CGHeroInstance.cpp 43 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CModHandler.h"
  16. #include "../CSoundBase.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "CObjectClassesHandler.h"
  19. #include "../IGameCallback.h"
  20. #include "../CGameState.h"
  21. #include "../CCreatureHandler.h"
  22. #include "../BattleState.h"
  23. #include "../CTownHandler.h"
  24. #include "../mapping/CMap.h"
  25. #include "CGTownInstance.h"
  26. #include "../serializer/JsonSerializeFormat.h"
  27. ///helpers
  28. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  29. {
  30. InfoWindow iw;
  31. iw.soundID = soundID;
  32. iw.player = playerID;
  33. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  34. IObjectInterface::cb->sendAndApply(&iw);
  35. }
  36. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  37. {
  38. const PlayerColor playerID = h->getOwner();
  39. showInfoDialog(playerID,txtID,soundID);
  40. }
  41. static int lowestSpeed(const CGHeroInstance * chi)
  42. {
  43. if(!chi->stacksCount())
  44. {
  45. logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
  46. return 20;
  47. }
  48. auto i = chi->Slots().begin();
  49. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  50. int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
  51. for (;i!=chi->Slots().end();i++)
  52. {
  53. ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
  54. }
  55. return ret;
  56. }
  57. ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
  58. {
  59. unsigned ret = GameConstants::BASE_MOVEMENT_COST;
  60. //if there is road both on dest and src tiles - use road movement cost
  61. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  62. {
  63. int road = std::min(dest.roadType,from.roadType); //used road ID
  64. switch(road)
  65. {
  66. case ERoadType::DIRT_ROAD:
  67. ret = 75;
  68. break;
  69. case ERoadType::GRAVEL_ROAD:
  70. ret = 65;
  71. break;
  72. case ERoadType::COBBLESTONE_ROAD:
  73. ret = 50;
  74. break;
  75. default:
  76. logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
  77. break;
  78. }
  79. }
  80. else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
  81. {
  82. ret = VLC->heroh->terrCosts[from.terType];
  83. ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
  84. if(ret < GameConstants::BASE_MOVEMENT_COST)
  85. ret = GameConstants::BASE_MOVEMENT_COST;
  86. }
  87. return ret;
  88. }
  89. int CGHeroInstance::getNativeTerrain() const
  90. {
  91. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  92. // This is clearly bug in H3 however intended behaviour is not clear.
  93. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  94. // will always have best penalty without any influence from player-defined stacks order
  95. // TODO: What should we do if all hero stacks are neutral creatures?
  96. int nativeTerrain = -1;
  97. for(auto stack : stacks)
  98. {
  99. int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
  100. if(stackNativeTerrain == -1)
  101. continue;
  102. if(nativeTerrain == -1)
  103. nativeTerrain = stackNativeTerrain;
  104. else if(nativeTerrain != stackNativeTerrain)
  105. return -1;
  106. }
  107. return nativeTerrain;
  108. }
  109. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  110. {
  111. if (toh3m)
  112. {
  113. src.x+=1;
  114. return src;
  115. }
  116. else
  117. {
  118. src.x-=1;
  119. return src;
  120. }
  121. }
  122. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  123. {
  124. if (h3m)
  125. {
  126. return pos;
  127. }
  128. else
  129. {
  130. return convertPosition(pos,false);
  131. }
  132. }
  133. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  134. {
  135. for(auto & elem : secSkills)
  136. if(elem.first == skill)
  137. return elem.second;
  138. return 0;
  139. }
  140. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  141. {
  142. if(getSecSkillLevel(which) == 0)
  143. {
  144. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  145. updateSkill(which, val);
  146. }
  147. else
  148. {
  149. for (auto & elem : secSkills)
  150. {
  151. if(elem.first == which)
  152. {
  153. if(abs)
  154. elem.second = val;
  155. else
  156. elem.second += val;
  157. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  158. {
  159. logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
  160. elem.second = 3;
  161. }
  162. updateSkill(which, elem.second); //when we know final value
  163. }
  164. }
  165. }
  166. }
  167. bool CGHeroInstance::canLearnSkill() const
  168. {
  169. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  170. }
  171. int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
  172. {
  173. if(!ti)
  174. ti = new TurnInfo(this);
  175. int base;
  176. if(onLand)
  177. {
  178. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  179. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  180. int armySpeed = lowestSpeed(this) * 20 / 3;
  181. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  182. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  183. }
  184. else
  185. {
  186. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  187. }
  188. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  189. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  190. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  191. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  192. return int(base* (1+modifier)) + bonus;
  193. }
  194. CGHeroInstance::CGHeroInstance()
  195. : IBoatGenerator(this)
  196. {
  197. setNodeType(HERO);
  198. ID = Obj::HERO;
  199. tacticFormationEnabled = inTownGarrison = false;
  200. mana = UNINITIALIZED_MANA;
  201. movement = UNINITIALIZED_MOVEMENT;
  202. portrait = UNINITIALIZED_PORTRAIT;
  203. isStanding = true;
  204. moveDir = 4;
  205. level = 1;
  206. exp = 0xffffffff;
  207. visitedTown = nullptr;
  208. type = nullptr;
  209. boat = nullptr;
  210. commander = nullptr;
  211. sex = 0xff;
  212. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  213. }
  214. void CGHeroInstance::initHero(HeroTypeID SUBID)
  215. {
  216. subID = SUBID.getNum();
  217. initHero();
  218. }
