CGHeroInstance.cpp 53 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 "../TerrainHandler.h"
  18. #include "../RoadHandler.h"
  19. #include "../IGameSettings.h"
  20. #include "../CSoundBase.h"
  21. #include "../spells/CSpellHandler.h"
  22. #include "../CSkillHandler.h"
  23. #include "../IGameCallback.h"
  24. #include "../gameState/CGameState.h"
  25. #include "../CCreatureHandler.h"
  26. #include "../mapping/CMap.h"
  27. #include "../StartInfo.h"
  28. #include "CGTownInstance.h"
  29. #include "../entities/faction/CTownHandler.h"
  30. #include "../entities/hero/CHeroHandler.h"
  31. #include "../entities/hero/CHeroClass.h"
  32. #include "../battle/CBattleInfoEssentials.h"
  33. #include "../campaign/CampaignState.h"
  34. #include "../json/JsonBonus.h"
  35. #include "../pathfinder/TurnInfo.h"
  36. #include "../serializer/JsonSerializeFormat.h"
  37. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  38. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  39. #include "../mapObjects/MiscObjects.h"
  40. #include "../modding/ModScope.h"
  41. #include "../networkPacks/PacksForClient.h"
  42. #include "../networkPacks/PacksForClientBattle.h"
  43. #include "../constants/StringConstants.h"
  44. #include "../battle/Unit.h"
  45. #include "CConfigHandler.h"
  46. VCMI_LIB_NAMESPACE_BEGIN
  47. const ui32 CGHeroInstance::NO_PATROLLING = std::numeric_limits<ui32>::max();
  48. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  49. {
  50. serializeJsonOwner(handler);
  51. bool isHeroType = heroType.has_value();
  52. handler.serializeBool("placeholderType", isHeroType, false);
  53. if(!handler.saving)
  54. {
  55. if(isHeroType)
  56. heroType = HeroTypeID::NONE;
  57. else
  58. powerRank = 0;
  59. }
  60. if(isHeroType)
  61. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  62. else
  63. handler.serializeInt("powerRank", powerRank.value());
  64. }
  65. static int lowestSpeed(const CGHeroInstance * chi)
  66. {
  67. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  68. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  69. if(!chi->stacksCount())
  70. {
  71. if(chi->commander && chi->commander->alive)
  72. {
  73. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  74. }
  75. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  76. return 20;
  77. }
  78. auto i = chi->Slots().begin();
  79. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  80. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  81. for(; i != chi->Slots().end(); i++)
  82. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  83. return ret;
  84. }
  85. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  86. {
  87. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  88. //if there is road both on dest and src tiles - use src road movement cost
  89. if(dest.hasRoad() && from.hasRoad())
  90. {
  91. ret = from.getRoad()->movementCost;
  92. }
  93. else if(ti->nativeTerrain != from.getTerrainID() &&//the terrain is not native
  94. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  95. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.getTerrainID()))) //no special movement bonus
  96. {
  97. ret = VLC->terrainTypeHandler->getById(from.getTerrainID())->moveCost;
  98. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  99. if(ret < GameConstants::BASE_MOVEMENT_COST)
  100. ret = GameConstants::BASE_MOVEMENT_COST;
  101. }
  102. return static_cast<ui32>(ret);
  103. }
  104. FactionID CGHeroInstance::getFactionID() const
  105. {
  106. return getHeroClass()->faction;
  107. }
  108. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  109. {
  110. return this;
  111. }
  112. TerrainId CGHeroInstance::getNativeTerrain() const
  113. {
  114. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  115. // This is clearly bug in H3 however intended behaviour is not clear.
  116. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  117. // will always have best penalty without any influence from player-defined stacks order
  118. // and army that consist solely from neutral will always be considered to be on native terrain
  119. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  120. for(const auto & stack : stacks)
  121. {
  122. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  123. if(stackNativeTerrain == ETerrainId::NONE)
  124. continue;
  125. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  126. nativeTerrain = stackNativeTerrain;
  127. else if(nativeTerrain != stackNativeTerrain)
  128. return ETerrainId::NONE;
  129. }
  130. return nativeTerrain;
  131. }
  132. bool CGHeroInstance::isCoastVisitable() const
  133. {
  134. return true;
  135. }
  136. bool CGHeroInstance::isBlockedVisitable() const
  137. {
  138. return true;
  139. }
  140. BattleField CGHeroInstance::getBattlefield() const
  141. {
  142. return BattleField::NONE;
  143. }
  144. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  145. {
  146. for(const auto & elem : secSkills)
  147. if(elem.first == skill)
  148. return elem.second;
  149. return 0;
  150. }
  151. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  152. {
  153. if(getSecSkillLevel(which) == 0)
  154. {
  155. secSkills.emplace_back(which, val);
  156. updateSkillBonus(which, val);
  157. }
  158. else
  159. {
  160. for (auto & elem : secSkills)
  161. {
  162. if(elem.first == which)
  163. {
  164. if(abs)
  165. elem.second = val;
  166. else
  167. elem.second += val;
  168. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  169. {
  170. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  171. elem.second = 3;
  172. }
  173. updateSkillBonus(which, elem.second); //when we know final value
  174. }
  175. }
  176. }
  177. }
  178. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  179. {
  180. return position - getVisitableOffset();
  181. }
  182. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  183. {
  184. return position + getVisitableOffset();
  185. }
  186. bool CGHeroInstance::canLearnSkill() const
  187. {
  188. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  189. }
  190. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  191. {
  192. if ( !canLearnSkill())
  193. return false;
  194. if (!cb->isAllowed(which))
  195. return false;
  196. if (getSecSkillLevel(which) > 0)
  197. return false;
  198. if (getHeroClass()->secSkillProbability.count(which) == 0)
  199. return false;
  200. if (getHeroClass()->secSkillProbability.at(which) == 0)
  201. return false;
  202. return true;
  203. }
  204. int CGHeroInstance::movementPointsRemaining() const
  205. {
  206. return movement;
  207. }
  208. void CGHeroInstance::setMovementPoints(int points)
  209. {
  210. if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
  211. movement = 1000000;
  212. else
  213. movement = std::max(0, points);
  214. }
  215. int CGHeroInstance::movementPointsLimit(bool onLand) const
  216. {
  217. TurnInfo ti(this);
  218. return movementPointsLimitCached(onLand, &ti);
  219. }
  220. int CGHeroInstance::getLowestCreatureSpeed() const
  221. {
  222. return lowestCreatureSpeed;
  223. }
  224. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  225. {
