CGHeroInstance.cpp 51 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 <vstd/RNG.h>
  15. #include "../texts/CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../IGameSettings.h"
  21. #include "../CSoundBase.h"
  22. #include "../spells/CSpellHandler.h"
  23. #include "../CSkillHandler.h"
  24. #include "../IGameCallback.h"
  25. #include "../gameState/CGameState.h"
  26. #include "../CCreatureHandler.h"
  27. #include "../mapping/CMap.h"
  28. #include "../StartInfo.h"
  29. #include "CGTownInstance.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../battle/CBattleInfoEssentials.h"
  32. #include "../campaign/CampaignState.h"
  33. #include "../json/JsonBonus.h"
  34. #include "../pathfinder/TurnInfo.h"
  35. #include "../serializer/JsonSerializeFormat.h"
  36. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  37. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  38. #include "../mapObjects/MiscObjects.h"
  39. #include "../modding/ModScope.h"
  40. #include "../networkPacks/PacksForClient.h"
  41. #include "../networkPacks/PacksForClientBattle.h"
  42. #include "../constants/StringConstants.h"
  43. #include "../battle/Unit.h"
  44. #include "CConfigHandler.h"
  45. VCMI_LIB_NAMESPACE_BEGIN
  46. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  47. {
  48. serializeJsonOwner(handler);
  49. bool isHeroType = heroType.has_value();
  50. handler.serializeBool("placeholderType", isHeroType, false);
  51. if(!handler.saving)
  52. {
  53. if(isHeroType)
  54. heroType = HeroTypeID::NONE;
  55. else
  56. powerRank = 0;
  57. }
  58. if(isHeroType)
  59. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  60. else
  61. handler.serializeInt("powerRank", powerRank.value());
  62. }
  63. static int lowestSpeed(const CGHeroInstance * chi)
  64. {
  65. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  66. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  67. if(!chi->stacksCount())
  68. {
  69. if(chi->commander && chi->commander->alive)
  70. {
  71. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  72. }
  73. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  74. return 20;
  75. }
  76. auto i = chi->Slots().begin();
  77. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  78. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  79. for(; i != chi->Slots().end(); i++)
  80. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  81. return ret;
  82. }
  83. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  84. {
  85. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  86. //if there is road both on dest and src tiles - use src road movement cost
  87. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  88. {
  89. ret = from.roadType->movementCost;
  90. }
  91. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  92. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  93. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
  94. {
  95. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  96. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  97. if(ret < GameConstants::BASE_MOVEMENT_COST)
  98. ret = GameConstants::BASE_MOVEMENT_COST;
  99. }
  100. return static_cast<ui32>(ret);
  101. }
  102. FactionID CGHeroInstance::getFactionID() const
  103. {
  104. return getHeroClass()->faction;
  105. }
  106. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  107. {
  108. return this;
  109. }
  110. TerrainId CGHeroInstance::getNativeTerrain() const
  111. {
  112. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  113. // This is clearly bug in H3 however intended behaviour is not clear.
  114. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  115. // will always have best penalty without any influence from player-defined stacks order
  116. // and army that consist solely from neutral will always be considered to be on native terrain
  117. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  118. for(const auto & stack : stacks)
  119. {
  120. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  121. if(stackNativeTerrain == ETerrainId::NONE)
  122. continue;
  123. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  124. nativeTerrain = stackNativeTerrain;
  125. else if(nativeTerrain != stackNativeTerrain)
  126. return ETerrainId::NONE;
  127. }
  128. return nativeTerrain;
  129. }
  130. bool CGHeroInstance::isCoastVisitable() const
  131. {
  132. return true;
  133. }
  134. bool CGHeroInstance::isBlockedVisitable() const
  135. {
  136. return true;
  137. }
  138. BattleField CGHeroInstance::getBattlefield() const
  139. {
  140. return BattleField::NONE;
  141. }
  142. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  143. {
  144. for(const auto & elem : secSkills)
  145. if(elem.first == skill)
  146. return elem.second;
  147. return 0;
  148. }
  149. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  150. {
  151. if(getSecSkillLevel(which) == 0)
  152. {
  153. secSkills.emplace_back(which, val);
  154. updateSkillBonus(which, val);
  155. }
  156. else
  157. {
  158. for (auto & elem : secSkills)
  159. {
  160. if(elem.first == which)
  161. {
  162. if(abs)
  163. elem.second = val;
  164. else
  165. elem.second += val;
  166. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  167. {
  168. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  169. elem.second = 3;
  170. }
  171. updateSkillBonus(which, elem.second); //when we know final value
  172. }
  173. }
  174. }
  175. }
  176. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  177. {
  178. return position - getVisitableOffset();
  179. }
  180. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  181. {
  182. return position + getVisitableOffset();
  183. }
  184. bool CGHeroInstance::canLearnSkill() const
  185. {
  186. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  187. }
  188. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  189. {
  190. if ( !canLearnSkill())
  191. return false;
  192. if (!cb->isAllowed(which))
  193. return false;
  194. if (getSecSkillLevel(which) > 0)
  195. return false;
  196. if (getHeroClass()->secSkillProbability.count(which) == 0)
  197. return false;
  198. if (getHeroClass()->secSkillProbability.at(which) == 0)
  199. return false;
  200. return true;
  201. }
  202. int CGHeroInstance::movementPointsRemaining() const
  203. {
  204. return movement;
  205. }
  206. void CGHeroInstance::setMovementPoints(int points)
  207. {
  208. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  209. movement = 1000000;
  210. else
  211. movement = std::max(0, points);
  212. }