  219. void CGHeroInstance::setType(si32 ID, si32 subID)
  220. {
  221. assert(ID == Obj::HERO); // just in case
  222. type = VLC->heroh->heroes[subID];
  223. portrait = type->imageIndex;
  224. CGObjectInstance::setType(ID, type->heroClass->id);
  225. randomizeArmy(type->heroClass->faction);
  226. }
  227. void CGHeroInstance::initHero()
  228. {
  229. assert(validTypes(true));
  230. if(!type)
  231. type = VLC->heroh->heroes[subID];
  232. if (ID == Obj::HERO)
  233. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
  234. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  235. {
  236. for(auto spellID : type->spells)
  237. spells.insert(spellID);
  238. }
  239. else //remove placeholder
  240. spells -= SpellID::PRESET;
  241. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  242. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  243. if(!getArt(ArtifactPosition::MACH4))
  244. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  245. if(portrait < 0 || portrait == 255)
  246. portrait = type->imageIndex;
  247. if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
  248. {
  249. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  250. {
  251. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  252. }
  253. }
  254. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  255. secSkills = type->secSkillsInit;
  256. if (!name.length())
  257. name = type->name;
  258. if (sex == 0xFF)//sex is default
  259. sex = type->sex;
  260. setFormation(false);
  261. if (!stacksCount()) //standard army//initial army
  262. {
  263. initArmy();
  264. }
  265. assert(validTypes());
  266. if(exp == 0xffffffff)
  267. {
  268. initExp();
  269. }
  270. else
  271. {
  272. levelUpAutomatically();
  273. }
  274. if (VLC->modh->modules.COMMANDERS && !commander)
  275. {
  276. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  277. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  278. commander->giveStackExp (exp); //after our exp is set
  279. }
  280. if (mana < 0)
  281. mana = manaLimit();
  282. }
  283. void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
  284. {
  285. if(!dst)
  286. dst = this;
  287. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  288. int pom = cb->gameState()->getRandomGenerator().nextInt(99);
  289. int warMachinesGiven = 0;
  290. if(pom < 9)
  291. howManyStacks = 1;
  292. else if(pom < 79)
  293. howManyStacks = 2;
  294. else
  295. howManyStacks = 3;
  296. vstd::amin(howManyStacks, type->initialArmy.size());
  297. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  298. {
  299. auto & stack = type->initialArmy[stackNo];
  300. int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
  301. if(stack.creature >= CreatureID::CATAPULT &&
  302. stack.creature <= CreatureID::ARROW_TOWERS) //war machine
  303. {
  304. warMachinesGiven++;
  305. if(dst != this)
  306. continue;
  307. int slot = -1;
  308. ArtifactID aid = ArtifactID::NONE;
  309. switch (stack.creature)
  310. {
  311. case CreatureID::CATAPULT:
  312. slot = ArtifactPosition::MACH4;
  313. aid = ArtifactID::CATAPULT;
  314. break;
  315. default:
  316. aid = CArtHandler::creatureToMachineID(stack.creature);
  317. slot = 9 + aid;
  318. break;
  319. }
  320. auto convSlot = ArtifactPosition(slot);
  321. if(!getArt(convSlot))
  322. putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
  323. else
  324. logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
  325. }
  326. else
  327. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  328. }
  329. }
  330. CGHeroInstance::~CGHeroInstance()
  331. {
  332. commander.dellNull();
  333. }
  334. bool CGHeroInstance::needsLastStack() const
  335. {
  336. return true;
  337. }
  338. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  339. {
  340. if(h == this) return; //exclude potential self-visiting
  341. if (ID == Obj::HERO)
  342. {
  343. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  344. {
  345. //exchange
  346. cb->heroExchange(h->id, id);
  347. }
  348. else //battle
  349. {
  350. if(visitedTown) //we're in town
  351. visitedTown->onHeroVisit(h); //town will handle attacking
  352. else
  353. cb->startBattleI(h, this);
  354. }
  355. }
  356. else if(ID == Obj::PRISON)
  357. {
  358. int txt_id;
  359. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  360. {
  361. cb->changeObjPos(id,pos+int3(1,0,0),0);
  362. //update hero parameters
  363. SetMovePoints smp;
  364. smp.hid = id;
  365. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  366. cb->setMovePoints (&smp);
  367. cb->setManaPoints (id, manaLimit());
  368. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  369. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  370. txt_id = 102;
  371. }
  372. else //already 8 wandering heroes
  373. {
  374. txt_id = 103;
  375. }
  376. showInfoDialog(h,txt_id,soundBase::ROGUE);
  377. }
  378. }
  379. std::string CGHeroInstance::getObjectName() const
  380. {
  381. if(ID != Obj::PRISON)
  382. {
  383. std::string hoverName = VLC->generaltexth->allTexts[15];
  384. boost::algorithm::replace_first(hoverName,"%s",name);
  385. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  386. return hoverName;
  387. }
  388. else
  389. return CGObjectInstance::getObjectName();
  390. }
  391. const std::string & CGHeroInstance::getBiography() const
  392. {
  393. if (biography.length())
  394. return biography;
  395. return type->biography;
  396. }
  397. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  398. {
  399. return type->heroClass->isMagicHero() ? 3 : 4;
  400. }
  401. ui8 CGHeroInstance::maxlevelsToWisdom() const
  402. {
  403. return type->heroClass->isMagicHero() ? 3 : 6;
  404. }
  405. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  406. {
  407. magicSchoolCounter = 1;
  408. }
  409. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  410. {
  411. wisdomCounter = 1;
  412. }
  413. void CGHeroInstance::initObj()
  414. {
  415. blockVisit = true;
  416. auto hs = new HeroSpecial();
  417. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  418. attachTo(hs); //do we ever need to detach it?