  226. auto realLowestSpeed = lowestSpeed(this);
  227. if(lowestCreatureSpeed != realLowestSpeed)
  228. {
  229. lowestCreatureSpeed = realLowestSpeed;
  230. //Let updaters run again
  231. treeHasChanged();
  232. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
  233. }
  234. }
  235. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  236. {
  237. updateArmyMovementBonus(onLand, ti);
  238. return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
  239. }
  240. CGHeroInstance::CGHeroInstance(IGameCallback * cb)
  241. : CArmedInstance(cb),
  242. tacticFormationEnabled(false),
  243. inTownGarrison(false),
  244. moveDir(4),
  245. mana(UNINITIALIZED_MANA),
  246. movement(UNINITIALIZED_MOVEMENT),
  247. level(1),
  248. exp(UNINITIALIZED_EXPERIENCE),
  249. gender(EHeroGender::DEFAULT),
  250. lowestCreatureSpeed(0)
  251. {
  252. setNodeType(HERO);
  253. ID = Obj::HERO;
  254. secSkills.emplace_back(SecondarySkill::NONE, -1);
  255. }
  256. PlayerColor CGHeroInstance::getOwner() const
  257. {
  258. return tempOwner;
  259. }
  260. const CHeroClass * CGHeroInstance::getHeroClass() const
  261. {
  262. return getHeroType()->heroClass;
  263. }
  264. HeroClassID CGHeroInstance::getHeroClassID() const
  265. {
  266. auto heroType = getHeroTypeID();
  267. if (heroType.hasValue())
  268. return getHeroType()->heroClass->getId();
  269. else
  270. return HeroClassID();
  271. }
  272. const CHero * CGHeroInstance::getHeroType() const
  273. {
  274. return getHeroTypeID().toHeroType();
  275. }
  276. HeroTypeID CGHeroInstance::getHeroTypeID() const
  277. {
  278. if (ID == Obj::RANDOM_HERO)
  279. return HeroTypeID::NONE;
  280. return HeroTypeID(getObjTypeIndex().getNum());
  281. }
  282. void CGHeroInstance::setHeroType(HeroTypeID heroType)
  283. {
  284. subID = heroType;
  285. }
  286. void CGHeroInstance::initObj(vstd::RNG & rand)
  287. {
  288. if (ID == Obj::HERO)
  289. updateAppearance();
  290. }
  291. void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
  292. {
  293. subID = SUBID.getNum();
  294. initHero(rand);
  295. }
  296. TObjectTypeHandler CGHeroInstance::getObjectHandler() const
  297. {
  298. if (ID == Obj::HERO)
  299. return VLC->objtypeh->getHandlerFor(ID, getHeroClass()->getIndex());
  300. else // prison or random hero
  301. return VLC->objtypeh->getHandlerFor(ID, 0);
  302. }
  303. void CGHeroInstance::updateAppearance()
  304. {
  305. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  306. auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
  307. auto app = handler->getOverride(terrain, this);
  308. if (app)
  309. appearance = app;
  310. }
  311. void CGHeroInstance::initHero(vstd::RNG & rand)
  312. {
  313. assert(validTypes(true));
  314. if (gender == EHeroGender::DEFAULT)
  315. gender = getHeroType()->gender;
  316. if (ID == Obj::HERO)
  317. {
  318. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
  319. appearance = handler->getTemplates().front();
  320. }
  321. if(!vstd::contains(spells, SpellID::PRESET))
  322. {
  323. // hero starts with default spells
  324. for(const auto & spellID : getHeroType()->spells)
  325. spells.insert(spellID);
  326. }
  327. else //remove placeholder
  328. spells -= SpellID::PRESET;
  329. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  330. {
  331. // hero starts with default spellbook presence status
  332. if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
  333. {
  334. auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
  335. putArtifact(ArtifactPosition::SPELLBOOK, artifact);
  336. }
  337. }
  338. else
  339. spells -= SpellID::SPELLBOOK_PRESET;
  340. if(!getArt(ArtifactPosition::MACH4))
  341. {
  342. auto artifact = ArtifactUtils::createArtifact(ArtifactID::CATAPULT);
  343. putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
  344. }
  345. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  346. {
  347. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  348. {
  349. pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
  350. }
  351. }
  352. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
  353. secSkills = getHeroType()->secSkillsInit;
  354. setFormation(EArmyFormation::LOOSE);
  355. if (!stacksCount()) //standard army//initial army
  356. {
  357. initArmy(rand);
  358. }
  359. assert(validTypes());
  360. if (patrol.patrolling)
  361. patrol.initialPos = visitablePos();
  362. if(exp == UNINITIALIZED_EXPERIENCE)
  363. {
  364. initExp(rand);
  365. }
  366. else
  367. {
  368. levelUpAutomatically(rand);
  369. }
  370. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  371. // must be done separately from global bonuses since recruitable heroes in taverns
  372. // are not attached to global bonus node but need access to some global bonuses
  373. // e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  374. // or MOVEMENT to compute initial movement before recruiting is finished
  375. const JsonNode & baseBonuses = cb->getSettings().getValue(EGameSettings::BONUSES_PER_HERO);
  376. for(const auto & b : baseBonuses.Struct())
  377. {
  378. auto bonus = JsonUtils::parseBonus(b.second);
  379. bonus->source = BonusSource::HERO_BASE_SKILL;
  380. bonus->sid = BonusSourceID(id);
  381. bonus->duration = BonusDuration::PERMANENT;
  382. addNewBonus(bonus);
  383. }
  384. if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
  385. {
  386. commander = new CCommanderInstance(getHeroClass()->commander);
  387. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  388. commander->giveStackExp (exp); //after our exp is set
  389. }
  390. skillsInfo = SecondarySkillsInfo();
  391. //copy active (probably growing) bonuses from hero prototype to hero object
  392. for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
  393. addNewBonus(b);
  394. //initialize bonuses
  395. recreateSecondarySkillsBonuses();
  396. movement = movementPointsLimit(true);
  397. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  398. }
  399. void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
  400. {
  401. if(!dst)
  402. dst = this;
  403. int warMachinesGiven = 0;
  404. auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  405. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  406. size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
  407. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  408. {
  409. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  410. continue;
  411. auto & stack = getHeroType()->initialArmy[stackNo];
  412. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  413. if(stack.creature == CreatureID::NONE)
  414. {
  415. logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
  416. continue;
  417. }
  418. const CCreature * creature = stack.creature.toCreature();
  419. if(creature->warMachine != ArtifactID::NONE) //war machine
  420. {
  421. warMachinesGiven++;
  422. if(dst != this)
  423. continue;
  424. ArtifactID aid = creature->warMachine;
  425. const CArtifact * art = aid.toArtifact();
  426. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  427. {
  428. //TODO: should we try another possible slots?