  213. int CGHeroInstance::movementPointsLimit(bool onLand) const
  214. {
  215. TurnInfo ti(this);
  216. return movementPointsLimitCached(onLand, &ti);
  217. }
  218. int CGHeroInstance::getLowestCreatureSpeed() const
  219. {
  220. return lowestCreatureSpeed;
  221. }
  222. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  223. {
  224. auto realLowestSpeed = lowestSpeed(this);
  225. if(lowestCreatureSpeed != realLowestSpeed)
  226. {
  227. lowestCreatureSpeed = realLowestSpeed;
  228. //Let updaters run again
  229. treeHasChanged();
  230. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  231. }
  232. }
  233. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  234. {
  235. updateArmyMovementBonus(onLand, ti);
  236. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  237. }
  238. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  239. : CArmedInstance(cb),
  240. tacticFormationEnabled(false),
  241. inTownGarrison(false),
  242. moveDir(4),
  243. mana(UNINITIALIZED_MANA),
  244. movement(UNINITIALIZED_MOVEMENT),
  245. level(1),
  246. exp(UNINITIALIZED_EXPERIENCE),
  247. gender(EHeroGender::DEFAULT),
  248. lowestCreatureSpeed(0)
  249. {
  250. setNodeType(HERO);
  251. ID = Obj::HERO;
  252. secSkills.emplace_back(SecondarySkill::NONE, -1);
  253. }
  254. PlayerColor CGHeroInstance::getOwner() const
  255. {
  256. return tempOwner;
  257. }
  258. const CHeroClass * CGHeroInstance::getHeroClass() const
  259. {
  260. return getHeroType()->heroClass;
  261. }
  262. HeroClassID CGHeroInstance::getHeroClassID() const
  263. {
  264. auto heroType = getHeroTypeID();
  265. if (heroType.hasValue())
  266. return getHeroType()->heroClass->getId();
  267. else
  268. return HeroClassID();
  269. }
  270. const CHero * CGHeroInstance::getHeroType() const
  271. {
  272. return getHeroTypeID().toHeroType();
  273. }
  274. HeroTypeID CGHeroInstance::getHeroTypeID() const
  275. {
  276. if (ID == Obj::RANDOM_HERO)
  277. return HeroTypeID::NONE;
  278. return HeroTypeID(getObjTypeIndex().getNum());
  279. }
  280. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  281. {
  282. subID = heroType;
  283. }
  284. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  285. {
  286. subID = SUBID.getNum();
  287. initHero(rand);
  288. }
  289. void CGHeroInstance::initHero(vstd::RNG & rand)
  290. {
  291. assert(validTypes(true));
  292. if (ID == Obj::HERO)
  293. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex())->getTemplates().front();
  294. if(!vstd::contains(spells, SpellID::PRESET))
  295. {
  296. // hero starts with default spells
  297. for(const auto & spellID : getHeroType()->spells)
  298. spells.insert(spellID);
  299. }
  300. else //remove placeholder
  301. spells -= SpellID::PRESET;
  302. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  303. {
  304. // hero starts with default spellbook presence status
  305. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  306. {
  307. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  308. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  309. }
  310. }
  311. else
  312. spells -= SpellID::SPELLBOOK_PRESET;
  313. if(!getArt(ArtifactPosition::MACH4))
  314. {
  315. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  316. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  317. }
  318. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  319. {
  320. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  321. {
  322. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  323. }
  324. }
  325. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  326. secSkills = getHeroType()->secSkillsInit;
  327. if (gender == EHeroGender::DEFAULT)
  328. gender = getHeroType()->gender;
  329. setFormation(EArmyFormation::LOOSE);
  330. if (!stacksCount()) //standard army//initial army
  331. {
  332. initArmy(rand);
  333. }
  334. assert(validTypes());
  335. if (patrol.patrolling)
  336. patrol.initialPos = visitablePos();
  337. if(exp == UNINITIALIZED_EXPERIENCE)
  338. {
  339. initExp(rand);
  340. }
  341. else
  342. {
  343. levelUpAutomatically(rand);
  344. }
  345. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  346. // must be done separately from global bonuses since recruitable heroes in taverns
  347. // are not attached to global bonus node but need access to some global bonuses
  348. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  349. // or MOVEMENT to compute initial movement before recruiting is finished
  350. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  351. for(const auto & b : baseBonuses.Struct())
  352. {
  353. auto bonus = JsonUtils::parseBonus(b.second);
  354. bonus->source = BonusSource::HERO_BASE_SKILL;
  355. bonus->sid = BonusSourceID(id);
  356. bonus->duration = BonusDuration::PERMANENT;
  357. addNewBonus(bonus);
  358. }
  359. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  360. {
  361. commander = new CCommanderInstance(getHeroClass()->commander);
  362. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  363. commander->giveStackExp (exp); //after our exp is set
  364. }
  365. skillsInfo = SecondarySkillsInfo();
  366. //copy active (probably growing) bonuses from hero prototype to hero object
  367. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  368. addNewBonus(b);
  369. //initialize bonuses
  370. recreateSecondarySkillsBonuses();
  371. movement = movementPointsLimit(true);
  372. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  373. }
  374. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  375. {
  376. if(!dst)
  377. dst = this;
  378. int warMachinesGiven = 0;
  379. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  380. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  381. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  382. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  383. {
  384. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  385. continue;
  386. auto & stack = getHeroType()->initialArmy[stackNo];
  387. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  388. if(stack.creature == CreatureID::NONE)
  389. {
  390. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  391. continue;
  392. }
  393. const CCreature * creature = stack.creature.toCreature();
  394. if(creature->warMachine != ArtifactID::NONE) //war machine
  395. {
  396. warMachinesGiven++;
  397. if(dst != this)
  398. continue;
  399. ArtifactID aid = creature->warMachine;
  400. const CArtifact * art = aid.toArtifact();
  401. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  402. {
  403. //TODO: should we try another possible slots?
