CGHeroInstance.cpp 45 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 <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CModHandler.h"
  18. #include "../CSoundBase.h"
  19. #include "../spells/CSpellHandler.h"
  20. #include "../CSkillHandler.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "../IGameCallback.h"
  23. #include "../CGameState.h"
  24. #include "../CCreatureHandler.h"
  25. #include "../CTownHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "CGTownInstance.h"
  28. #include "../serializer/JsonSerializeFormat.h"
  29. #include "../StringConstants.h"
  30. #include "../battle/Unit.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. ///helpers
  33. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
  34. {
  35. InfoWindow iw;
  36. iw.soundID = soundID;
  37. iw.player = playerID;
  38. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  39. IObjectInterface::cb->sendAndApply(&iw);
  40. }
  41. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
  42. {
  43. const PlayerColor playerID = h->getOwner();
  44. showInfoDialog(playerID,txtID,soundID);
  45. }
  46. static int lowestSpeed(const CGHeroInstance * chi)
  47. {
  48. static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
  49. static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
  50. if(!chi->stacksCount())
  51. {
  52. if(chi->commander && chi->commander->alive)
  53. {
  54. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  55. }
  56. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
  57. return 20;
  58. }
  59. auto i = chi->Slots().begin();
  60. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  61. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  62. for(; i != chi->Slots().end(); i++)
  63. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  64. return ret;
  65. }
  66. ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  67. {
  68. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  69. //if there is road both on dest and src tiles - use road movement cost
  70. if(dest.roadType->id != Road::NO_ROAD && from.roadType->id != Road::NO_ROAD)
  71. {
  72. ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
  73. }
  74. else if(ti->nativeTerrain != from.terType->id &&//the terrain is not native
  75. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  76. !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->id.getNum())) //no special movement bonus
  77. {
  78. ret = VLC->heroh->terrCosts[from.terType->id];
  79. ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
  80. if(ret < GameConstants::BASE_MOVEMENT_COST)
  81. ret = GameConstants::BASE_MOVEMENT_COST;
  82. }
  83. return (ui32)ret;
  84. }
  85. TerrainId CGHeroInstance::getNativeTerrain() const
  86. {
  87. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  88. // This is clearly bug in H3 however intended behaviour is not clear.
  89. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  90. // will always have best penalty without any influence from player-defined stacks order
  91. // TODO: What should we do if all hero stacks are neutral creatures?
  92. TerrainId nativeTerrain = ETerrainId::BORDER;
  93. for(auto stack : stacks)
  94. {
  95. TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  96. if(stackNativeTerrain == ETerrainId::BORDER) //where does this value come from?
  97. continue;
  98. if(nativeTerrain == ETerrainId::BORDER)
  99. nativeTerrain = stackNativeTerrain;
  100. else if(nativeTerrain != stackNativeTerrain)
  101. return ETerrainId::BORDER;
  102. }
  103. return nativeTerrain;
  104. }
  105. BattleField CGHeroInstance::getBattlefield() const
  106. {
  107. return BattleField::NONE;
  108. }
  109. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  110. {
  111. for(auto & elem : secSkills)
  112. if(elem.first == skill)
  113. return elem.second;
  114. return 0;
  115. }
  116. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  117. {
  118. if(getSecSkillLevel(which) == 0)
  119. {
  120. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  121. updateSkillBonus(which, val);
  122. }
  123. else
  124. {
  125. for (auto & elem : secSkills)
  126. {
  127. if(elem.first == which)
  128. {
  129. if(abs)
  130. elem.second = val;
  131. else
  132. elem.second += val;
  133. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  134. {
  135. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  136. elem.second = 3;
  137. }
  138. updateSkillBonus(which, elem.second); //when we know final value
  139. }
  140. }
  141. }
  142. }
  143. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  144. {
  145. return position - getVisitableOffset();
  146. }
  147. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  148. {
  149. return position + getVisitableOffset();
  150. }
  151. bool CGHeroInstance::canLearnSkill() const
  152. {
  153. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  154. }
  155. bool CGHeroInstance::canLearnSkill(SecondarySkill which) const
  156. {
  157. if ( !canLearnSkill())
  158. return false;
  159. if (!cb->isAllowed(2, which))
  160. return false;
  161. if (getSecSkillLevel(which) > 0)
  162. return false;
  163. if (type->heroClass->secSkillProbability[which] == 0)