  429. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  430. if(!getArt(slot))
  431. {
  432. auto artifact = ArtifactUtils::createArtifact(aid);
  433. putArtifact(slot, artifact);
  434. }
  435. else
  436. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  437. }
  438. else
  439. {
  440. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  441. }
  442. }
  443. else
  444. {
  445. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  446. }
  447. }
  448. }
  449. CGHeroInstance::~CGHeroInstance()
  450. {
  451. commander.dellNull();
  452. }
  453. bool CGHeroInstance::needsLastStack() const
  454. {
  455. return true;
  456. }
  457. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  458. {
  459. if(h == this) return; //exclude potential self-visiting
  460. if (ID == Obj::HERO)
  461. {
  462. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  463. {
  464. //exchange
  465. cb->heroExchange(h->id, id);
  466. }
  467. else //battle
  468. {
  469. if(visitedTown) //we're in town
  470. visitedTown->onHeroVisit(h); //town will handle attacking
  471. else
  472. cb->startBattle(h, this);
  473. }
  474. }
  475. else if(ID == Obj::PRISON)
  476. {
  477. if (cb->getHeroCount(h->tempOwner, false) < cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  478. {
  479. //update hero parameters
  480. SetMovePoints smp;
  481. smp.hid = id;
  482. cb->setManaPoints (id, manaLimit());
  483. ObjectInstanceID boatId;
  484. const auto boatPos = visitablePos();
  485. if (cb->gameState()->map->getTile(boatPos).isWater())
  486. {
  487. smp.val = movementPointsLimit(false);
  488. if (!boat)
  489. {
  490. //Create a new boat for hero
  491. cb->createBoat(boatPos, getBoatType(), h->getOwner());
  492. boatId = cb->getTopObj(boatPos)->id;
  493. }
  494. }
  495. else
  496. {
  497. smp.val = movementPointsLimit(true);
  498. }
  499. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  500. cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
  501. cb->setMovePoints (&smp);
  502. h->showInfoDialog(102);
  503. }
  504. else //already 8 wandering heroes
  505. {
  506. h->showInfoDialog(103);
  507. }
  508. }
  509. }
  510. std::string CGHeroInstance::getObjectName() const
  511. {
  512. if(ID != Obj::PRISON)
  513. {
  514. std::string hoverName = VLC->generaltexth->allTexts[15];
  515. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  516. boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
  517. return hoverName;
  518. }
  519. else
  520. return VLC->objtypeh->getObjectName(ID, 0);
  521. }
  522. std::string CGHeroInstance::getHoverText(PlayerColor player) const
  523. {
  524. std::string hoverText = CArmedInstance::getHoverText(player) + getMovementPointsTextIfOwner(player);
  525. return hoverText;
  526. }
  527. std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) const
  528. {
  529. std::string output = "";
  530. if(player == getOwner())
  531. {
  532. output += " " + VLC->generaltexth->translate("vcmi.adventureMap.movementPointsHeroInfo");
  533. boost::replace_first(output, "%POINTS", std::to_string(movementPointsLimit(!boat)));
  534. boost::replace_first(output, "%REMAINING", std::to_string(movementPointsRemaining()));
  535. }
  536. return output;
  537. }
  538. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  539. {
  540. return getHeroClass()->isMagicHero() ? 3 : 4;
  541. }
  542. ui8 CGHeroInstance::maxlevelsToWisdom() const
  543. {
  544. return getHeroClass()->isMagicHero() ? 3 : 6;
  545. }
  546. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  547. magicSchoolCounter(1),
  548. wisdomCounter(1)
  549. {}
  550. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  551. {
  552. magicSchoolCounter = 0;
  553. }
  554. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  555. {
  556. wisdomCounter = 0;
  557. }
  558. void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
  559. {
  560. assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
  561. if (ID == Obj::RANDOM_HERO)
  562. {
  563. auto selectedHero = cb->gameState()->pickNextHeroType(getOwner());
  564. ID = Obj::HERO;
  565. subID = selectedHero;
  566. randomizeArmy(getHeroClass()->faction);
  567. }
  568. auto oldSubID = subID;
  569. // to find object handler we must use heroClass->id
  570. // after setType subID used to store unique hero identify id. Check issue 2277 for details
  571. // exclude prisons which should use appearance as set in map, via map editor or RMG
  572. if (ID != Obj::PRISON)
  573. setType(ID, getHeroClass()->getIndex());
  574. this->subID = oldSubID;
  575. }
  576. void CGHeroInstance::recreateSecondarySkillsBonuses()
  577. {
  578. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  579. for(const auto & bonus : *secondarySkillsBonuses)
  580. removeBonus(bonus);
  581. for(const auto & skill_info : secSkills)
  582. if(skill_info.second > 0)
  583. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  584. }
  585. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  586. {
  587. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
  588. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  589. for(const auto & b : skillBonus)
  590. addNewBonus(std::make_shared<Bonus>(*b));
  591. }
  592. void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  593. {
  594. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  595. setStackCount(SlotID(0), identifier.getNum());
  596. }
  597. double CGHeroInstance::getFightingStrength() const
  598. {
  599. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  600. }
  601. double CGHeroInstance::getMagicStrength() const
  602. {
  603. if (!hasSpellbook())
  604. return 1;
  605. bool atLeastOneCombatSpell = false;
  606. for (auto spell : spells)
  607. {
  608. if (spellbookContainsSpell(spell) && spell.toSpell()->isCombat())
  609. {
  610. atLeastOneCombatSpell = true;
  611. break;
  612. }
  613. }
  614. if (!atLeastOneCombatSpell)
  615. return 1;
  616. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * mana / manaLimit()) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER) * mana / manaLimit()));
  617. }
  618. double CGHeroInstance::getMagicStrengthForCampaign() const
  619. {