  404. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  405. if(!getArt(slot))
  406. {
  407. auto artifact = ArtifactUtils::createArtifact(aid);
  408. putArtifact(slot, artifact);
  409. }
  410. else
  411. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  412. }
  413. else
  414. {
  415. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  416. }
  417. }
  418. else
  419. {
  420. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  421. }
  422. }
  423. }
  424. CGHeroInstance::~CGHeroInstance()
  425. {
  426. commander.dellNull();
  427. }
  428. bool CGHeroInstance::needsLastStack() const
  429. {
  430. return true;
  431. }
  432. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  433. {
  434. if(h == this) return; //exclude potential self-visiting
  435. if (ID == Obj::HERO)
  436. {
  437. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  438. {
  439. //exchange
  440. cb->heroExchange(h->id, id);
  441. }
  442. else //battle
  443. {
  444. if(visitedTown) //we're in town
  445. visitedTown->onHeroVisit(h); //town will handle attacking
  446. else
  447. cb->startBattle(h, this);
  448. }
  449. }
  450. else if(ID == Obj::PRISON)
  451. {
  452. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  453. {
  454. //update hero parameters
  455. SetMovePoints smp;
  456. smp.hid = id;
  457. cb->setManaPoints (id, manaLimit());
  458. ObjectInstanceID boatId;
  459. const auto boatPos = visitablePos();
  460. if (cb->gameState()->map->getTile(boatPos).isWater())
  461. {
  462. smp.val = movementPointsLimit(false);
  463. if (!boat)
  464. {
  465. //Create a new boat for hero
  466. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  467. boatId = cb->getTopObj(boatPos)->id;
  468. }
  469. }
  470. else
  471. {
  472. smp.val = movementPointsLimit(true);
  473. }
  474. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  475. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  476. cb->setMovePoints (&smp);
  477. h->showInfoDialog(102);
  478. }
  479. else //already 8 wandering heroes
  480. {
  481. h->showInfoDialog(103);
  482. }
  483. }
  484. }
  485. std::string CGHeroInstance::getObjectName() const
  486. {
  487. if(ID != Obj::PRISON)
  488. {
  489. std::string hoverName = VLC->generaltexth->allTexts[15];
  490. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  491. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  492. return hoverName;
  493. }
  494. else
  495. return VLC->objtypeh->getObjectName(ID, 0);
  496. }
  497. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  498. {
  499. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  500. return hoverText;
  501. }
  502. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  503. {
  504. std::string output = "";
  505. if(player == getOwner())
  506. {
  507. output += " " + VLC->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  508. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  509. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  510. }
  511. return output;
  512. }
  513. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  514. {
  515. return getHeroClass()->isMagicHero() ? 3 : 4;
  516. }
  517. ui8 CGHeroInstance::maxlevelsToWisdom() const
  518. {
  519. return getHeroClass()->isMagicHero() ? 3 : 6;
  520. }
  521. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  522. magicSchoolCounter(1),
  523. wisdomCounter(1)
  524. {}
  525. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  526. {
  527. magicSchoolCounter = 0;
  528. }
  529. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  530. {
  531. wisdomCounter = 0;
  532. }
  533. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  534. {
  535. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  536. if (ID == Obj::RANDOM_HERO)
  537. {
  538. ID = Obj::HERO;
  539. subID = cb->gameState()->pickNextHeroType(getOwner());
  540. randomizeArmy(getHeroClass()->faction);
  541. }
  542. auto oldSubID = subID;
  543. // to find object handler we must use heroClass->id
  544. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  545. // exclude prisons which should use appearance as set in map, via map editor or RMG
  546. if (ID != Obj::PRISON)
  547. setType(ID, getHeroClass()->getIndex());
  548. this->subID = oldSubID;
  549. }
  550. void CGHeroInstance::recreateSecondarySkillsBonuses()
  551. {
  552. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  553. for(const auto & bonus : *secondarySkillsBonuses)
  554. removeBonus(bonus);
  555. for(const auto & skill_info : secSkills)
  556. if(skill_info.second > 0)
  557. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  558. }
  559. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  560. {
  561. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  562. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  563. for(const auto & b : skillBonus)
  564. addNewBonus(std::make_shared<Bonus>(*b));
  565. }
  566. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  567. {
  568. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  569. setStackCount(SlotID(0), identifier.getNum());
  570. }
  571. double CGHeroInstance::getFightingStrength() const
  572. {
  573. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  574. }
  575. double CGHeroInstance::getMagicStrength() const
  576. {
  577. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  578. }
  579. double CGHeroInstance::getHeroStrength() const
  580. {
  581. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  582. }
  583. ui64 CGHeroInstance::getTotalStrength() const
  584. {
  585. double ret = getFightingStrength() * getArmyStrength();
  586. return static_cast<ui64>(ret);
  587. }
  588. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  589. {
  590. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  591. }
  592. int32_t CGHeroInstance::getCasterUnitId() const
  593. {
  594. return id.getNum();
  595. }
  596. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  597. {
  598. int32_t skill = -1; //skill level
  599. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  600. {
  601. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  602. if(thisSchool > skill)
  603. {
  604. skill = thisSchool;
  605. if(outSelectedSchool)
  606. *outSelectedSchool = cnf;
  607. }
  608. });
  609. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  610. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  611. vstd::amax(skill, 0); //in case we don't know any school
  612. vstd::amin(skill, 3);
  613. return skill;
  614. }
  615. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  616. {
  617. //applying sorcery secondary skill
  618. if(spell->isMagical())
  619. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  620. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  621. int maxSchoolBonus = 0;
  622. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  623. {
  624. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  625. });
  626. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  627. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  628. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  629. return base;