  164. return false;
  165. return true;
  166. }
  167. int CGHeroInstance::maxMovePoints(bool onLand) const
  168. {
  169. TurnInfo ti(this);
  170. return maxMovePointsCached(onLand, &ti);
  171. }
  172. int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
  173. {
  174. int base;
  175. if(onLand)
  176. {
  177. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  178. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  179. int armySpeed = lowestSpeed(this) * 20 / 3;
  180. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  181. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  182. }
  183. else
  184. {
  185. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  186. }
  187. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  188. const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
  189. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  190. const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  191. return int(base * (1 + modifier)) + bonus;
  192. }
  193. CGHeroInstance::CGHeroInstance()
  194. : IBoatGenerator(this)
  195. {
  196. setNodeType(HERO);
  197. ID = Obj::HERO;
  198. tacticFormationEnabled = inTownGarrison = false;
  199. mana = UNINITIALIZED_MANA;
  200. movement = UNINITIALIZED_MOVEMENT;
  201. portrait = UNINITIALIZED_PORTRAIT;
  202. isStanding = true;
  203. moveDir = 4;
  204. level = 1;
  205. exp = 0xffffffff;
  206. visitedTown = nullptr;
  207. type = nullptr;
  208. boat = nullptr;
  209. commander = nullptr;
  210. sex = 0xff;
  211. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  212. }
  213. PlayerColor CGHeroInstance::getOwner() const
  214. {
  215. return tempOwner;
  216. }
  217. void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
  218. {
  219. subID = SUBID.getNum();
  220. initHero(rand);
  221. }
  222. void CGHeroInstance::setType(si32 ID, si32 subID)
  223. {
  224. assert(ID == Obj::HERO); // just in case
  225. type = VLC->heroh->objects[subID];
  226. portrait = type->imageIndex;
  227. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  228. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  229. randomizeArmy(type->heroClass->faction);
  230. }
  231. void CGHeroInstance::initHero(CRandomGenerator & rand)
  232. {
  233. assert(validTypes(true));
  234. if(!type)
  235. type = VLC->heroh->objects[subID];
  236. if (ID == Obj::HERO)
  237. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  238. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  239. {
  240. for(auto spellID : type->spells)
  241. spells.insert(spellID);
  242. }
  243. else //remove placeholder
  244. spells -= SpellID::PRESET;
  245. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  246. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  247. if(!getArt(ArtifactPosition::MACH4))
  248. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  249. if(portrait < 0 || portrait == 255)
  250. portrait = type->imageIndex;
  251. if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
  252. {
  253. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  254. {
  255. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  256. }
  257. }
  258. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  259. secSkills = type->secSkillsInit;
  260. if (!name.length())
  261. name = type->name;
  262. if (sex == 0xFF)//sex is default
  263. sex = type->sex;
  264. setFormation(false);
  265. if (!stacksCount()) //standard army//initial army
  266. {
  267. initArmy(rand);
  268. }
  269. assert(validTypes());
  270. if (patrol.patrolling)
  271. patrol.initialPos = visitablePos();
  272. if(exp == 0xffffffff)
  273. {
  274. initExp(rand);
  275. }
  276. else
  277. {
  278. levelUpAutomatically(rand);
  279. }
  280. if (VLC->modh->modules.COMMANDERS && !commander)
  281. {
  282. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  283. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  284. commander->giveStackExp (exp); //after our exp is set
  285. }
  286. if (mana < 0)
  287. mana = manaLimit();
  288. }
  289. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  290. {
  291. if(!dst)
  292. dst = this;
  293. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  294. int pom = rand.nextInt(99);
  295. int warMachinesGiven = 0;
  296. if(pom < 9)
  297. howManyStacks = 1;
  298. else if(pom < 79)
  299. howManyStacks = 2;
  300. else
  301. howManyStacks = 3;
  302. vstd::amin(howManyStacks, type->initialArmy.size());
  303. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  304. {
  305. auto & stack = type->initialArmy[stackNo];
  306. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  307. const CCreature * creature = stack.creature.toCreature();
  308. if(creature == nullptr)
  309. {
  310. logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
  311. continue;
  312. }
  313. if(creature->warMachine != ArtifactID::NONE) //war machine
  314. {
  315. warMachinesGiven++;
  316. if(dst != this)
  317. continue;
  318. ArtifactID aid = creature->warMachine;
  319. const CArtifact * art = aid.toArtifact();
  320. if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
  321. {
  322. //TODO: should we try another possible slots?