  620. return sqrt((1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05 * getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  621. }
  622. double CGHeroInstance::getHeroStrength() const
  623. {
  624. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  625. }
  626. double CGHeroInstance::getHeroStrengthForCampaign() const
  627. {
  628. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrengthForCampaign(), 2.0));
  629. }
  630. ui64 CGHeroInstance::getTotalStrength() const
  631. {
  632. double ret = getHeroStrength() * getArmyStrength();
  633. return static_cast<ui64>(ret);
  634. }
  635. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  636. {
  637. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  638. }
  639. int32_t CGHeroInstance::getCasterUnitId() const
  640. {
  641. return id.getNum();
  642. }
  643. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
  644. {
  645. int32_t skill = -1; //skill level
  646. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  647. {
  648. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  649. if(thisSchool > skill)
  650. {
  651. skill = thisSchool;
  652. if(outSelectedSchool)
  653. *outSelectedSchool = cnf;
  654. }
  655. });
  656. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
  657. vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
  658. vstd::amax(skill, 0); //in case we don't know any school
  659. vstd::amin(skill, 3);
  660. return skill;
  661. }
  662. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  663. {
  664. //applying sorcery secondary skill
  665. if(spell->isMagical())
  666. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
  667. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  668. int maxSchoolBonus = 0;
  669. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  670. {
  671. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
  672. });
  673. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  674. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  675. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
  676. return base;
  677. }
  678. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  679. {
  680. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
  681. return base;
  682. }
  683. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  684. {
  685. return getSpellSchoolLevel(spell);
  686. }
  687. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  688. {
  689. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  690. }
  691. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  692. {
  693. int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  694. int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
  695. int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
  696. return spellpower + durationCommon + durationSpecific;
  697. }
  698. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  699. {
  700. return 0;
  701. }
  702. PlayerColor CGHeroInstance::getCasterOwner() const
  703. {
  704. return tempOwner;
  705. }
  706. void CGHeroInstance::getCasterName(MetaString & text) const
  707. {
  708. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  709. text.replaceRawString(getNameTranslated());
  710. }
  711. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  712. {
  713. const bool singleTarget = attacked.size() == 1;
  714. const int textIndex = singleTarget ? 195 : 196;
  715. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  716. getCasterName(text);
  717. text.replaceName(spell->getId());
  718. if(singleTarget)
  719. attacked.at(0)->addNameReplacement(text, true);
  720. }
  721. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  722. {
  723. return this;
  724. }
  725. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  726. {
  727. if(spellCost != 0)
  728. {
  729. SetMana sm;
  730. sm.absolute = false;
  731. sm.hid = id;
  732. sm.val = -spellCost;
  733. server->apply(sm);
  734. }
  735. }
  736. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  737. {
  738. const bool isAllowed = cb->isAllowed(spell->getId());
  739. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  740. const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
  741. bool schoolBonus = false;
  742. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  743. {
  744. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
  745. {
  746. schoolBonus = stop = true;
  747. }
  748. });
  749. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
  750. if(spell->isSpecial())
  751. {
  752. if(inSpellBook)
  753. {//hero has this spell in spellbook
  754. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  755. }
  756. return specificBonus;
  757. }
  758. else if(!isAllowed)
  759. {
  760. if(inSpellBook)
  761. {
  762. //hero has this spell in spellbook
  763. //it is normal if set in map editor, but trace it to possible debug of magic guild
  764. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  765. }
  766. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  767. }
  768. else
  769. {
  770. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  771. }
  772. }
  773. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
  774. {
  775. if(!hasSpellbook())
  776. return false;
  777. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  778. return false;
  779. if(vstd::contains(spells, spell->getId()))//already known
  780. return false;
  781. if(spell->isSpecial())
  782. {
  783. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  784. return false;//special spells can not be learned
  785. }
  786. if(spell->isCreatureAbility())
  787. {
  788. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  789. return false;//creature abilities can not be learned
  790. }
  791. if(!allowBanned && !cb->isAllowed(spell->getId()))
  792. {
  793. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  794. return false;//banned spells should not be learned
  795. }
  796. return true;
  797. }
  798. /**
  799. * Calculates what creatures and how many to be raised from a battle.
  800. * @param battleResult The results of the battle.
  801. * @return Returns a pair with the first value indicating the ID of the creature
  802. * type and second value the amount. Both values are returned as -1 if necromancy
  803. * could not be applied.