  630. }
  631. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  632. {
  633. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  634. return base;
  635. }
  636. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  637. {
  638. return getSpellSchoolLevel(spell);
  639. }
  640. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  641. {
  642. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  643. }
  644. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  645. {
  646. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  647. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  648. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  649. return spellpower + durationCommon + durationSpecific;
  650. }
  651. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  652. {
  653. return 0;
  654. }
  655. PlayerColor CGHeroInstance::getCasterOwner() const
  656. {
  657. return tempOwner;
  658. }
  659. void CGHeroInstance::getCasterName(MetaString & text) const
  660. {
  661. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  662. text.replaceRawString(getNameTranslated());
  663. }
  664. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  665. {
  666. const bool singleTarget = attacked.size() == 1;
  667. const int textIndex = singleTarget ? 195 : 196;
  668. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  669. getCasterName(text);
  670. text.replaceName(spell->getId());
  671. if(singleTarget)
  672. attacked.at(0)->addNameReplacement(text, true);
  673. }
  674. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  675. {
  676. return this;
  677. }
  678. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  679. {
  680. if(spellCost != 0)
  681. {
  682. SetMana sm;
  683. sm.absolute = false;
  684. sm.hid = id;
  685. sm.val = -spellCost;
  686. server->apply(sm);
  687. }
  688. }
  689. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  690. {
  691. const bool isAllowed = cb->isAllowed(spell->getId());
  692. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  693. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  694. bool schoolBonus = false;
  695. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  696. {
  697. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  698. {
  699. schoolBonus = stop = true;
  700. }
  701. });
  702. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  703. if(spell->isSpecial())
  704. {
  705. if(inSpellBook)
  706. {//hero has this spell in spellbook
  707. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  708. }
  709. return specificBonus;
  710. }
  711. else if(!isAllowed)
  712. {
  713. if(inSpellBook)
  714. {
  715. //hero has this spell in spellbook
  716. //it is normal if set in map editor, but trace it to possible debug of magic guild
  717. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  718. }
  719. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  720. }
  721. else
  722. {
  723. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  724. }
  725. }
  726. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  727. {
  728. if(!hasSpellbook())
  729. return false;
  730. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  731. return false;
  732. if(vstd::contains(spells, spell->getId()))//already known
  733. return false;
  734. if(spell->isSpecial())
  735. {
  736. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  737. return false;//special spells can not be learned
  738. }
  739. if(spell->isCreatureAbility())
  740. {
  741. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  742. return false;//creature abilities can not be learned
  743. }
  744. if(!allowBanned && !cb->isAllowed(spell->getId()))
  745. {
  746. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  747. return false;//banned spells should not be learned
  748. }
  749. return true;
  750. }
  751. /**
  752. * Calculates what creatures and how many to be raised from a battle.
  753. * @param battleResult The results of the battle.
  754. * @return Returns a pair with the first value indicating the ID of the creature
  755. * type and second value the amount. Both values are returned as -1 if necromancy
  756. * could not be applied.
  757. */
  758. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  759. {
  760. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  761. // need skill or cloak of undead king - lesser artifacts don't work without skill
  762. if (hasImprovedNecromancy)
  763. {
  764. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  765. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  766. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  767. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  768. // figure out what to raise - pick strongest creature meeting requirements
  769. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  770. int requiredCasualtyLevel = 1;
  771. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  772. if(!improvedNecromancy->empty())
  773. {
  774. int maxCasualtyLevel = 1;
  775. for(const auto & casualty : casualties)
  776. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  777. // pick best bonus available
  778. std::shared_ptr<Bonus> topPick;
  779. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  780. {
  781. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  782. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  783. continue;
  784. if(!topPick)
  785. {
  786. topPick = newPick;
  787. }
  788. else
  789. {
  790. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  791. {
  792. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  793. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  794. };
  795. if(quality(topPick) < quality(newPick))
  796. topPick = newPick;
  797. }
  798. }
  799. if(topPick)
  800. {
  801. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  802. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  803. }
  804. }
  805. assert(creatureTypeRaised != CreatureID::NONE);
  806. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  807. if(getSlotFor(creatureTypeRaised) == SlotID())
  808. {
  809. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  810. {
  811. if(getSlotFor(upgraded) != SlotID())
  812. {
  813. creatureTypeRaised = upgraded;
  814. necromancySkill *= 2/3.0;
  815. break;
  816. }
  817. }
  818. }
  819. // calculate number of creatures raised - low level units contribute at 50% rate
  820. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  821. double raisedUnits = 0;
  822. for(const auto & casualty : casualties)
  823. {
  824. const CCreature * c = casualty.first.toCreature();
  825. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  826. if(c->getLevel() < requiredCasualtyLevel)
  827. raisedFromCasualty *= 0.5;
  828. raisedUnits += raisedFromCasualty;
  829. }
  830. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  831. }
  832. return CStackBasicDescriptor();
  833. }
  834. /**
  835. * Show the necromancy dialog with information about units raised.