  419. if(!type)
  420. initHero(); //TODO: set up everything for prison before specialties are configured
  421. skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
  422. skillsInfo.resetMagicSchoolCounter();
  423. skillsInfo.resetWisdomCounter();
  424. if (ID != Obj::PRISON)
  425. {
  426. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  427. if (customApp)
  428. appearance = customApp.get();
  429. }
  430. for(const auto &spec : type->spec) //TODO: unfity with bonus system
  431. {
  432. auto bonus = new Bonus();
  433. bonus->val = spec.val;
  434. bonus->sid = id.getNum(); //from the hero, specialty has no unique id
  435. bonus->duration = Bonus::PERMANENT;
  436. bonus->source = Bonus::HERO_SPECIAL;
  437. switch (spec.type)
  438. {
  439. case 1:// creature specialty
  440. {
  441. hs->growsWithLevel = true;
  442. const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
  443. //int creLevel = specCreature.level;
  444. //if(!creLevel)
  445. //{
  446. // if(spec.additionalinfo == 146)
  447. // creLevel = 5; //treat ballista as 5-level
  448. // else
  449. // {
  450. // logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
  451. // continue;
  452. // }
  453. //}
  454. //bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
  455. bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
  456. bonus->type = Bonus::PRIMARY_SKILL;
  457. bonus->valType = Bonus::ADDITIVE_VALUE;
  458. bonus->subtype = PrimarySkill::ATTACK;
  459. hs->addNewBonus(bonus);
  460. bonus = new Bonus(*bonus);
  461. bonus->subtype = PrimarySkill::DEFENSE;
  462. hs->addNewBonus(bonus);
  463. //values will be calculated later
  464. bonus = new Bonus(*bonus);
  465. bonus->type = Bonus::STACKS_SPEED;
  466. bonus->val = 1; //+1 speed
  467. hs->addNewBonus(bonus);
  468. }
  469. break;
  470. case 2://secondary skill
  471. hs->growsWithLevel = true;
  472. bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
  473. bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
  474. bonus->subtype = spec.subtype; //skill id
  475. bonus->val = spec.val; //value per level, in percent
  476. hs->addNewBonus(bonus);
  477. bonus = new Bonus(*bonus);
  478. switch (spec.additionalinfo)
  479. {
  480. case 0: //normal
  481. bonus->valType = Bonus::PERCENT_TO_BASE;
  482. break;
  483. case 1: //when it's navigation or there's no 'base' at all
  484. bonus->valType = Bonus::PERCENT_TO_ALL;
  485. break;
  486. }
  487. bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
  488. hs->addNewBonus(bonus);
  489. break;
  490. case 3://spell damage bonus, level dependent but calculated elsewhere
  491. bonus->type = Bonus::SPECIAL_SPELL_LEV;
  492. bonus->subtype = spec.subtype;
  493. hs->addNewBonus(bonus);
  494. break;
  495. case 4://creature stat boost
  496. switch (spec.subtype)
  497. {
  498. case 1://attack
  499. bonus->type = Bonus::PRIMARY_SKILL;
  500. bonus->subtype = PrimarySkill::ATTACK;
  501. break;
  502. case 2://defense
  503. bonus->type = Bonus::PRIMARY_SKILL;
  504. bonus->subtype = PrimarySkill::DEFENSE;
  505. break;
  506. case 3:
  507. bonus->type = Bonus::CREATURE_DAMAGE;
  508. bonus->subtype = 0; //both min and max
  509. break;
  510. case 4://hp
  511. bonus->type = Bonus::STACK_HEALTH;
  512. break;
  513. case 5:
  514. bonus->type = Bonus::STACKS_SPEED;
  515. break;
  516. default:
  517. continue;
  518. }
  519. bonus->additionalInfo = spec.additionalinfo; //creature id
  520. bonus->valType = Bonus::ADDITIVE_VALUE;
  521. bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
  522. hs->addNewBonus(bonus);
  523. break;
  524. case 5://spell damage bonus in percent
  525. bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
  526. bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
  527. bonus->subtype = spec.subtype; //spell id
  528. hs->addNewBonus(bonus);
  529. break;
  530. case 6://damage bonus for bless (Adela)
  531. bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
  532. bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
  533. bonus->additionalInfo = spec.additionalinfo; //damage factor
  534. hs->addNewBonus(bonus);
  535. break;
  536. case 7://maxed mastery for spell
  537. bonus->type = Bonus::MAXED_SPELL;
  538. bonus->subtype = spec.subtype; //spell i
  539. hs->addNewBonus(bonus);
  540. break;
  541. case 8://peculiar spells - enchantments
  542. bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
  543. bonus->subtype = spec.subtype; //spell id
  544. bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
  545. hs->addNewBonus(bonus);
  546. break;
  547. case 9://upgrade creatures
  548. {
  549. const auto &creatures = VLC->creh->creatures;
  550. bonus->type = Bonus::SPECIAL_UPGRADE;
  551. bonus->subtype = spec.subtype; //base id
  552. bonus->additionalInfo = spec.additionalinfo; //target id
  553. hs->addNewBonus(bonus);
  554. bonus = new Bonus(*bonus);
  555. for(auto cre_id : creatures[spec.subtype]->upgrades)
  556. {
  557. bonus->subtype = cre_id; //propagate for regular upgrades of base creature
  558. hs->addNewBonus(bonus);
  559. bonus = new Bonus(*bonus);