  323. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  324. if(!getArt(slot))
  325. putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
  326. else
  327. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
  328. }
  329. else
  330. {
  331. logGlobal->error("Hero %s has invalid war machine in initial army", name);
  332. }
  333. }
  334. else
  335. {
  336. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  337. }
  338. }
  339. }
  340. CGHeroInstance::~CGHeroInstance()
  341. {
  342. commander.dellNull();
  343. }
  344. bool CGHeroInstance::needsLastStack() const
  345. {
  346. return true;
  347. }
  348. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  349. {
  350. if(h == this) return; //exclude potential self-visiting
  351. if (ID == Obj::HERO)
  352. {
  353. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  354. {
  355. //exchange
  356. cb->heroExchange(h->id, id);
  357. }
  358. else //battle
  359. {
  360. if(visitedTown) //we're in town
  361. visitedTown->onHeroVisit(h); //town will handle attacking
  362. else
  363. cb->startBattleI(h, this);
  364. }
  365. }
  366. else if(ID == Obj::PRISON)
  367. {
  368. int txt_id;
  369. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot
  370. {
  371. //update hero parameters
  372. SetMovePoints smp;
  373. smp.hid = id;
  374. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  375. cb->setMovePoints (&smp);
  376. cb->setManaPoints (id, manaLimit());
  377. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  378. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  379. txt_id = 102;
  380. }
  381. else //already 8 wandering heroes
  382. {
  383. txt_id = 103;
  384. }
  385. showInfoDialog(h,txt_id);
  386. }
  387. }
  388. std::string CGHeroInstance::getObjectName() const
  389. {
  390. if(ID != Obj::PRISON)
  391. {
  392. std::string hoverName = VLC->generaltexth->allTexts[15];
  393. boost::algorithm::replace_first(hoverName,"%s",name);
  394. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  395. return hoverName;
  396. }
  397. else
  398. return CGObjectInstance::getObjectName();
  399. }
  400. const std::string & CGHeroInstance::getBiography() const
  401. {
  402. if (biography.length())
  403. return biography;
  404. return type->biography;
  405. }
  406. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  407. {
  408. return type->heroClass->isMagicHero() ? 3 : 4;
  409. }
  410. ui8 CGHeroInstance::maxlevelsToWisdom() const
  411. {
  412. return type->heroClass->isMagicHero() ? 3 : 6;
  413. }
  414. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
  415. {
  416. rand.setSeed(0);
  417. magicSchoolCounter = 1;
  418. wisdomCounter = 1;
  419. }
  420. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  421. {
  422. magicSchoolCounter = 1;
  423. }
  424. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  425. {
  426. wisdomCounter = 1;
  427. }
  428. void CGHeroInstance::initObj(CRandomGenerator & rand)
  429. {
  430. blockVisit = true;
  431. if(!type)
  432. initHero(rand); //TODO: set up everything for prison before specialties are configured
  433. skillsInfo.rand.setSeed(rand.nextInt());
  434. skillsInfo.resetMagicSchoolCounter();
  435. skillsInfo.resetWisdomCounter();
  436. if (ID != Obj::PRISON)
  437. {
  438. auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
  439. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  440. if (customApp)
  441. appearance = customApp;
  442. }
  443. //copy active (probably growing) bonuses from hero prototype to hero object
  444. for(std::shared_ptr<Bonus> b : type->specialty)
  445. addNewBonus(b);
  446. //dito for old-style bonuses -> compatibility for old savegames
  447. for(SSpecialtyBonus & sb : type->specialtyDeprecated)
  448. for(std::shared_ptr<Bonus> b : sb.bonuses)
  449. addNewBonus(b);
  450. for(SSpecialtyInfo & spec : type->specDeprecated)
  451. for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
  452. addNewBonus(b);
  453. //initialize bonuses
  454. recreateSecondarySkillsBonuses();
  455. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  456. type->name = name;
  457. }
  458. void CGHeroInstance::recreateSecondarySkillsBonuses()
  459. {
  460. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
  461. for(auto bonus : *secondarySkillsBonuses)
  462. removeBonus(bonus);
  463. for(auto skill_info : secSkills)
  464. if(skill_info.second > 0)
  465. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  466. }
  467. void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
  468. {
  469. removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
  470. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  471. for (auto b : skillBonus)
  472. addNewBonus(std::make_shared<Bonus>(*b));
  473. }
  474. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  475. {
  476. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  477. setStackCount(SlotID(0), val);
  478. }
  479. double CGHeroInstance::getFightingStrength() const
  480. {
  481. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  482. }
  483. double CGHeroInstance::getMagicStrength() const
  484. {
  485. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  486. }
  487. double CGHeroInstance::getHeroStrength() const
  488. {
  489. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  490. }
  491. ui64 CGHeroInstance::getTotalStrength() const
  492. {
  493. double ret = getFightingStrength() * getArmyStrength();
  494. return (ui64) ret;
  495. }
  496. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  497. {
  498. return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
  499. }
  500. int32_t CGHeroInstance::getCasterUnitId() const
  501. {
  502. return -1; //TODO: special value for attacker/defender hero
  503. }
  504. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  505. {
  506. int32_t skill = -1; //skill level
  507. spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
  508. {
  509. int32_t thisSchool = std::max<int32_t>(
  510. valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
  511. valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  512. if(thisSchool > skill)
  513. {
  514. skill = thisSchool;
  515. if(outSelectedSchool)
  516. *outSelectedSchool = (ui8)cnf.id;
  517. }
  518. });
  519. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  520. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
  521. vstd::amax(skill, 0); //in case we don't know any school
  522. vstd::amin(skill, 3);
  523. return skill;
  524. }
  525. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  526. {
  527. //applying sorcery secondary skill
  528. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
  529. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  530. int maxSchoolBonus = 0;
  531. spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
  532. {
  533. vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
  534. });
  535. base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
  536. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  537. base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  538. return base;