  836. * @param raisedStack Pair where the first element represents ID of the raised creature
  837. * and the second element the amount.
  838. */
  839. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  840. {
  841. InfoWindow iw;
  842. iw.type = EInfoWindowMode::AUTO;
  843. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  844. iw.player = tempOwner;
  845. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  846. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  847. {
  848. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  849. iw.text.replaceNumber(raisedStack.count);
  850. }
  851. else // Practicing the dark arts of necromancy, ... (singular)
  852. {
  853. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  854. }
  855. iw.text.replaceName(raisedStack);
  856. cb->showInfoDialog(&iw);
  857. }
  858. /*
  859. int3 CGHeroInstance::getSightCenter() const
  860. {
  861. return getPosition(false);
  862. }*/
  863. int CGHeroInstance::getSightRadius() const
  864. {
  865. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  866. }
  867. si32 CGHeroInstance::manaRegain() const
  868. {
  869. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  870. return manaLimit();
  871. return valOfBonuses(BonusType::MANA_REGENERATION);
  872. }
  873. si32 CGHeroInstance::getManaNewTurn() const
  874. {
  875. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  876. {
  877. //if hero starts turn in town with mage guild - restore all mana
  878. return std::max(mana, manaLimit());
  879. }
  880. si32 res = mana + manaRegain();
  881. res = std::min(res, manaLimit());
  882. res = std::max(res, mana);
  883. res = std::max(res, 0);
  884. return res;
  885. }
  886. // /**
  887. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  888. // * or discards it if it cannot be equipped.
  889. // */
  890. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  891. // {
  892. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  893. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  894. // ai->putAt(this, ai->firstAvailableSlot(this));
  895. // }
  896. BoatId CGHeroInstance::getBoatType() const
  897. {
  898. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  899. }
  900. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  901. {
  902. offsets = {
  903. {0, -1, 0},
  904. {+1, -1, 0},
  905. {+1, 0, 0},
  906. {+1, +1, 0},
  907. {0, +1, 0},
  908. {-1, +1, 0},
  909. {-1, 0, 0},
  910. {-1, -1, 0},
  911. };
  912. }
  913. const IObjectInterface * CGHeroInstance::getObject() const
  914. {
  915. return this;
  916. }
  917. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  918. {
  919. return sp->getCost(getSpellSchoolLevel(sp));
  920. }
  921. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  922. {
  923. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  924. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  925. if(hasBonus(sel))
  926. removeBonuses(sel);
  927. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  928. }
  929. EAlignment CGHeroInstance::getAlignment() const
  930. {
  931. return getHeroClass()->getAlignment();
  932. }
  933. void CGHeroInstance::initExp(vstd::RNG & rand)
  934. {
  935. exp = rand.nextInt(40, 89);
  936. }
  937. std::string CGHeroInstance::nodeName() const
  938. {
  939. return "Hero " + getNameTextID();
  940. }
  941. si32 CGHeroInstance::manaLimit() const
  942. {
  943. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  944. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  945. }
  946. HeroTypeID CGHeroInstance::getPortraitSource() const
  947. {
  948. if (customPortraitSource.isValid())
  949. return customPortraitSource;
  950. else
  951. return getHeroTypeID();
  952. }
  953. int32_t CGHeroInstance::getIconIndex() const
  954. {
  955. return getPortraitSource().toEntity(VLC)->getIconIndex();
  956. }
  957. std::string CGHeroInstance::getNameTranslated() const
  958. {
  959. return VLC->generaltexth->translate(getNameTextID());
  960. }
  961. std::string CGHeroInstance::getClassNameTranslated() const
  962. {
  963. return VLC->generaltexth->translate(getClassNameTextID());
  964. }
  965. std::string CGHeroInstance::getClassNameTextID() const
  966. {
  967. if (isCampaignGem())
  968. return "core.genrltxt.735";
  969. return getHeroClass()->getNameTextID();
  970. }
  971. std::string CGHeroInstance::getNameTextID() const
  972. {
  973. if (!nameCustomTextId.empty())
  974. return nameCustomTextId;
  975. if (getHeroTypeID().hasValue())
  976. return getHeroType()->getNameTextID();
  977. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  978. // assert(0);
  979. return "";
  980. }
  981. std::string CGHeroInstance::getBiographyTranslated() const
  982. {
  983. return VLC->generaltexth->translate(getBiographyTextID());
  984. }
  985. std::string CGHeroInstance::getBiographyTextID() const
  986. {
  987. if (!biographyCustomTextId.empty())
  988. return biographyCustomTextId;
  989. if (getHeroTypeID().hasValue())
  990. return getHeroType()->getBiographyTextID();
  991. return ""; //for random hero
  992. }
  993. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  994. {
  995. assert(art->canBePutAt(this, pos));
  996. if(ArtifactUtils::isSlotEquipment(pos))
  997. attachTo(*art);
  998. return CArtifactSet::putArtifact(pos, art);
  999. }
  1000. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1001. {
  1002. auto art = getArt(pos);
  1003. assert(art);
  1004. CArtifactSet::removeArtifact(pos);
  1005. if(ArtifactUtils::isSlotEquipment(pos))
  1006. detachFrom(*art);
  1007. }
  1008. bool CGHeroInstance::hasSpellbook() const
  1009. {
  1010. return getArt(ArtifactPosition::SPELLBOOK);
  1011. }
  1012. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1013. {
  1014. spells.insert(spell);
  1015. }