  560. }
  561. vstd::clear_pointer(bonus);
  562. break;
  563. }
  564. case 10://resource generation
  565. bonus->type = Bonus::GENERATE_RESOURCE;
  566. bonus->subtype = spec.subtype;
  567. hs->addNewBonus(bonus);
  568. break;
  569. case 11://starting skill with mastery (Adrienne)
  570. setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
  571. break;
  572. case 12://army speed
  573. bonus->type = Bonus::STACKS_SPEED;
  574. hs->addNewBonus(bonus);
  575. break;
  576. case 13://Dragon bonuses (Mutare)
  577. bonus->type = Bonus::PRIMARY_SKILL;
  578. bonus->valType = Bonus::ADDITIVE_VALUE;
  579. switch (spec.subtype)
  580. {
  581. case 1:
  582. bonus->subtype = PrimarySkill::ATTACK;
  583. break;
  584. case 2:
  585. bonus->subtype = PrimarySkill::DEFENSE;
  586. break;
  587. }
  588. bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
  589. hs->addNewBonus(bonus);
  590. break;
  591. default:
  592. logGlobal->warnStream() << "Unexpected hero specialty " << type;
  593. }
  594. }
  595. specialty.push_back(hs); //will it work?
  596. for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
  597. {
  598. auto hs = new HeroSpecial();
  599. attachTo(hs); //do we ever need to detach it?
  600. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  601. for (auto bonus : hs2.bonuses)
  602. {
  603. hs->addNewBonus (bonus);
  604. }
  605. hs->growsWithLevel = hs2.growsWithLevel;
  606. specialty.push_back(hs); //will it work?
  607. }
  608. //initialize bonuses
  609. recreateSecondarySkillsBonuses();
  610. Updatespecialty();
  611. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  612. type->name = name;
  613. }
  614. void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
  615. {
  616. for (auto hs : specialty)
  617. {
  618. if (hs->growsWithLevel)
  619. {
  620. //const auto &creatures = VLC->creh->creatures;
  621. for(Bonus * b : hs->getBonusList())
  622. {
  623. switch (b->type)
  624. {
  625. case Bonus::SECONDARY_SKILL_PREMY:
  626. b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
  627. break; //use only hero skills as bonuses to avoid feedback loop
  628. case Bonus::PRIMARY_SKILL: //for creatures, that is
  629. {
  630. const CCreature * cre = nullptr;
  631. int creLevel = 0;
  632. if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
  633. {
  634. cre = creatureLimiter->creature;
  635. creLevel = cre->level;
  636. if (!creLevel)
  637. {
  638. creLevel = 5; //treat ballista as tier 5
  639. }
  640. }
  641. else //no creature found, can't calculate value
  642. {
  643. logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
  644. break;
  645. }
  646. double primSkillModifier = (int)(level / creLevel) / 20.0;
  647. int param;
  648. switch (b->subtype)
  649. {
  650. case PrimarySkill::ATTACK:
  651. param = cre->Attack();
  652. break;
  653. case PrimarySkill::DEFENSE:
  654. param = cre->Defense();
  655. break;
  656. default:
  657. continue;
  658. }
  659. b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
  660. break;
  661. }
  662. }
  663. }
  664. }
  665. }
  666. }
  667. void CGHeroInstance::recreateSecondarySkillsBonuses()
  668. {
  669. auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
  670. for(auto bonus : *secondarySkillsBonuses)
  671. removeBonus(bonus);
  672. for(auto skill_info : secSkills)
  673. updateSkill(SecondarySkill(skill_info.first), skill_info.second);
  674. }
  675. void CGHeroInstance::updateSkill(SecondarySkill which, int val)
  676. {
  677. if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
  678. { //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
  679. bool luck = which == SecondarySkill::LUCK;
  680. Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
  681. Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
  682. if(!b)
  683. {
  684. b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
  685. addNewBonus(b);
  686. }
  687. else
  688. b->val = +val;
  689. }
  690. else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
  691. {
  692. if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
  693. b->val = +val;
  694. else
  695. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
  696. }
  697. int skillVal = 0;
  698. switch (which)
  699. {
  700. case SecondarySkill::ARCHERY:
  701. switch (val)
  702. {
  703. case 1:
  704. skillVal = 10; break;
  705. case 2:
  706. skillVal = 25; break;
  707. case 3:
  708. skillVal = 50; break;
  709. }
  710. break;
  711. case SecondarySkill::LOGISTICS:
  712. skillVal = 10 * val; break;
  713. case SecondarySkill::NAVIGATION:
  714. skillVal = 50 * val; break;
  715. case SecondarySkill::MYSTICISM:
  716. skillVal = val; break;
  717. case SecondarySkill::EAGLE_EYE:
  718. skillVal = 30 + 10 * val; break;
  719. case SecondarySkill::NECROMANCY:
  720. skillVal = 10 * val; break;
  721. case SecondarySkill::LEARNING:
  722. skillVal = 5 * val; break;
  723. case SecondarySkill::OFFENCE:
  724. skillVal = 10 * val; break;
  725. case SecondarySkill::ARMORER:
  726. skillVal = 5 * val; break;
  727. case SecondarySkill::INTELLIGENCE:
  728. skillVal = 25 << (val-1); break;
  729. case SecondarySkill::SORCERY:
  730. skillVal = 5 * val; break;
  731. case SecondarySkill::RESISTANCE:
  732. skillVal = 5 << (val-1); break;
  733. case SecondarySkill::FIRST_AID:
  734. skillVal = 25 + 25*val; break;
  735. case SecondarySkill::ESTATES:
  736. skillVal = 125 << (val-1); break;
  737. }
  738. Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
  739. if(Bonus * b = getExportedBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
  740. .And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
  741. {
  742. b->val = skillVal;
  743. b->valType = skillValType;
  744. }
  745. else
  746. {
  747. auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
  748. bonus->source = Bonus::SECONDARY_SKILL;
  749. addNewBonus(bonus);
  750. }
  751. CBonusSystemNode::treeHasChanged();
  752. }
  753. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  754. {
  755. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  756. setStackCount(SlotID(0), val);
  757. }
  758. double CGHeroInstance::getFightingStrength() const
  759. {
  760. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  761. }
  762. double CGHeroInstance::getMagicStrength() const
  763. {
  764. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  765. }
  766. double CGHeroInstance::getHeroStrength() const
  767. {
  768. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  769. }
  770. ui64 CGHeroInstance::getTotalStrength() const
  771. {
  772. double ret = getFightingStrength() * getArmyStrength();
  773. return (ui64) ret;
  774. }
  775. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  776. {
  777. return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
  778. }
  779. ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
  780. {
  781. si16 skill = -1; //skill level
  782. spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
  783. {
  784. int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  785. if(thisSchool > skill)
  786. {
  787. skill = thisSchool;
  788. if(outSelectedSchool)
  789. *outSelectedSchool = (ui8)cnf.id;
  790. }
  791. });
  792. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  793. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
  794. vstd::amax(skill, 0); //in case we don't know any school
  795. vstd::amin(skill, 3);
  796. return skill;
  797. }
  798. ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
  799. {
  800. //applying sorcery secondary skill
  801. base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  802. base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->id.toEnum())) / 100.0;
  803. spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
  804. {
  805. base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
  806. stop = true; //only bonus from one school is used
  807. });
  808. if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
  809. base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
  810. return base;
  811. }
  812. int CGHeroInstance::getEffectLevel(const CSpell * spell) const
  813. {
  814. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->id))
  815. return 3;//todo: recheck specialty from where this bonus is. possible bug
  816. else
  817. return getSpellSchoolLevel(spell);
  818. }
  819. int CGHeroInstance::getEffectPower(const CSpell * spell) const
  820. {
  821. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  822. }
  823. int CGHeroInstance::getEnchantPower(const CSpell * spell) const
  824. {
  825. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  826. }
  827. int CGHeroInstance::getEffectValue(const CSpell * spell) const
  828. {
  829. return 0;
  830. }
  831. const PlayerColor CGHeroInstance::getOwner() const
  832. {
  833. return tempOwner;
  834. }
  835. bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  836. {
  837. if(nullptr == getArt(ArtifactPosition::SPELLBOOK))
  838. return false;
  839. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
  840. const bool inSpellBook = vstd::contains(spells, spell->id);
  841. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
  842. bool schoolBonus = false;
  843. spell->forEachSchool([this, &schoolBonus](const SpellSchoolInfo & cnf, bool & stop)
  844. {
  845. if(hasBonusOfType(cnf.knoledgeBonus))
  846. {
  847. schoolBonus = stop = true;
  848. }
  849. });
  850. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
  851. if (spell->isSpecialSpell())
  852. {
  853. if (inSpellBook)
  854. {//hero has this spell in spellbook
  855. logGlobal->errorStream() << "Special spell " << spell->name << "in spellbook.";
  856. }
  857. return specificBonus;
  858. }
  859. else if(!isAllowed)
  860. {
  861. if (inSpellBook)
  862. {//hero has this spell in spellbook
  863. logGlobal->errorStream() << "Banned spell " << spell->name << " in spellbook.";
  864. }
  865. return specificBonus || schoolBonus || levelBonus;
  866. }
  867. else
  868. {
  869. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  870. }
  871. }
  872. /**
  873. * Calculates what creatures and how many to be raised from a battle.