  539. }
  540. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  541. {
  542. base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  543. return base;
  544. }
  545. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  546. {
  547. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
  548. return 3;//todo: recheck specialty from where this bonus is. possible bug
  549. else
  550. return getSpellSchoolLevel(spell);
  551. }
  552. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  553. {
  554. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  555. }
  556. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  557. {
  558. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  559. }
  560. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  561. {
  562. return 0;
  563. }
  564. PlayerColor CGHeroInstance::getCasterOwner() const
  565. {
  566. return tempOwner;
  567. }
  568. void CGHeroInstance::getCasterName(MetaString & text) const
  569. {
  570. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  571. text.addReplacement(name);
  572. }
  573. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  574. {
  575. const bool singleTarget = attacked.size() == 1;
  576. const int textIndex = singleTarget ? 195 : 196;
  577. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  578. getCasterName(text);
  579. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  580. if(singleTarget)
  581. attacked.at(0)->addNameReplacement(text, true);
  582. }
  583. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  584. {
  585. if(spellCost != 0)
  586. {
  587. SetMana sm;
  588. sm.absolute = false;
  589. sm.hid = id;
  590. sm.val = -spellCost;
  591. server->apply(&sm);
  592. }
  593. }
  594. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  595. {
  596. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  597. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  598. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
  599. bool schoolBonus = false;
  600. spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
  601. {
  602. if(hasBonusOfType(cnf.knoledgeBonus))
  603. {
  604. schoolBonus = stop = true;
  605. }
  606. });
  607. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
  608. if(spell->isSpecial())
  609. {
  610. if(inSpellBook)
  611. {//hero has this spell in spellbook
  612. logGlobal->error("Special spell %s in spellbook.", spell->getName());
  613. }
  614. return specificBonus;
  615. }
  616. else if(!isAllowed)
  617. {
  618. if(inSpellBook)
  619. {
  620. //hero has this spell in spellbook
  621. //it is normal if set in map editor, but trace it to possible debug of magic guild
  622. logGlobal->trace("Banned spell %s in spellbook.", spell->getName());
  623. }
  624. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  625. }
  626. else
  627. {
  628. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  629. }
  630. }
  631. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  632. {
  633. if(!hasSpellbook())
  634. return false;
  635. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  636. return false;
  637. if(vstd::contains(spells, spell->getId()))//already known
  638. return false;
  639. if(spell->isSpecial())
  640. {
  641. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getName());
  642. return false;//special spells can not be learned
  643. }
  644. if(spell->isCreatureAbility())
  645. {
  646. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
  647. return false;//creature abilities can not be learned
  648. }
  649. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  650. {
  651. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
  652. return false;//banned spells should not be learned
  653. }
  654. return true;
  655. }
  656. /**
  657. * Calculates what creatures and how many to be raised from a battle.
  658. * @param battleResult The results of the battle.
  659. * @return Returns a pair with the first value indicating the ID of the creature
  660. * type and second value the amount. Both values are returned as -1 if necromancy
  661. * could not be applied.
  662. */
  663. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  664. {
  665. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  666. // need skill or cloak of undead king - lesser artifacts don't work without skill
  667. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  668. {
  669. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
  670. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  671. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  672. // figure out what to raise - pick strongest creature meeting requirements
  673. CreatureID creatureTypeRaised = CreatureID::SKELETON;
  674. int requiredCasualtyLevel = 1;
  675. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
  676. if(!improvedNecromancy->empty())
  677. {
  678. auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
  679. {
  680. const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  681. return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
  682. };
  683. int maxCasualtyLevel = 1;
  684. for(auto & casualty : casualties)
  685. vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
  686. // pick best bonus available
  687. std::shared_ptr<Bonus> topPick;
  688. for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
  689. {
  690. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  691. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  692. continue;
  693. if(!topPick)
  694. {
  695. topPick = newPick;
  696. }
  697. else
  698. {
  699. auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>
  700. {
  701. const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
  702. return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
  703. };
  704. if(quality(topPick) < quality(newPick))
  705. topPick = newPick;
  706. }
  707. }
  708. if(topPick)
  709. {
  710. creatureTypeRaised = getCreatureID(topPick);
  711. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  712. }
  713. }
  714. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  715. if(getSlotFor(creatureTypeRaised) == SlotID())
  716. {
  717. for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  718. {
  719. if(getSlotFor(upgraded) != SlotID())
  720. {
  721. creatureTypeRaised = upgraded;
  722. necromancySkill *= 2/3.0;
  723. break;
  724. }
  725. }
  726. }
  727. // calculate number of creatures raised - low level units contribute at 50% rate
  728. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->MaxHealth();
  729. double raisedUnits = 0;
  730. for(auto & casualty : casualties)
  731. {
  732. const CCreature * c = VLC->creh->objects[casualty.first];
  733. double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  734. if(c->level < requiredCasualtyLevel)
  735. raisedFromCasualty *= 0.5;
  736. raisedUnits += raisedFromCasualty;
  737. }
  738. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  739. }
  740. return CStackBasicDescriptor();
  741. }
  742. /**
  743. * Show the necromancy dialog with information about units raised.