  1016. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1017. {
  1018. spells.erase(spell);
  1019. }
  1020. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1021. {
  1022. return vstd::contains(spells, spell);
  1023. }
  1024. void CGHeroInstance::removeSpellbook()
  1025. {
  1026. spells.clear();
  1027. if(hasSpellbook())
  1028. {
  1029. cb->removeArtifact(ArtifactLocation(this->id, ArtifactPosition::SPELLBOOK));
  1030. }
  1031. }
  1032. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1033. {
  1034. return spells;
  1035. }
  1036. int CGHeroInstance::maxSpellLevel() const
  1037. {
  1038. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1039. }
  1040. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1041. {
  1042. assert(newBoat);
  1043. boat = newBoat;
  1044. attachTo(const_cast<CGBoat&>(*boat));
  1045. const_cast<CGBoat*>(boat)->hero = this;
  1046. }
  1047. void CGHeroInstance::deserializationFix()
  1048. {
  1049. artDeserializationFix(this);
  1050. boatDeserializationFix();
  1051. }
  1052. void CGHeroInstance::boatDeserializationFix()
  1053. {
  1054. if (boat)
  1055. attachTo(const_cast<CGBoat&>(*boat));
  1056. }
  1057. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1058. {
  1059. if(!visitedTown)
  1060. return nullptr;
  1061. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1062. : (CBonusSystemNode *)(visitedTown.get());
  1063. }
  1064. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1065. {
  1066. if(visitedTown)
  1067. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1068. return &CArmedInstance::whereShouldBeAttached(gs);
  1069. }
  1070. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1071. {
  1072. if(visitedTown)
  1073. {
  1074. if(inTownGarrison)
  1075. return *visitedTown;
  1076. else
  1077. return visitedTown->townAndVis;
  1078. }
  1079. else
  1080. return CArmedInstance::whereShouldBeAttached(gs);
  1081. }
  1082. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1083. {
  1084. std::unique_ptr<TurnInfo> turnInfoLocal;
  1085. if(!ti)
  1086. {
  1087. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1088. ti = turnInfoLocal.get();
  1089. }
  1090. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1091. return 0; // take all MPs by default
  1092. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1093. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1094. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1095. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1096. return ret;
  1097. }
  1098. EDiggingStatus CGHeroInstance::diggingStatus() const
  1099. {
  1100. if(static_cast<int>(movement) < movementPointsLimit(true))
  1101. return EDiggingStatus::LACK_OF_MOVEMENT;
  1102. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1103. return EDiggingStatus::BACKPACK_IS_FULL;
  1104. return cb->getTileDigStatus(visitablePos());
  1105. }
  1106. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1107. {
  1108. return ArtBearer::HERO;
  1109. }
  1110. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1111. {
  1112. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1113. std::set<SecondarySkill> obligatory;
  1114. for(auto i = 0; i < VLC->skillh->size(); i++)
  1115. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1116. obligatory.insert(i); //Always return all obligatory skills
  1117. return obligatory;
  1118. };
  1119. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1120. {
  1121. std::set<SecondarySkill> intersect;
  1122. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1123. std::inserter(intersect, intersect.begin()));
  1124. return intersect;
  1125. };
  1126. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1127. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1128. std::set<SecondarySkill> basicAndAdv;
  1129. std::set<SecondarySkill> none;
  1130. for(int i = 0; i < VLC->skillh->size(); i++)
  1131. if (canLearnSkill(SecondarySkill(i)))
  1132. none.insert(SecondarySkill(i));
  1133. for(const auto & elem : secSkills)
  1134. {
  1135. if(elem.second < MasteryLevel::EXPERT)
  1136. basicAndAdv.insert(elem.first);
  1137. none.erase(elem.first);
  1138. }
  1139. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1140. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1141. std::vector<SecondarySkill> skills;
  1142. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1143. {
  1144. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1145. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1146. SecondarySkill selection;
  1147. if (selectWisdom)
  1148. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1149. else if (selectSchool)
  1150. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1151. else
  1152. selection = getHeroClass()->chooseSecSkill(options, rand);
  1153. skills.push_back(selection);
  1154. options.erase(selection);
  1155. if (wisdomList.count(selection))
  1156. wisdomList.clear();
  1157. if (schoolList.count(selection))
  1158. schoolList.clear();
  1159. };
  1160. if (!basicAndAdv.empty())
  1161. chooseSkill(basicAndAdv);
  1162. if (canLearnSkill() && !none.empty())
  1163. chooseSkill(none);
  1164. if (!basicAndAdv.empty() && skills.size() < 2)
  1165. chooseSkill(basicAndAdv);
  1166. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1167. chooseSkill(none);
  1168. return skills;
  1169. }
  1170. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1171. {
  1172. assert(gainsLevel());
  1173. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1174. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1175. if (isCampaignYog())
  1176. {
  1177. // Yog can only receive Attack or Defence on level-up
  1178. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1179. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1180. }
  1181. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1182. }
