoolCounter();
  1140. break;
  1141. }
  1142. }
  1143. //update specialty and other bonuses that scale with level
  1144. treeHasChanged();
  1145. }
  1146. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1147. {
  1148. while(gainsLevel())
  1149. {
  1150. const auto primarySkill = nextPrimarySkill(rand);
  1151. setPrimarySkill(primarySkill, 1, false);
  1152. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1153. const auto secondarySkill = nextSecondarySkill(rand);
  1154. if(secondarySkill)
  1155. {
  1156. setSecSkillLevel(*secondarySkill, 1, false);
  1157. }
  1158. //TODO why has the secondary skills to be passed to the method?
  1159. levelUp(proposedSecondarySkills);
  1160. }
  1161. }
  1162. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1163. {
  1164. //VISIONS spell support
  1165. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1166. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1167. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1168. if (visionsMultiplier > 0)
  1169. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1170. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1171. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1172. return (distance < visionsRange) && (target->pos.z == pos.z);
  1173. }
  1174. std::string CGHeroInstance::getHeroTypeName() const
  1175. {
  1176. if(ID == Obj::HERO || ID == Obj::PRISON)
  1177. {
  1178. if(type)
  1179. {
  1180. return type->getJsonKey();
  1181. }
  1182. else
  1183. {
  1184. return VLC->heroh->objects[subID]->getJsonKey();
  1185. }
  1186. }
  1187. return "";
  1188. }
  1189. void CGHeroInstance::afterAddToMap(CMap * map)
  1190. {
  1191. if(ID == Obj::HERO)
  1192. map->heroesOnMap.emplace_back(this);
  1193. }
  1194. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1195. {
  1196. if (ID == Obj::HERO)
  1197. vstd::erase_if_present(map->heroesOnMap, this);
  1198. }
  1199. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1200. {
  1201. if(ID == Obj::HERO || ID == Obj::PRISON)
  1202. {
  1203. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1204. if(rawId)
  1205. subID = rawId.get();
  1206. else
  1207. {
  1208. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1209. }
  1210. }
  1211. }
  1212. void CGHeroInstance::updateFrom(const JsonNode & data)
  1213. {
  1214. CGObjectInstance::updateFrom(data);
  1215. }
  1216. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1217. {
  1218. handler.serializeString("biography", biographyCustom);
  1219. handler.serializeInt("experience", exp, 0);
  1220. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1221. {
  1222. while (gainsLevel())
  1223. {
  1224. ++level;
  1225. }
  1226. }
  1227. handler.serializeString("name", nameCustom);
  1228. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1229. {
  1230. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1231. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1232. if(handler.saving)
  1233. {
  1234. if(portrait >= 0)
  1235. {
  1236. if(portrait < legacyHeroes || portrait >= moddedStart)
  1237. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1238. else
  1239. handler.serializeInt("portrait", portrait, -1);
  1240. }
  1241. }
  1242. else
  1243. {
  1244. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1245. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1246. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1247. else
  1248. handler.serializeInt("portrait", portrait, -1);
  1249. }
  1250. }
  1251. //primary skills
  1252. if(handler.saving)
  1253. {
  1254. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1255. if(haveSkills)
  1256. {
  1257. auto primarySkills = handler.enterStruct("primarySkills");
  1258. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1259. {
  1260. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1261. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1262. }
  1263. }
  1264. }
  1265. else
  1266. {
  1267. auto primarySkills = handler.enterStruct("primarySkills");
  1268. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1269. {
  1270. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1271. {
  1272. int value = 0;
  1273. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1274. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1275. }
  1276. }
  1277. }
  1278. //secondary skills
  1279. if(handler.saving)
  1280. {
  1281. //does hero have default skills?
  1282. bool defaultSkills = false;
  1283. bool normalSkills = false;
  1284. for(const auto & p : secSkills)
  1285. {
  1286. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1287. defaultSkills = true;
  1288. else
  1289. normalSkills = true;
  1290. }
  1291. if(defaultSkills && normalSkills)
  1292. logGlobal->error("Mixed default and normal secondary skills");
  1293. //in json default skills means no field/null
  1294. if(!defaultSkills)
  1295. {
  1296. //enter structure here as handler initialize it
  1297. auto secondarySkills = handler.enterStruct("secondarySkills");
  1298. for(auto & p : secSkills)
  1299. {
  1300. const si32 rawId = p.first.num;
  1301. if(rawId < 0 || rawId >= VLC->skillh->size())
  1302. logGlobal->error("Invalid secondary skill %d", rawId);
  1303. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(), p.second, 0, NSecondarySkill::levels);
  1304. }
  1305. }
  1306. }
  1307. else
  1308. {
  1309. auto secondarySkills = handler.enterStruct("secondarySkills");
  1310. const JsonNode & skillMap = handler.getCurrent();
  1311. secSkills.clear();
  1312. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1313. {
  1314. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1315. }
  1316. else
  1317. {
  1318. for(const auto & p : skillMap.Struct())
  1319. {
  1320. const std::string skillId = p.first;
  1321. const std::string levelId = p.second.String();
  1322. const int rawId = CSkillHandler::decodeSkill(skillId);
  1323. if(rawId < 0)
  1324. {
  1325. logGlobal->error("Invalid secondary skill %s", skillId);
  1326. continue;
  1327. }
  1328. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1329. if(level < 0)
  1330. {
  1331. logGlobal->error("Invalid secondary skill level%s", levelId);
  1332. continue;
  1333. }
  1334. secSkills.emplace_back(SecondarySkill(rawId), level);
  1335. }
  1336. }
  1337. }
  1338. handler.serializeIdArray("spellBook", spells);
  1339. if(handler.saving)
  1340. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1341. }
  1342. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1343. {
  1344. serializeCommonOptions(handler);
  1345. serializeJsonOwner(handler);
  1346. if(ID == Obj::HERO || ID == Obj::PRISON)
  1347. {
  1348. std::string typeName;
  1349. if(handler.saving)
  1350. typeName = getHeroTypeName();
  1351. handler.serializeString("type", typeName);
  1352. if(!handler.saving)
  1353. setHeroTypeName(typeName);
  1354. }
  1355. CCreatureSet::serializeJson(handler, "army", 7);
  1356. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1357. {
  1358. static constexpr int NO_PATROLING = -1;
  1359. int rawPatrolRadius = NO_PATROLING;
  1360. if(handler.saving)
  1361. {
  1362. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1363. }
  1364. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1365. if(!handler.saving)
  1366. {
  1367. if(!appearance)
  1368. {
  1369. // crossoverDeserialize
  1370. type = VLC->heroh->objects[subID];
  1371. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1372. }
  1373. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1374. patrol.initialPos = visitablePos();
  1375. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1376. }
  1377. }
  1378. }
  1379. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1380. {
  1381. serializeCommonOptions(handler);
  1382. }
  1383. bool CGHeroInstance::isMissionCritical() const
  1384. {
  1385. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1386. {
  1387. if(event.trigger.test([&](const EventCondition & condition)
  1388. {
  1389. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1390. {
  1391. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1392. return (hero != this);
  1393. }
  1394. else if(condition.condition == EventCondition::IS_HUMAN)
  1395. {
  1396. return true;
  1397. }
  1398. return false;
  1399. }))
  1400. {
  1401. return true;
  1402. }
  1403. }
  1404. return false;
  1405. }
  1406. VCMI_LIB_NAMESPACE_END