  744. * @param raisedStack Pair where the first element represents ID of the raised creature
  745. * and the second element the amount.
  746. */
  747. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  748. {
  749. InfoWindow iw;
  750. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  751. iw.player = tempOwner;
  752. iw.components.push_back(Component(raisedStack));
  753. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  754. {
  755. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  756. iw.text.addReplacement(raisedStack.count);
  757. }
  758. else // Practicing the dark arts of necromancy, ... (singular)
  759. {
  760. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  761. }
  762. iw.text.addReplacement(raisedStack);
  763. cb->showInfoDialog(&iw);
  764. }
  765. /*
  766. int3 CGHeroInstance::getSightCenter() const
  767. {
  768. return getPosition(false);
  769. }*/
  770. int CGHeroInstance::getSightRadius() const
  771. {
  772. return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
  773. }
  774. si32 CGHeroInstance::manaRegain() const
  775. {
  776. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  777. return manaLimit();
  778. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  779. }
  780. si32 CGHeroInstance::getManaNewTurn() const
  781. {
  782. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  783. {
  784. //if hero starts turn in town with mage guild - restore all mana
  785. return std::max(mana, manaLimit());
  786. }
  787. si32 res = mana + manaRegain();
  788. res = std::min(res, manaLimit());
  789. res = std::max(res, mana);
  790. res = std::max(res, 0);
  791. return res;
  792. }
  793. // /**
  794. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  795. // * or discards it if it cannot be equipped.
  796. // */
  797. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  798. // {
  799. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  800. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  801. // ai->putAt(this, ai->firstAvailableSlot(this));
  802. // }
  803. int CGHeroInstance::getBoatType() const
  804. {
  805. switch(type->heroClass->getAlignment())
  806. {
  807. case EAlignment::GOOD:
  808. return 1;
  809. case EAlignment::EVIL:
  810. return 0;
  811. case EAlignment::NEUTRAL:
  812. return 2;
  813. default:
  814. throw std::runtime_error("Wrong alignment!");
  815. }
  816. }
  817. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  818. {
  819. // FIXME: Offsets need to be fixed once we get rid of convertPosition
  820. // Check issue 515 for details
  821. offsets =
  822. {
  823. 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)
  824. };
  825. }
  826. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  827. {
  828. return sp->getCost(getSpellSchoolLevel(sp));
  829. }
  830. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  831. {
  832. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  833. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
  834. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  835. }
  836. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  837. {
  838. return type->heroClass->getAlignment();
  839. }
  840. void CGHeroInstance::initExp(CRandomGenerator & rand)
  841. {
  842. exp = rand.nextInt(40, 89);
  843. }
  844. std::string CGHeroInstance::nodeName() const
  845. {
  846. return "Hero " + name;
  847. }
  848. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  849. {
  850. assert(!getArt(pos));
  851. art->putAt(ArtifactLocation(this, pos));
  852. }
  853. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  854. {
  855. putArtifact(art->firstBackpackSlot(this), art);
  856. }
  857. bool CGHeroInstance::hasSpellbook() const
  858. {
  859. return getArt(ArtifactPosition::SPELLBOOK);
  860. }
  861. void CGHeroInstance::addSpellToSpellbook(SpellID spell)
  862. {
  863. spells.insert(spell);
  864. }
  865. void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
  866. {
  867. spells.erase(spell);
  868. }
  869. bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const
  870. {
  871. return vstd::contains(spells, spell);
  872. }
  873. void CGHeroInstance::removeSpellbook()
  874. {
  875. spells.clear();
  876. if(hasSpellbook())
  877. {
  878. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  879. }
  880. }
  881. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  882. {
  883. return spells;
  884. }
  885. int CGHeroInstance::maxSpellLevel() const
  886. {
  887. return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
  888. }
  889. void CGHeroInstance::deserializationFix()
  890. {
  891. artDeserializationFix(this);
  892. }
  893. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  894. {
  895. if(!visitedTown)
  896. return nullptr;
  897. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  898. : (CBonusSystemNode *)(visitedTown.get());
  899. }
  900. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  901. {
  902. if(visitedTown)
  903. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  904. return &CArmedInstance::whereShouldBeAttached(gs);
  905. }
  906. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  907. {
  908. if(visitedTown)
  909. {
  910. if(inTownGarrison)
  911. return *visitedTown;
  912. else
  913. return visitedTown->townAndVis;
  914. }
  915. else
  916. return CArmedInstance::whereShouldBeAttached(gs);
  917. }
  918. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  919. {
  920. int ret = 0; //take all MPs by default
  921. bool localTi = false;
  922. if(!ti)
  923. {