  804. */
  805. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  806. {
  807. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  808. // need skill or cloak of undead king - lesser artifacts don't work without skill
  809. if (hasImprovedNecromancy)
  810. {
  811. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  812. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  813. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  814. const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
  815. // figure out what to raise - pick strongest creature meeting requirements
  816. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  817. int requiredCasualtyLevel = 1;
  818. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  819. if(!improvedNecromancy->empty())
  820. {
  821. int maxCasualtyLevel = 1;
  822. for(const auto & casualty : casualties)
  823. vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
  824. // pick best bonus available
  825. std::shared_ptr<Bonus> topPick;
  826. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  827. {
  828. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  829. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  830. continue;
  831. if(!topPick)
  832. {
  833. topPick = newPick;
  834. }
  835. else
  836. {
  837. auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  838. {
  839. const auto * c = pick->subtype.as<CreatureID>().toCreature();
  840. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  841. };
  842. if(quality(topPick) < quality(newPick))
  843. topPick = newPick;
  844. }
  845. }
  846. if(topPick)
  847. {
  848. creatureTypeRaised = topPick->subtype.as<CreatureID>();
  849. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  850. }
  851. }
  852. assert(creatureTypeRaised != CreatureID::NONE);
  853. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  854. if(getSlotFor(creatureTypeRaised) == SlotID())
  855. {
  856. for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
  857. {
  858. if(getSlotFor(upgraded) != SlotID())
  859. {
  860. creatureTypeRaised = upgraded;
  861. necromancySkill *= 2/3.0;
  862. break;
  863. }
  864. }
  865. }
  866. // calculate number of creatures raised - low level units contribute at 50% rate
  867. const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
  868. double raisedUnits = 0;
  869. for(const auto & casualty : casualties)
  870. {
  871. const CCreature * c = casualty.first.toCreature();
  872. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  873. if(c->getLevel() < requiredCasualtyLevel)
  874. raisedFromCasualty *= 0.5;
  875. raisedUnits += raisedFromCasualty;
  876. }
  877. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  878. }
  879. return CStackBasicDescriptor();
  880. }
  881. /**
  882. * Show the necromancy dialog with information about units raised.
  883. * @param raisedStack Pair where the first element represents ID of the raised creature
  884. * and the second element the amount.
  885. */
  886. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const
  887. {
  888. InfoWindow iw;
  889. iw.type = EInfoWindowMode::AUTO;
  890. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  891. iw.player = tempOwner;
  892. iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
  893. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  894. {
  895. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  896. iw.text.replaceNumber(raisedStack.count);
  897. }
  898. else // Practicing the dark arts of necromancy, ... (singular)
  899. {
  900. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  901. }
  902. iw.text.replaceName(raisedStack);
  903. cb->showInfoDialog(&iw);
  904. }
  905. /*
  906. int3 CGHeroInstance::getSightCenter() const
  907. {
  908. return getPosition(false);
  909. }*/
  910. int CGHeroInstance::getSightRadius() const
  911. {
  912. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  913. }
  914. si32 CGHeroInstance::manaRegain() const
  915. {
  916. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  917. return manaLimit();
  918. return valOfBonuses(BonusType::MANA_REGENERATION);
  919. }
  920. si32 CGHeroInstance::getManaNewTurn() const
  921. {
  922. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  923. {
  924. //if hero starts turn in town with mage guild - restore all mana
  925. return std::max(mana, manaLimit());
  926. }
  927. si32 res = mana + manaRegain();
  928. res = std::min(res, manaLimit());
  929. res = std::max(res, mana);
  930. res = std::max(res, 0);
  931. return res;
  932. }
  933. // /**
  934. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  935. // * or discards it if it cannot be equipped.
  936. // */
  937. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  938. // {
  939. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  940. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  941. // ai->putAt(this, ai->firstAvailableSlot(this));
  942. // }
  943. BoatId CGHeroInstance::getBoatType() const
  944. {
  945. return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
  946. }
  947. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  948. {
  949. offsets = {
  950. {0, -1, 0},
  951. {+1, -1, 0},
  952. {+1, 0, 0},
  953. {+1, +1, 0},
  954. {0, +1, 0},
  955. {-1, +1, 0},
  956. {-1, 0, 0},
  957. {-1, -1, 0},
  958. };
  959. }
  960. const IObjectInterface * CGHeroInstance::getObject() const
  961. {
  962. return this;
  963. }
  964. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  965. {
  966. return sp->getCost(getSpellSchoolLevel(sp));
  967. }
  968. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  969. {
  970. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
  971. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  972. if(hasBonus(sel))
  973. removeBonuses(sel);
  974. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
  975. }
  976. EAlignment CGHeroInstance::getAlignment() const
  977. {
  978. return getHeroClass()->getAlignment();
  979. }
  980. void CGHeroInstance::initExp(vstd::RNG & rand)
  981. {
  982. exp = rand.nextInt(40, 89);
  983. }
  984. std::string CGHeroInstance::nodeName() const
  985. {
  986. return "Hero " + getNameTextID();
  987. }
  988. si32 CGHeroInstance::manaLimit() const
  989. {
  990. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  991. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
  992. }
  993. HeroTypeID CGHeroInstance::getPortraitSource() const
  994. {
  995. if (customPortraitSource.isValid())
  996. return customPortraitSource;
  997. else
  998. return getHeroTypeID();
  999. }
  1000. int32_t CGHeroInstance::getIconIndex() const
  1001. {
  1002. return getPortraitSource().toEntity(VLC)->getIconIndex();
  1003. }
  1004. std::string CGHeroInstance::getNameTranslated() const
  1005. {
  1006. return VLC->generaltexth->translate(getNameTextID());
  1007. }