  1183. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1184. {
  1185. assert(gainsLevel());
  1186. std::optional<SecondarySkill> chosenSecondarySkill;
  1187. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1188. if(!proposedSecondarySkills.empty())
  1189. {
  1190. std::vector<SecondarySkill> learnedSecondarySkills;
  1191. for(const auto & secondarySkill : proposedSecondarySkills)
  1192. {
  1193. if(getSecSkillLevel(secondarySkill) > 0)
  1194. {
  1195. learnedSecondarySkills.push_back(secondarySkill);
  1196. }
  1197. }
  1198. if(learnedSecondarySkills.empty())
  1199. {
  1200. // there are only new skills to learn, so choose anyone of them
  1201. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1202. }
  1203. else
  1204. {
  1205. // preferably upgrade a already learned secondary skill
  1206. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1207. }
  1208. }
  1209. return chosenSecondarySkill;
  1210. }
  1211. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1212. {
  1213. if(primarySkill < PrimarySkill::EXPERIENCE)
  1214. {
  1215. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1216. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1217. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1218. assert(skill);
  1219. if(abs)
  1220. {
  1221. skill->val = static_cast<si32>(value);
  1222. }
  1223. else
  1224. {
  1225. skill->val += static_cast<si32>(value);
  1226. }
  1227. CBonusSystemNode::treeHasChanged();
  1228. }
  1229. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1230. {
  1231. if(abs)
  1232. {
  1233. exp = value;
  1234. }
  1235. else
  1236. {
  1237. exp += value;
  1238. }
  1239. }
  1240. }
  1241. bool CGHeroInstance::gainsLevel() const
  1242. {
  1243. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1244. }
  1245. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1246. {
  1247. ++level;
  1248. //deterministic secondary skills
  1249. ++skillsInfo.magicSchoolCounter;
  1250. ++skillsInfo.wisdomCounter;
  1251. for(const auto & skill : skills)
  1252. {
  1253. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1254. skillsInfo.resetWisdomCounter();
  1255. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1256. skillsInfo.resetMagicSchoolCounter();
  1257. }
  1258. //update specialty and other bonuses that scale with level
  1259. treeHasChanged();
  1260. }
  1261. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1262. {
  1263. while(gainsLevel())
  1264. {
  1265. const auto primarySkill = nextPrimarySkill(rand);
  1266. setPrimarySkill(primarySkill, 1, false);
  1267. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1268. const auto secondarySkill = nextSecondarySkill(rand);
  1269. if(secondarySkill)
  1270. {
  1271. setSecSkillLevel(*secondarySkill, 1, false);
  1272. }
  1273. //TODO why has the secondary skills to be passed to the method?
  1274. levelUp(proposedSecondarySkills);
  1275. }
  1276. }
  1277. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1278. {
  1279. //VISIONS spell support
  1280. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1281. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1282. if (visionsMultiplier > 0)
  1283. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1284. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1285. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1286. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1287. }
  1288. std::string CGHeroInstance::getHeroTypeName() const
  1289. {
  1290. if(ID == Obj::HERO || ID == Obj::PRISON)
  1291. return getHeroType()->getJsonKey();
  1292. return "";
  1293. }
  1294. void CGHeroInstance::afterAddToMap(CMap * map)
  1295. {
  1296. if(ID != Obj::PRISON)
  1297. map->heroesOnMap.emplace_back(this);
  1298. }
  1299. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1300. {
  1301. if (ID == Obj::PRISON)
  1302. vstd::erase_if_present(map->heroesOnMap, this);
  1303. }
  1304. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1305. {
  1306. if(ID == Obj::HERO || ID == Obj::PRISON)
  1307. {
  1308. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1309. if(rawId)
  1310. subID = rawId.value();
  1311. else
  1312. {
  1313. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1314. }
  1315. }
  1316. }
  1317. void CGHeroInstance::updateFrom(const JsonNode & data)
  1318. {
  1319. CGObjectInstance::updateFrom(data);
  1320. }
  1321. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1322. {
  1323. handler.serializeString("biography", biographyCustomTextId);
  1324. handler.serializeInt("experience", exp, 0);
  1325. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1326. {
  1327. while (gainsLevel())
  1328. {
  1329. ++level;
  1330. }
  1331. }
  1332. handler.serializeString("name", nameCustomTextId);
  1333. handler.serializeInt("gender", gender, 0);
  1334. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1335. //primary skills
  1336. if(handler.saving)
  1337. {
  1338. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1339. if(haveSkills)
  1340. {
  1341. auto primarySkills = handler.enterStruct("primarySkills");
  1342. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1343. {
  1344. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1345. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1346. }
  1347. }
  1348. }
  1349. else
  1350. {
  1351. auto primarySkills = handler.enterStruct("primarySkills");
  1352. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1353. {
  1354. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1355. {
  1356. int value = 0;
  1357. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1358. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1359. }
  1360. }
  1361. }
  1362. //secondary skills
  1363. if(handler.saving)
  1364. {
  1365. //does hero have default skills?