  874. * @param battleResult The results of the battle.
  875. * @return Returns a pair with the first value indicating the ID of the creature
  876. * type and second value the amount. Both values are returned as -1 if necromancy
  877. * could not be applied.
  878. */
  879. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  880. {
  881. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  882. // Hero knows necromancy or has Necromancer Cloak
  883. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  884. {
  885. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
  886. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  887. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  888. ui32 raisedUnits = 0;
  889. // Figure out what to raise and how many.
  890. const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  891. const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  892. const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
  893. const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
  894. //calculate creatures raised from each defeated stack
  895. for (auto & casualtie : casualties)
  896. {
  897. // Get lost enemy hit points convertible to units.
  898. CCreature * c = VLC->creh->creatures[casualtie.first];
  899. const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
  900. raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
  901. }
  902. // Make room for new units.
  903. SlotID slot = getSlotFor(raisedUnitType->idNumber);
  904. if (slot == SlotID())
  905. {
  906. // If there's no room for unit, try it's upgraded version 2/3rds the size.
  907. raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
  908. raisedUnits = (raisedUnits*2)/3;
  909. slot = getSlotFor(raisedUnitType->idNumber);
  910. }
  911. if (raisedUnits <= 0)
  912. raisedUnits = 1;
  913. return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
  914. }
  915. return CStackBasicDescriptor();
  916. }
  917. /**
  918. * Show the necromancy dialog with information about units raised.
  919. * @param raisedStack Pair where the first element represents ID of the raised creature
  920. * and the second element the amount.
  921. */
  922. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
  923. {
  924. InfoWindow iw;
  925. iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
  926. iw.player = tempOwner;
  927. iw.components.push_back(Component(raisedStack));
  928. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  929. {
  930. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  931. iw.text.addReplacement(raisedStack.count);
  932. }
  933. else // Practicing the dark arts of necromancy, ... (singular)
  934. {
  935. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  936. }
  937. iw.text.addReplacement(raisedStack);
  938. cb->showInfoDialog(&iw);
  939. }
  940. /*
  941. int3 CGHeroInstance::getSightCenter() const
  942. {
  943. return getPosition(false);
  944. }*/
  945. int CGHeroInstance::getSightRadius() const
  946. {
  947. return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
  948. }
  949. si32 CGHeroInstance::manaRegain() const
  950. {
  951. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  952. return manaLimit();
  953. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  954. }
  955. si32 CGHeroInstance::getManaNewTurn() const
  956. {
  957. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  958. {
  959. //if hero starts turn in town with mage guild - restore all mana
  960. return std::max(mana, manaLimit());
  961. }
  962. si32 res = mana + manaRegain();
  963. res = std::min(res, manaLimit());
  964. res = std::max(res, mana);
  965. res = std::max(res, 0);
  966. return res;
  967. }
  968. // /**
  969. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  970. // * or discards it if it cannot be equipped.