  1008. std::string CGHeroInstance::getClassNameTranslated() const
  1009. {
  1010. return VLC->generaltexth->translate(getClassNameTextID());
  1011. }
  1012. std::string CGHeroInstance::getClassNameTextID() const
  1013. {
  1014. if (isCampaignGem())
  1015. return "core.genrltxt.735";
  1016. return getHeroClass()->getNameTextID();
  1017. }
  1018. std::string CGHeroInstance::getNameTextID() const
  1019. {
  1020. if (!nameCustomTextId.empty())
  1021. return nameCustomTextId;
  1022. if (getHeroTypeID().hasValue())
  1023. return getHeroType()->getNameTextID();
  1024. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  1025. // assert(0);
  1026. return "";
  1027. }
  1028. std::string CGHeroInstance::getBiographyTranslated() const
  1029. {
  1030. return VLC->generaltexth->translate(getBiographyTextID());
  1031. }
  1032. std::string CGHeroInstance::getBiographyTextID() const
  1033. {
  1034. if (!biographyCustomTextId.empty())
  1035. return biographyCustomTextId;
  1036. if (getHeroTypeID().hasValue())
  1037. return getHeroType()->getBiographyTextID();
  1038. return ""; //for random hero
  1039. }
  1040. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(const ArtifactPosition & pos, CArtifactInstance * art)
  1041. {
  1042. assert(art->canBePutAt(this, pos));
  1043. if(ArtifactUtils::isSlotEquipment(pos))
  1044. attachTo(*art);
  1045. return CArtifactSet::putArtifact(pos, art);
  1046. }
  1047. void CGHeroInstance::removeArtifact(const ArtifactPosition & pos)
  1048. {
  1049. auto art = getArt(pos);
  1050. assert(art);
  1051. CArtifactSet::removeArtifact(pos);
  1052. if(ArtifactUtils::isSlotEquipment(pos))
  1053. detachFrom(*art);
  1054. }
  1055. bool CGHeroInstance::hasSpellbook() const
  1056. {
  1057. return getArt(ArtifactPosition::SPELLBOOK);
  1058. }
  1059. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  1060. {
  1061. spells.insert(spell);
  1062. }
  1063. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  1064. {
  1065. spells.erase(spell);
  1066. }
  1067. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  1068. {
  1069. return vstd::contains(spells, spell);
  1070. }
  1071. void CGHeroInstance::removeSpellbook()
  1072. {
  1073. spells.clear();
  1074. if(hasSpellbook())
  1075. {
  1076. cb->gameState()->map->removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
  1077. }
  1078. }
  1079. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  1080. {
  1081. return spells;
  1082. }
  1083. int CGHeroInstance::maxSpellLevel() const
  1084. {
  1085. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  1086. }
  1087. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  1088. {
  1089. assert(newBoat);
  1090. boat = newBoat;
  1091. attachTo(const_cast<CGBoat&>(*boat));
  1092. const_cast<CGBoat*>(boat)->hero = this;
  1093. }
  1094. void CGHeroInstance::deserializationFix()
  1095. {
  1096. artDeserializationFix(this);
  1097. boatDeserializationFix();
  1098. }
  1099. void CGHeroInstance::boatDeserializationFix()
  1100. {
  1101. if (boat)
  1102. attachTo(const_cast<CGBoat&>(*boat));
  1103. }
  1104. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  1105. {
  1106. if(!visitedTown)
  1107. return nullptr;
  1108. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  1109. : (CBonusSystemNode *)(visitedTown.get());
  1110. }
  1111. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  1112. {
  1113. if(visitedTown)
  1114. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1115. return &CArmedInstance::whereShouldBeAttached(gs);
  1116. }
  1117. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1118. {
  1119. if(visitedTown)
  1120. {
  1121. if(inTownGarrison)
  1122. return *visitedTown;
  1123. else
  1124. return visitedTown->townAndVis;
  1125. }
  1126. else
  1127. return CArmedInstance::whereShouldBeAttached(gs);
  1128. }
  1129. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1130. {
  1131. std::unique_ptr<TurnInfo> turnInfoLocal;
  1132. if(!ti)
  1133. {
  1134. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1135. ti = turnInfoLocal.get();
  1136. }
  1137. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1138. return 0; // take all MPs by default
  1139. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1140. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1141. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1142. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1143. return ret;
  1144. }
  1145. EDiggingStatus CGHeroInstance::diggingStatus() const
  1146. {
  1147. if(static_cast<int>(movement) < movementPointsLimit(true))
  1148. return EDiggingStatus::LACK_OF_MOVEMENT;
  1149. if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
  1150. return EDiggingStatus::BACKPACK_IS_FULL;
  1151. return cb->getTileDigStatus(visitablePos());
  1152. }
  1153. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1154. {
  1155. return ArtBearer::HERO;
  1156. }
  1157. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vstd::RNG & rand) const
  1158. {
  1159. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1160. std::set<SecondarySkill> obligatory;
  1161. for(auto i = 0; i < VLC->skillh->size(); i++)
  1162. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1163. obligatory.insert(i); //Always return all obligatory skills
  1164. return obligatory;
  1165. };
  1166. auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
  1167. {
  1168. std::set<SecondarySkill> intersect;
  1169. std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
  1170. std::inserter(intersect, intersect.begin()));
  1171. return intersect;
  1172. };
  1173. std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1174. std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
  1175. std::set<SecondarySkill> basicAndAdv;
  1176. std::set<SecondarySkill> none;
  1177. for(int i = 0; i < VLC->skillh->size(); i++)
  1178. if (canLearnSkill(SecondarySkill(i)))
  1179. none.insert(SecondarySkill(i));
  1180. for(const auto & elem : secSkills)
  1181. {
  1182. if(elem.second < MasteryLevel::EXPERT)
  1183. basicAndAdv.insert(elem.first);
  1184. none.erase(elem.first);
  1185. }
  1186. bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
  1187. bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
  1188. std::vector<SecondarySkill> skills;
  1189. auto chooseSkill = [&](std::set<SecondarySkill> & options)
  1190. {
  1191. bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
  1192. bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
  1193. SecondarySkill selection;
  1194. if (selectWisdom)
  1195. selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
  1196. else if (selectSchool)
  1197. selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
  1198. else
  1199. selection = getHeroClass()->chooseSecSkill(options, rand);
  1200. skills.push_back(selection);
  1201. options.erase(selection);
  1202. if (wisdomList.count(selection))
  1203. wisdomList.clear();