  1366. bool defaultSkills = false;
  1367. bool normalSkills = false;
  1368. for(const auto & p : secSkills)
  1369. {
  1370. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1371. defaultSkills = true;
  1372. else
  1373. normalSkills = true;
  1374. }
  1375. if(defaultSkills && normalSkills)
  1376. logGlobal->error("Mixed default and normal secondary skills");
  1377. //in json default skills means no field/null
  1378. if(!defaultSkills)
  1379. {
  1380. //enter array here as handler initialize it
  1381. auto secondarySkills = handler.enterArray("secondarySkills");
  1382. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1383. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1384. {
  1385. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1386. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1387. handler.serializeId("skill", skillId);
  1388. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1389. handler.serializeString("level", skillLevel);
  1390. }
  1391. }
  1392. }
  1393. else
  1394. {
  1395. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1396. secSkills.clear();
  1397. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1398. {
  1399. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1400. }
  1401. else
  1402. {
  1403. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1404. {
  1405. const int rawId = SecondarySkill::decode(skillId);
  1406. if(rawId < 0)
  1407. {
  1408. logGlobal->error("Invalid secondary skill %s", skillId);
  1409. return;
  1410. }
  1411. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1412. if(level < 0)
  1413. {
  1414. logGlobal->error("Invalid secondary skill level%s", levelId);
  1415. return;
  1416. }
  1417. secSkills.emplace_back(SecondarySkill(rawId), level);
  1418. };
  1419. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1420. {
  1421. for(const auto & p : secondarySkills.Vector())
  1422. {
  1423. auto skillMap = p.Struct();
  1424. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1425. }
  1426. }
  1427. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1428. {
  1429. for(const auto & p : secondarySkills.Struct())
  1430. {
  1431. addSkill(p.first, p.second.String());
  1432. };
  1433. }
  1434. }
  1435. }
  1436. handler.serializeIdArray("spellBook", spells);
  1437. if(handler.saving)
  1438. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1439. }
  1440. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1441. {
  1442. serializeCommonOptions(handler);
  1443. serializeJsonOwner(handler);
  1444. if(ID == Obj::HERO || ID == Obj::PRISON)
  1445. {
  1446. std::string typeName;
  1447. if(handler.saving)
  1448. typeName = getHeroTypeName();
  1449. handler.serializeString("type", typeName);
  1450. if(!handler.saving)
  1451. setHeroTypeName(typeName);
  1452. }
  1453. if(!handler.saving)
  1454. {
  1455. if(!appearance)
  1456. {
  1457. // crossoverDeserialize
  1458. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1459. }
  1460. }
  1461. CArmedInstance::serializeJsonOptions(handler);
  1462. {
  1463. static constexpr int NO_PATROLING = -1;
  1464. int rawPatrolRadius = NO_PATROLING;
  1465. if(handler.saving)
  1466. {
  1467. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1468. }
  1469. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1470. if(!handler.saving)
  1471. {
  1472. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1473. patrol.initialPos = visitablePos();
  1474. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1475. }
  1476. }
  1477. }
  1478. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1479. {
  1480. serializeCommonOptions(handler);
  1481. }
  1482. bool CGHeroInstance::isMissionCritical() const
  1483. {
  1484. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1485. {
  1486. if (event.effect.type != EventEffect::DEFEAT)
  1487. continue;
  1488. auto const & testFunctor = [&](const EventCondition & condition)
  1489. {
  1490. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1491. return (id != condition.objectID);
  1492. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1493. {
  1494. if(hasArt(condition.objectType.as<ArtifactID>()))
  1495. return true;
  1496. }
  1497. if(condition.condition == EventCondition::IS_HUMAN)
  1498. return true;
  1499. return false;
  1500. };
  1501. if(event.trigger.test(testFunctor))
  1502. return true;
  1503. }
  1504. return false;
  1505. }
  1506. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1507. {
  1508. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
  1509. for(const auto & it : *lista)
  1510. {
  1511. auto nid = CreatureID(it->additionalInfo[0]);
  1512. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1513. {
  1514. info.newID.push_back(nid);
  1515. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1516. }
  1517. }
  1518. }
  1519. bool CGHeroInstance::isCampaignYog() const
  1520. {
  1521. const StartInfo *si = cb->getStartInfo();
  1522. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1523. if(!si || !si->campState)
  1524. return false;
  1525. std::string campaign = si->campState->getFilename();
  1526. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1527. return false;
  1528. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1529. return false;
  1530. return true;
  1531. }
  1532. bool CGHeroInstance::isCampaignGem() const
  1533. {
  1534. const StartInfo *si = cb->getStartInfo();
  1535. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1536. if(!si || !si->campState)
  1537. return false;
  1538. std::string campaign = si->campState->getFilename();
  1539. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1540. return false;
  1541. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1542. return false;
  1543. return true;
  1544. }
  1545. ResourceSet CGHeroInstance::dailyIncome() const
  1546. {
  1547. ResourceSet income;
  1548. for (GameResID k : GameResID::ALL_RESOURCES())
  1549. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1550. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1551. income.applyHandicap(playerSettings->handicap.percentIncome);
  1552. return income;
  1553. }
  1554. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1555. {
  1556. return {};
  1557. }
  1558. const IOwnableObject * CGHeroInstance::asOwnable() const
  1559. {
  1560. return this;
  1561. }
  1562. VCMI_LIB_NAMESPACE_END