  924. localTi = true;
  925. ti = new TurnInfo(this);
  926. }
  927. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
  928. int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
  929. if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  930. ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  931. if(localTi)
  932. delete ti;
  933. return ret;
  934. }
  935. EDiggingStatus CGHeroInstance::diggingStatus() const
  936. {
  937. if((int)movement < maxMovePoints(true))
  938. return EDiggingStatus::LACK_OF_MOVEMENT;
  939. return cb->getTile(visitablePos())->getDiggingStatus();
  940. }
  941. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  942. {
  943. return ArtBearer::HERO;
  944. }
  945. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  946. {
  947. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  948. if (!skillsInfo.wisdomCounter)
  949. {
  950. if (canLearnSkill(SecondarySkill::WISDOM))
  951. obligatorySkills.push_back(SecondarySkill::WISDOM);
  952. }
  953. if (!skillsInfo.magicSchoolCounter)
  954. {
  955. std::vector<SecondarySkill> ss =
  956. {
  957. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  958. };
  959. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  960. for (auto skill : ss)
  961. {
  962. if (canLearnSkill(skill)) //only schools hero doesn't know yet
  963. {
  964. obligatorySkills.push_back(skill);
  965. break; //only one
  966. }
  967. }
  968. }
  969. std::vector<SecondarySkill> skills;
  970. //picking sec. skills for choice
  971. std::set<SecondarySkill> basicAndAdv, expert, none;
  972. for(int i = 0; i < VLC->skillh->size(); i++)
  973. if (canLearnSkill(SecondarySkill(i)))
  974. none.insert(SecondarySkill(i));
  975. for(auto & elem : secSkills)
  976. {
  977. if(elem.second < SecSkillLevel::EXPERT)
  978. basicAndAdv.insert(elem.first);
  979. else
  980. expert.insert(elem.first);
  981. none.erase(elem.first);
  982. }
  983. for (auto s : obligatorySkills) //don't duplicate them
  984. {
  985. none.erase (s);
  986. basicAndAdv.erase (s);
  987. expert.erase (s);
  988. }
  989. //first offered skill:
  990. // 1) give obligatory skill
  991. // 2) give any other new skill
  992. // 3) upgrade existing
  993. if (canLearnSkill() && obligatorySkills.size() > 0)
  994. {
  995. skills.push_back (obligatorySkills[0]);
  996. }
  997. else if(none.size() && canLearnSkill()) //hero have free skill slot
  998. {
  999. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1000. none.erase(skills.back());
  1001. }
  1002. else if(!basicAndAdv.empty())
  1003. {
  1004. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1005. basicAndAdv.erase(skills.back());
  1006. }
  1007. //second offered skill:
  1008. //1) upgrade existing
  1009. //2) give obligatory skill
  1010. //3) give any other new skill
  1011. if(!basicAndAdv.empty())
  1012. {
  1013. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1014. skills.push_back(s);
  1015. basicAndAdv.erase(s);
  1016. }
  1017. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1018. {
  1019. skills.push_back (obligatorySkills[1]);
  1020. }
  1021. else if(none.size() && canLearnSkill())
  1022. {
  1023. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1024. none.erase(skills.back());
  1025. }
  1026. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1027. std::swap(skills[0], skills[1]);
  1028. return skills;
  1029. }
  1030. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1031. {
  1032. assert(gainsLevel());
  1033. int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
  1034. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1035. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1036. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1037. {
  1038. pom += skillChances[primarySkill];
  1039. if(randomValue < pom)
  1040. {
  1041. break;
  1042. }
  1043. }
  1044. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1045. {
  1046. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1047. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
  1048. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1049. }
  1050. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1051. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1052. }
  1053. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1054. {
  1055. assert(gainsLevel());
  1056. boost::optional<SecondarySkill> chosenSecondarySkill;
  1057. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1058. if(!proposedSecondarySkills.empty())
  1059. {
  1060. std::vector<SecondarySkill> learnedSecondarySkills;
  1061. for(auto secondarySkill : proposedSecondarySkills)
  1062. {
  1063. if(getSecSkillLevel(secondarySkill) > 0)
  1064. {
  1065. learnedSecondarySkills.push_back(secondarySkill);
  1066. }
  1067. }
  1068. if(learnedSecondarySkills.empty())
  1069. {
  1070. // there are only new skills to learn, so choose anyone of them
  1071. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1072. }
  1073. else
  1074. {
  1075. // preferably upgrade a already learned secondary skill
  1076. chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1077. }
  1078. }
  1079. return chosenSecondarySkill;
  1080. }
  1081. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1082. {
  1083. if(primarySkill < PrimarySkill::EXPERIENCE)
  1084. {
  1085. auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
  1086. .And(Selector::subtype()(primarySkill))
  1087. .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1088. assert(skill);
  1089. if(abs)
  1090. {
  1091. skill->val = static_cast<si32>(value);
  1092. }