  1204. if (schoolList.count(selection))
  1205. schoolList.clear();
  1206. };
  1207. if (!basicAndAdv.empty())
  1208. chooseSkill(basicAndAdv);
  1209. if (canLearnSkill() && !none.empty())
  1210. chooseSkill(none);
  1211. if (!basicAndAdv.empty() && skills.size() < 2)
  1212. chooseSkill(basicAndAdv);
  1213. if (canLearnSkill() && !none.empty() && skills.size() < 2)
  1214. chooseSkill(none);
  1215. return skills;
  1216. }
  1217. PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
  1218. {
  1219. assert(gainsLevel());
  1220. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1221. const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
  1222. if (isCampaignYog())
  1223. {
  1224. // Yog can only receive Attack or Defence on level-up
  1225. std::vector<int> yogChances = { skillChances[0], skillChances[1]};
  1226. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
  1227. }
  1228. return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
  1229. }
  1230. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(vstd::RNG & rand) const
  1231. {
  1232. assert(gainsLevel());
  1233. std::optional<SecondarySkill> chosenSecondarySkill;
  1234. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1235. if(!proposedSecondarySkills.empty())
  1236. {
  1237. std::vector<SecondarySkill> learnedSecondarySkills;
  1238. for(const auto & secondarySkill : proposedSecondarySkills)
  1239. {
  1240. if(getSecSkillLevel(secondarySkill) > 0)
  1241. {
  1242. learnedSecondarySkills.push_back(secondarySkill);
  1243. }
  1244. }
  1245. if(learnedSecondarySkills.empty())
  1246. {
  1247. // there are only new skills to learn, so choose anyone of them
  1248. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1249. }
  1250. else
  1251. {
  1252. // preferably upgrade a already learned secondary skill
  1253. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1254. }
  1255. }
  1256. return chosenSecondarySkill;
  1257. }
  1258. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1259. {
  1260. if(primarySkill < PrimarySkill::EXPERIENCE)
  1261. {
  1262. auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
  1263. .And(Selector::subtype()(BonusSubtypeID(primarySkill)))
  1264. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1265. assert(skill);
  1266. if(abs)
  1267. {
  1268. skill->val = static_cast<si32>(value);
  1269. }
  1270. else
  1271. {
  1272. skill->val += static_cast<si32>(value);
  1273. }
  1274. CBonusSystemNode::treeHasChanged();
  1275. }
  1276. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1277. {
  1278. if(abs)
  1279. {
  1280. exp = value;
  1281. }
  1282. else
  1283. {
  1284. exp += value;
  1285. }
  1286. }
  1287. }
  1288. bool CGHeroInstance::gainsLevel() const
  1289. {
  1290. return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1291. }
  1292. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1293. {
  1294. ++level;
  1295. //deterministic secondary skills
  1296. ++skillsInfo.magicSchoolCounter;
  1297. ++skillsInfo.wisdomCounter;
  1298. for(const auto & skill : skills)
  1299. {
  1300. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1301. skillsInfo.resetWisdomCounter();
  1302. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1303. skillsInfo.resetMagicSchoolCounter();
  1304. }
  1305. //update specialty and other bonuses that scale with level
  1306. treeHasChanged();
  1307. }
  1308. void CGHeroInstance::levelUpAutomatically(vstd::RNG & rand)
  1309. {
  1310. while(gainsLevel())
  1311. {
  1312. const auto primarySkill = nextPrimarySkill(rand);
  1313. setPrimarySkill(primarySkill, 1, false);
  1314. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
  1315. const auto secondarySkill = nextSecondarySkill(rand);
  1316. if(secondarySkill)
  1317. {
  1318. setSecSkillLevel(*secondarySkill, 1, false);
  1319. }
  1320. //TODO why has the secondary skills to be passed to the method?
  1321. levelUp(proposedSecondarySkills);
  1322. }
  1323. }
  1324. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
  1325. {
  1326. //VISIONS spell support
  1327. const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
  1328. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1329. if (visionsMultiplier > 0)
  1330. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1331. const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
  1332. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1333. return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
  1334. }
  1335. std::string CGHeroInstance::getHeroTypeName() const
  1336. {
  1337. if(ID == Obj::HERO || ID == Obj::PRISON)
  1338. return getHeroType()->getJsonKey();
  1339. return "";
  1340. }
  1341. void CGHeroInstance::afterAddToMap(CMap * map)
  1342. {
  1343. if(ID != Obj::PRISON)
  1344. map->heroesOnMap.emplace_back(this);
  1345. }
  1346. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1347. {
  1348. if (ID == Obj::PRISON)
  1349. vstd::erase_if_present(map->heroesOnMap, this);
  1350. }
  1351. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1352. {
  1353. if(ID == Obj::HERO || ID == Obj::PRISON)
  1354. {
  1355. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1356. if(rawId)
  1357. subID = rawId.value();
  1358. else
  1359. {
  1360. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1361. }
  1362. }
  1363. }
  1364. void CGHeroInstance::updateFrom(const JsonNode & data)
  1365. {
  1366. CGObjectInstance::updateFrom(data);
  1367. }
  1368. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1369. {
  1370. handler.serializeString("biography", biographyCustomTextId);
  1371. handler.serializeInt("experience", exp, 0);
  1372. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1373. {
  1374. while (gainsLevel())
  1375. {
  1376. ++level;
  1377. }
  1378. }
  1379. handler.serializeString("name", nameCustomTextId);
  1380. handler.serializeInt("gender", gender, 0);
  1381. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1382. //primary skills
  1383. if(handler.saving)
  1384. {
  1385. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1386. if(haveSkills)
  1387. {
  1388. auto primarySkills = handler.enterStruct("primarySkills");
  1389. for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
  1390. {
  1391. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1392. handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
  1393. }
  1394. }
  1395. }
  1396. else
  1397. {
  1398. auto primarySkills = handler.enterStruct("primarySkills");
  1399. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1400. {
  1401. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1402. {
  1403. int value = 0;
  1404. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1405. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1406. }
  1407. }
  1408. }
  1409. //secondary skills
  1410. if(handler.saving)
  1411. {
  1412. //does hero have default skills?