  971. // */
  972. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  973. // {
  974. // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  975. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  976. // ai->putAt(this, ai->firstAvailableSlot(this));
  977. // }
  978. int CGHeroInstance::getBoatType() const
  979. {
  980. switch(type->heroClass->getAlignment())
  981. {
  982. case EAlignment::GOOD:
  983. return 1;
  984. case EAlignment::EVIL:
  985. return 0;
  986. case EAlignment::NEUTRAL:
  987. return 2;
  988. default:
  989. throw std::runtime_error("Wrong alignment!");
  990. }
  991. }
  992. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  993. {
  994. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  995. // Check issue 515 for details
  996. offsets =
  997. {
  998. 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)
  999. };
  1000. }
  1001. int CGHeroInstance::getSpellCost(const CSpell *sp) const
  1002. {
  1003. return sp->getCost(getSpellSchoolLevel(sp));
  1004. }
  1005. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  1006. {
  1007. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  1008. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
  1009. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  1010. }
  1011. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  1012. {
  1013. return type->heroClass->getAlignment();
  1014. }
  1015. void CGHeroInstance::initExp()
  1016. {
  1017. exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
  1018. }
  1019. std::string CGHeroInstance::nodeName() const
  1020. {
  1021. return "Hero " + name;
  1022. }
  1023. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  1024. {
  1025. assert(!getArt(pos));
  1026. art->putAt(ArtifactLocation(this, pos));
  1027. }
  1028. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  1029. {
  1030. putArtifact(art->firstBackpackSlot(this), art);
  1031. }
  1032. bool CGHeroInstance::hasSpellbook() const
  1033. {
  1034. return getArt(ArtifactPosition::SPELLBOOK);
  1035. }
  1036. void CGHeroInstance::deserializationFix()
  1037. {
  1038. artDeserializationFix(this);
  1039. for (auto hs : specialty)
  1040. {
  1041. attachTo (hs);
  1042. }
  1043. }
  1044. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
  1045. {
  1046. if(visitedTown)
  1047. {
  1048. if(inTownGarrison)
  1049. return visitedTown;
  1050. else
  1051. return &visitedTown->townAndVis;
  1052. }
  1053. else
  1054. return CArmedInstance::whereShouldBeAttached(gs);
  1055. }
  1056. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/, const TurnInfo * ti) const
  1057. {
  1058. if(!ti)
  1059. ti = new TurnInfo(this);
  1060. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  1061. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  1062. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1063. return (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
  1064. return 0; //take all MPs otherwise
  1065. }
  1066. EDiggingStatus CGHeroInstance::diggingStatus() const
  1067. {
  1068. if(movement < maxMovePoints(true))
  1069. return EDiggingStatus::LACK_OF_MOVEMENT;
  1070. return cb->getTile(getPosition(false))->getDiggingStatus();
  1071. }
  1072. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1073. {
  1074. return ArtBearer::HERO;
  1075. }
  1076. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1077. {
  1078. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1079. if (!skillsInfo.wisdomCounter)
  1080. {
  1081. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  1082. obligatorySkills.push_back(SecondarySkill::WISDOM);
  1083. }
  1084. if (!skillsInfo.magicSchoolCounter)
  1085. {
  1086. std::vector<SecondarySkill> ss =
  1087. {
  1088. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  1089. };
  1090. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1091. for (auto skill : ss)
  1092. {
  1093. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  1094. {
  1095. obligatorySkills.push_back(skill);
  1096. break; //only one
  1097. }
  1098. }
  1099. }
  1100. std::vector<SecondarySkill> skills;
  1101. //picking sec. skills for choice
  1102. std::set<SecondarySkill> basicAndAdv, expert, none;
  1103. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  1104. if (cb->isAllowed(2,i))
  1105. none.insert(SecondarySkill(i));
  1106. for(auto & elem : secSkills)
  1107. {
  1108. if(elem.second < SecSkillLevel::EXPERT)
  1109. basicAndAdv.insert(elem.first);
  1110. else
  1111. expert.insert(elem.first);
  1112. none.erase(elem.first);
  1113. }
  1114. for (auto s : obligatorySkills) //don't duplicate them
  1115. {
  1116. none.erase (s);
  1117. basicAndAdv.erase (s);
  1118. expert.erase (s);
  1119. }
  1120. //first offered skill:
  1121. // 1) give obligatory skill
  1122. // 2) give any other new skill
  1123. // 3) upgrade existing
  1124. if (canLearnSkill() && obligatorySkills.size() > 0)
  1125. {
  1126. skills.push_back (obligatorySkills[0]);
  1127. }
  1128. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1129. {
  1130. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1131. none.erase(skills.back());
  1132. }
  1133. else if(!basicAndAdv.empty())
  1134. {
  1135. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1136. basicAndAdv.erase(skills.back());
  1137. }
  1138. //second offered skill:
  1139. //1) upgrade existing
  1140. //2) give obligatory skill
  1141. //3) give any other new skill
  1142. if(!basicAndAdv.empty())
  1143. {
  1144. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1145. skills.push_back(s);
  1146. basicAndAdv.erase(s);
  1147. }
  1148. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1149. {
  1150. skills.push_back (obligatorySkills[1]);
  1151. }
  1152. else if(none.size() && canLearnSkill())
  1153. {
  1154. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1155. none.erase(skills.back());
  1156. }