  1093. else
  1094. {
  1095. skill->val += static_cast<si32>(value);
  1096. }
  1097. CBonusSystemNode::treeHasChanged();
  1098. }
  1099. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1100. {
  1101. if(abs)
  1102. {
  1103. exp = value;
  1104. }
  1105. else
  1106. {
  1107. exp += value;
  1108. }
  1109. }
  1110. }
  1111. bool CGHeroInstance::gainsLevel() const
  1112. {
  1113. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1114. }
  1115. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1116. {
  1117. ++level;
  1118. //deterministic secondary skills
  1119. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1120. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1121. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1122. {
  1123. skillsInfo.resetWisdomCounter();
  1124. }
  1125. SecondarySkill spellSchools[] = {
  1126. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1127. for(auto skill : spellSchools)
  1128. {
  1129. if(vstd::contains(skills, skill))
  1130. {
  1131. skillsInfo.resetMagicSchoolCounter();
  1132. break;
  1133. }
  1134. }
  1135. //update specialty and other bonuses that scale with level
  1136. treeHasChanged();
  1137. }
  1138. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1139. {
  1140. while(gainsLevel())
  1141. {
  1142. const auto primarySkill = nextPrimarySkill(rand);
  1143. setPrimarySkill(primarySkill, 1, false);
  1144. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1145. const auto secondarySkill = nextSecondarySkill(rand);
  1146. if(secondarySkill)
  1147. {
  1148. setSecSkillLevel(*secondarySkill, 1, false);
  1149. }
  1150. //TODO why has the secondary skills to be passed to the method?
  1151. levelUp(proposedSecondarySkills);
  1152. }
  1153. }
  1154. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1155. {
  1156. //VISIONS spell support
  1157. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1158. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1159. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1160. if (visionsMultiplier > 0)
  1161. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1162. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1163. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1164. return (distance < visionsRange) && (target->pos.z == pos.z);
  1165. }
  1166. std::string CGHeroInstance::getHeroTypeName() const
  1167. {
  1168. if(ID == Obj::HERO || ID == Obj::PRISON)
  1169. {
  1170. if(type)
  1171. {
  1172. return type->identifier;
  1173. }
  1174. else
  1175. {
  1176. return VLC->heroh->objects[subID]->identifier;
  1177. }
  1178. }
  1179. return "";
  1180. }
  1181. void CGHeroInstance::afterAddToMap(CMap * map)
  1182. {
  1183. if(ID == Obj::HERO)
  1184. map->heroesOnMap.push_back(this);
  1185. }
  1186. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1187. {
  1188. if (ID == Obj::HERO)
  1189. vstd::erase_if_present(map->heroesOnMap, this);
  1190. }
  1191. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1192. {
  1193. if(ID == Obj::HERO || ID == Obj::PRISON)
  1194. {
  1195. auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier);
  1196. if(rawId)
  1197. subID = rawId.get();
  1198. else
  1199. {
  1200. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1201. }
  1202. }
  1203. }
  1204. void CGHeroInstance::updateFrom(const JsonNode & data)
  1205. {
  1206. CGObjectInstance::updateFrom(data);
  1207. }
  1208. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1209. {
  1210. handler.serializeString("biography", biography);
  1211. handler.serializeInt("experience", exp, 0);
  1212. if(!handler.saving && exp != 0xffffffff) //do not gain levels if experience is not initialized
  1213. {
  1214. while (gainsLevel())
  1215. {
  1216. ++level;
  1217. }
  1218. }
  1219. handler.serializeString("name", name);
  1220. handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
  1221. {
  1222. const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
  1223. const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
  1224. if(handler.saving)
  1225. {
  1226. if(portrait >= 0)
  1227. {
  1228. if(portrait < legacyHeroes || portrait >= moddedStart)
  1229. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1230. else
  1231. handler.serializeInt("portrait", portrait, -1);
  1232. }
  1233. }
  1234. else
  1235. {
  1236. const JsonNode & portraitNode = handler.getCurrent()["portrait"];
  1237. if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
  1238. handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
  1239. else
  1240. handler.serializeInt("portrait", portrait, -1);
  1241. }
  1242. }
  1243. //primary skills
  1244. if(handler.saving)
  1245. {
  1246. const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1247. if(haveSkills)
  1248. {
  1249. auto primarySkills = handler.enterStruct("primarySkills");
  1250. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1251. {
  1252. int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
  1253. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1254. }
  1255. }
  1256. }
  1257. else
  1258. {
  1259. auto primarySkills = handler.enterStruct("primarySkills");
  1260. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1261. {
  1262. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1263. {
  1264. int value = 0;
  1265. handler.serializeInt(PrimarySkill::names[i], value, 0);
  1266. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
  1267. }
  1268. }
  1269. }
  1270. //secondary skills
  1271. if(handler.saving)
  1272. {
  1273. //does hero have default skills?