  1413. bool defaultSkills = false;
  1414. bool normalSkills = false;
  1415. for(const auto & p : secSkills)
  1416. {
  1417. if(p.first == SecondarySkill(SecondarySkill::NONE))
  1418. defaultSkills = true;
  1419. else
  1420. normalSkills = true;
  1421. }
  1422. if(defaultSkills && normalSkills)
  1423. logGlobal->error("Mixed default and normal secondary skills");
  1424. //in json default skills means no field/null
  1425. if(!defaultSkills)
  1426. {
  1427. //enter array here as handler initialize it
  1428. auto secondarySkills = handler.enterArray("secondarySkills");
  1429. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1430. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1431. {
  1432. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1433. SecondarySkill skillId = secSkills.at(skillIndex).first;
  1434. handler.serializeId("skill", skillId);
  1435. std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1436. handler.serializeString("level", skillLevel);
  1437. }
  1438. }
  1439. }
  1440. else
  1441. {
  1442. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1443. secSkills.clear();
  1444. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1445. {
  1446. secSkills.emplace_back(SecondarySkill::NONE, -1);
  1447. }
  1448. else
  1449. {
  1450. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1451. {
  1452. const int rawId = SecondarySkill::decode(skillId);
  1453. if(rawId < 0)
  1454. {
  1455. logGlobal->error("Invalid secondary skill %s", skillId);
  1456. return;
  1457. }
  1458. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1459. if(level < 0)
  1460. {
  1461. logGlobal->error("Invalid secondary skill level%s", levelId);
  1462. return;
  1463. }
  1464. secSkills.emplace_back(SecondarySkill(rawId), level);
  1465. };
  1466. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1467. {
  1468. for(const auto & p : secondarySkills.Vector())
  1469. {
  1470. auto skillMap = p.Struct();
  1471. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1472. }
  1473. }
  1474. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1475. {
  1476. for(const auto & p : secondarySkills.Struct())
  1477. {
  1478. addSkill(p.first, p.second.String());
  1479. };
  1480. }
  1481. }
  1482. }
  1483. handler.serializeIdArray("spellBook", spells);
  1484. if(handler.saving)
  1485. CArtifactSet::serializeJsonArtifacts(handler, "artifacts");
  1486. }
  1487. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1488. {
  1489. serializeCommonOptions(handler);
  1490. serializeJsonOwner(handler);
  1491. if(ID == Obj::HERO || ID == Obj::PRISON)
  1492. {
  1493. std::string typeName;
  1494. if(handler.saving)
  1495. typeName = getHeroTypeName();
  1496. handler.serializeString("type", typeName);
  1497. if(!handler.saving)
  1498. setHeroTypeName(typeName);
  1499. }
  1500. if(!handler.saving)
  1501. {
  1502. if(!appearance)
  1503. {
  1504. // crossoverDeserialize
  1505. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
  1506. }
  1507. }
  1508. CArmedInstance::serializeJsonOptions(handler);
  1509. {
  1510. ui32 rawPatrolRadius = NO_PATROLLING;
  1511. if(handler.saving)
  1512. {
  1513. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLLING;
  1514. }
  1515. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLLING);
  1516. if(!handler.saving)
  1517. {
  1518. patrol.patrolling = (rawPatrolRadius != NO_PATROLLING);
  1519. patrol.initialPos = visitablePos();
  1520. patrol.patrolRadius = patrol.patrolling ? rawPatrolRadius : 0;
  1521. }
  1522. }
  1523. }
  1524. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1525. {
  1526. serializeCommonOptions(handler);
  1527. }
  1528. bool CGHeroInstance::isMissionCritical() const
  1529. {
  1530. for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  1531. {
  1532. if (event.effect.type != EventEffect::DEFEAT)
  1533. continue;
  1534. auto const & testFunctor = [&](const EventCondition & condition)
  1535. {
  1536. if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
  1537. return (id != condition.objectID);
  1538. if (condition.condition == EventCondition::HAVE_ARTIFACT)
  1539. {
  1540. if(hasArt(condition.objectType.as<ArtifactID>()))
  1541. return true;
  1542. }
  1543. if(condition.condition == EventCondition::IS_HUMAN)
  1544. return true;
  1545. return false;
  1546. };
  1547. if(event.trigger.test(testFunctor))
  1548. return true;
  1549. }
  1550. return false;
  1551. }
  1552. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1553. {
  1554. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.getId())));
  1555. for(const auto & it : *lista)
  1556. {
  1557. auto nid = CreatureID(it->additionalInfo[0]);
  1558. if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
  1559. {
  1560. info.newID.push_back(nid);
  1561. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
  1562. }
  1563. }
  1564. }
  1565. bool CGHeroInstance::isCampaignYog() const
  1566. {
  1567. const StartInfo *si = cb->getStartInfo();
  1568. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1569. if(!si || !si->campState)
  1570. return false;
  1571. std::string campaign = si->campState->getFilename();
  1572. if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
  1573. return false;
  1574. if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
  1575. return false;
  1576. return true;
  1577. }
  1578. bool CGHeroInstance::isCampaignGem() const
  1579. {
  1580. const StartInfo *si = cb->getStartInfo();
  1581. // it would be nice to find a way to move this hack to config/mapOverrides.json
  1582. if(!si || !si->campState)
  1583. return false;
  1584. std::string campaign = si->campState->getFilename();
  1585. if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
  1586. return false;
  1587. if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
  1588. return false;
  1589. return true;
  1590. }
  1591. ResourceSet CGHeroInstance::dailyIncome() const
  1592. {
  1593. ResourceSet income;
  1594. for (GameResID k : GameResID::ALL_RESOURCES())
  1595. income[k] += valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  1596. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  1597. income.applyHandicap(playerSettings->handicap.percentIncome);
  1598. return income;
  1599. }
  1600. std::vector<CreatureID> CGHeroInstance::providedCreatures() const
  1601. {
  1602. return {};
  1603. }
  1604. const IOwnableObject * CGHeroInstance::asOwnable() const
  1605. {
  1606. return this;
  1607. }
  1608. int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
  1609. {
  1610. std::string cachingStr = "type_PRIMARY_SKILL_base_" + std::to_string(static_cast<int>(which));
  1611. auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  1612. auto minSkillValue = VLC->engineSettings()->getVector(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS)[which.getNum()];
  1613. return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
  1614. }
  1615. VCMI_LIB_NAMESPACE_END