  1157. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1158. std::swap(skills[0], skills[1]);
  1159. return skills;
  1160. }
  1161. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
  1162. {
  1163. assert(gainsLevel());
  1164. int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
  1165. const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1166. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1167. {
  1168. pom += skillChances[primarySkill];
  1169. if(randomValue < pom)
  1170. {
  1171. break;
  1172. }
  1173. }
  1174. logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
  1175. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1176. }
  1177. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
  1178. {
  1179. assert(gainsLevel());
  1180. boost::optional<SecondarySkill> chosenSecondarySkill;
  1181. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1182. if(!proposedSecondarySkills.empty())
  1183. {
  1184. std::vector<SecondarySkill> learnedSecondarySkills;
  1185. for(auto secondarySkill : proposedSecondarySkills)
  1186. {
  1187. if(getSecSkillLevel(secondarySkill) > 0)
  1188. {
  1189. learnedSecondarySkills.push_back(secondarySkill);
  1190. }
  1191. }
  1192. auto & rand = cb->gameState()->getRandomGenerator();
  1193. if(learnedSecondarySkills.empty())
  1194. {
  1195. // there are only new skills to learn, so choose anyone of them
  1196. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
  1197. }
  1198. else
  1199. {
  1200. // preferably upgrade a already learned secondary skill
  1201. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
  1202. }
  1203. }
  1204. return chosenSecondarySkill;
  1205. }
  1206. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1207. {
  1208. if(primarySkill < PrimarySkill::EXPERIENCE)
  1209. {
  1210. Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
  1211. .And(Selector::subtype(primarySkill))
  1212. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1213. assert(skill);
  1214. if(abs)
  1215. {
  1216. skill->val = value;
  1217. }
  1218. else
  1219. {
  1220. skill->val += value;
  1221. }
  1222. CBonusSystemNode::treeHasChanged();
  1223. }
  1224. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1225. {
  1226. if(abs)
  1227. {
  1228. exp = value;
  1229. }
  1230. else
  1231. {
  1232. exp += value;
  1233. }
  1234. }
  1235. }
  1236. bool CGHeroInstance::gainsLevel() const
  1237. {
  1238. return exp >= VLC->heroh->reqExp(level+1);
  1239. }
  1240. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1241. {
  1242. ++level;
  1243. //deterministic secondary skills
  1244. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1245. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1246. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1247. {
  1248. skillsInfo.resetWisdomCounter();
  1249. }
  1250. SecondarySkill spellSchools[] = {
  1251. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1252. for(auto skill : spellSchools)
  1253. {
  1254. if(vstd::contains(skills, skill))
  1255. {
  1256. skillsInfo.resetMagicSchoolCounter();
  1257. break;
  1258. }
  1259. }
  1260. //specialty
  1261. Updatespecialty();
  1262. }
  1263. void CGHeroInstance::levelUpAutomatically()
  1264. {
  1265. while(gainsLevel())
  1266. {
  1267. const auto primarySkill = nextPrimarySkill();
  1268. setPrimarySkill(primarySkill, 1, false);
  1269. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1270. const auto secondarySkill = nextSecondarySkill();
  1271. if(secondarySkill)
  1272. {
  1273. setSecSkillLevel(*secondarySkill, 1, false);
  1274. }
  1275. //TODO why has the secondary skills to be passed to the method?
  1276. levelUp(proposedSecondarySkills);
  1277. }
  1278. }
  1279. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1280. {
  1281. //VISIONS spell support
  1282. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1283. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1284. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1285. if (visionsMultiplier > 0)
  1286. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1287. const int distance = target->pos.dist2d(getPosition(false));
  1288. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1289. return (distance < visionsRange) && (target->pos.z == pos.z);
  1290. }
  1291. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat& handler)
  1292. {
  1293. serializeJsonOwner(handler);
  1294. if(handler.saving)
  1295. {
  1296. if(type)
  1297. {
  1298. handler.serializeString("type", type->identifier);
  1299. }
  1300. else
  1301. {
  1302. auto temp = VLC->heroh->heroes[subID]->identifier;
  1303. handler.serializeString("type", temp);
  1304. }
  1305. }
  1306. else
  1307. {
  1308. if(ID == Obj::HERO || ID == Obj::PRISON)
  1309. {
  1310. std::string typeName;
  1311. handler.serializeString("type", typeName);
  1312. auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", typeName);
  1313. if(rawId)
  1314. subID = rawId.get();
  1315. else
  1316. subID = 0; //fallback to Orrin, throw error instead?
  1317. }
  1318. }
  1319. CCreatureSet::serializeJson(handler, "army");
  1320. {
  1321. auto artifacts = handler.enterStruct("artifacts");
  1322. if(handler.saving)
  1323. CArtifactSet::writeJson(handler.getCurrent());
  1324. else
  1325. CArtifactSet::readJson(handler.getCurrent());
  1326. }
  1327. }
  1328. bool CGHeroInstance::isMissionCritical() const
  1329. {
  1330. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1331. {
  1332. if(event.trigger.test([&](const EventCondition & condition)
  1333. {
  1334. if (condition.condition == EventCondition::CONTROL && condition.object)
  1335. {
  1336. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1337. return (hero != this);
  1338. }
  1339. else if(condition.condition == EventCondition::IS_HUMAN)
  1340. {
  1341. return true;
  1342. }
  1343. return false;
  1344. }))
  1345. {
  1346. return true;
  1347. }
  1348. }
  1349. return false;
  1350. }