  1274. bool defaultSkills = false;
  1275. bool normalSkills = false;
  1276. for(const auto & p : secSkills)
  1277. {
  1278. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1279. defaultSkills = true;
  1280. else
  1281. normalSkills = true;
  1282. }
  1283. if(defaultSkills && normalSkills)
  1284. logGlobal->error("Mixed default and normal secondary skills");
  1285. //in json default skills means no field/null
  1286. if(!defaultSkills)
  1287. {
  1288. //enter structure here as handler initialize it
  1289. auto secondarySkills = handler.enterStruct("secondarySkills");
  1290. for(auto & p : secSkills)
  1291. {
  1292. const si32 rawId = p.first.num;
  1293. if(rawId < 0 || rawId >= VLC->skillh->size())
  1294. logGlobal->error("Invalid secondary skill %d", rawId);
  1295. handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
  1296. }
  1297. }
  1298. }
  1299. else
  1300. {
  1301. auto secondarySkills = handler.enterStruct("secondarySkills");
  1302. const JsonNode & skillMap = handler.getCurrent();
  1303. secSkills.clear();
  1304. if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
  1305. {
  1306. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
  1307. }
  1308. else
  1309. {
  1310. for(const auto & p : skillMap.Struct())
  1311. {
  1312. const std::string skillId = p.first;
  1313. const std::string levelId = p.second.String();
  1314. const int rawId = CSkillHandler::decodeSkill(skillId);
  1315. if(rawId < 0)
  1316. {
  1317. logGlobal->error("Invalid secondary skill %s", skillId);
  1318. continue;
  1319. }
  1320. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1321. if(level < 0)
  1322. {
  1323. logGlobal->error("Invalid secondary skill level%s", levelId);
  1324. continue;
  1325. }
  1326. secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
  1327. }
  1328. }
  1329. }
  1330. handler.serializeIdArray("spellBook", spells);
  1331. if(handler.saving)
  1332. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1333. }
  1334. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1335. {
  1336. serializeCommonOptions(handler);
  1337. serializeJsonOwner(handler);
  1338. if(ID == Obj::HERO || ID == Obj::PRISON)
  1339. {
  1340. std::string typeName;
  1341. if(handler.saving)
  1342. typeName = getHeroTypeName();
  1343. handler.serializeString("type", typeName);
  1344. if(!handler.saving)
  1345. setHeroTypeName(typeName);
  1346. }
  1347. CCreatureSet::serializeJson(handler, "army", 7);
  1348. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1349. {
  1350. static const int NO_PATROLING = -1;
  1351. int rawPatrolRadius = NO_PATROLING;
  1352. if(handler.saving)
  1353. {
  1354. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1355. }
  1356. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1357. if(!handler.saving)
  1358. {
  1359. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1360. patrol.initialPos = visitablePos();
  1361. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1362. }
  1363. }
  1364. }
  1365. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1366. {
  1367. serializeCommonOptions(handler);
  1368. }
  1369. bool CGHeroInstance::isMissionCritical() const
  1370. {
  1371. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1372. {
  1373. if(event.trigger.test([&](const EventCondition & condition)
  1374. {
  1375. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1376. {
  1377. auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
  1378. return (hero != this);
  1379. }
  1380. else if(condition.condition == EventCondition::IS_HUMAN)
  1381. {
  1382. return true;
  1383. }
  1384. return false;
  1385. }))
  1386. {
  1387. return true;
  1388. }
  1389. }
  1390. return false;
  1391. }
  1392. VCMI_LIB_NAMESPACE_END