HeroPoolProcessor.cpp 10 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "TurnOrderProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../../lib/CHeroHandler.h"
  15. #include "../../lib/CPlayerState.h"
  16. #include "../../lib/GameSettings.h"
  17. #include "../../lib/NetPacks.h"
  18. #include "../../lib/StartInfo.h"
  19. #include "../../lib/mapObjects/CGTownInstance.h"
  20. #include "../../lib/gameState/CGameState.h"
  21. #include "../../lib/gameState/TavernHeroesPool.h"
  22. #include "../../lib/gameState/TavernSlot.h"
  23. HeroPoolProcessor::HeroPoolProcessor()
  24. : gameHandler(nullptr)
  25. {
  26. }
  27. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
  28. : gameHandler(gameHandler)
  29. {
  30. }
  31. TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
  32. {
  33. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  34. const auto & heroes = heroesPool->getHeroesFor(player);
  35. // if tavern has empty slot - use it
  36. if (heroes.size() == 0)
  37. return TavernHeroSlot::NATIVE;
  38. if (heroes.size() == 1)
  39. return TavernHeroSlot::RANDOM;
  40. // try to find "better" slot to overwrite
  41. // we want to avoid overwriting retreated heroes when tavern still has slot with random hero
  42. // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
  43. auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
  44. auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
  45. if (roleLeft > roleRight)
  46. return TavernHeroSlot::RANDOM;
  47. if (roleLeft < roleRight)
  48. return TavernHeroSlot::NATIVE;
  49. // both slots are equal in "value", so select randomly
  50. if (getRandomGenerator(player).nextInt(100) > 50)
  51. return TavernHeroSlot::RANDOM;
  52. else
  53. return TavernHeroSlot::NATIVE;
  54. }
  55. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  56. {
  57. SetAvailableHero sah;
  58. sah.roleID = TavernSlotRole::SURRENDERED;
  59. sah.slotID = selectSlotForRole(color, sah.roleID);
  60. sah.player = color;
  61. sah.hid = hero->subID;
  62. gameHandler->sendAndApply(&sah);
  63. }
  64. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  65. {
  66. SetAvailableHero sah;
  67. sah.roleID = TavernSlotRole::RETREATED;
  68. sah.slotID = selectSlotForRole(color, sah.roleID);
  69. sah.player = color;
  70. sah.hid = hero->subID;
  71. sah.army.clearSlots();
  72. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  73. gameHandler->sendAndApply(&sah);
  74. }
  75. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  76. {
  77. SetAvailableHero sah;
  78. sah.player = color;
  79. sah.roleID = TavernSlotRole::NONE;
  80. sah.slotID = slot;
  81. sah.hid = HeroTypeID::NONE;
  82. gameHandler->sendAndApply(&sah);
  83. }
  84. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
  85. {
  86. SetAvailableHero sah;
  87. sah.player = color;
  88. sah.slotID = slot;
  89. CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
  90. if (newHero)
  91. {
  92. sah.hid = newHero->subID;
  93. if (giveArmy)
  94. {
  95. sah.roleID = TavernSlotRole::FULL_ARMY;
  96. newHero->initArmy(getRandomGenerator(color), &sah.army);
  97. }
  98. else
  99. {
  100. sah.roleID = TavernSlotRole::SINGLE_UNIT;
  101. sah.army.clearSlots();
  102. sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  103. }
  104. }
  105. else
  106. {
  107. sah.hid = -1;
  108. }
  109. gameHandler->sendAndApply(&sah);
  110. }
  111. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  112. {
  113. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  114. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  115. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
  116. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
  117. }
  118. bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  119. {
  120. const PlayerState * playerState = gameHandler->getPlayerState(player);
  121. const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
  122. const CGTownInstance * town = gameHandler->getTown(objectID);
  123. if (!mapObject && gameHandler->complain("Invalid map object!"))
  124. return false;
  125. if (!playerState && gameHandler->complain("Invalid player!"))
  126. return false;
  127. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  128. return false;
  129. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  130. return false;
  131. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  132. return false;
  133. if(town) //tavern in town
  134. {
  135. if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
  136. return false;
  137. if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  138. return false;
  139. if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  140. return false;
  141. }
  142. if(mapObject->ID == Obj::TAVERN)
  143. {
  144. if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
  145. return false;
  146. }
  147. auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
  148. const CGHeroInstance * recruitedHero = nullptr;
  149. for(const auto & hero : recruitableHeroes)
  150. {
  151. if(hero->subID == heroToRecruit)
  152. recruitedHero = hero;
  153. }
  154. if(!recruitedHero)
  155. {
  156. gameHandler->complain("Hero is not available for hiring!");
  157. return false;
  158. }
  159. const auto targetPos = mapObject->visitablePos();
  160. HeroRecruited hr;
  161. hr.tid = mapObject->id;
  162. hr.hid = recruitedHero->subID;
  163. hr.player = player;
  164. hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
  165. if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
  166. {
  167. //Create a new boat for hero
  168. gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
  169. hr.boatId = gameHandler->getTopObj(targetPos)->id;
  170. }
  171. // apply netpack -> this will remove hired hero from pool
  172. gameHandler->sendAndApply(&hr);
  173. if(recruitableHeroes[0] == recruitedHero)
  174. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
  175. else
  176. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
  177. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  178. if(town)
  179. {
  180. gameHandler->visitCastleObjects(town, recruitedHero);
  181. gameHandler->giveSpells(town, recruitedHero);
  182. }
  183. return true;
  184. }
  185. std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
  186. {
  187. std::vector<const CHeroClass *> result;
  188. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  189. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  190. for(auto & elem : heroesPool->unusedHeroesFromPool())
  191. {
  192. if (vstd::contains(result, elem.second->type->heroClass))
  193. continue;
  194. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  195. bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
  196. if(heroAvailable && !heroClassBanned)
  197. result.push_back(elem.second->type->heroClass);
  198. }
  199. return result;
  200. }
  201. std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
  202. {
  203. std::vector<CGHeroInstance *> result;
  204. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  205. for(auto & elem : heroesPool->unusedHeroesFromPool())
  206. {
  207. assert(!vstd::contains(result, elem.second));
  208. bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
  209. bool heroClassMatches = elem.second->type->heroClass == heroClass;
  210. if(heroAvailable && heroClassMatches)
  211. result.push_back(elem.second);
  212. }
  213. return result;
  214. }
  215. const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
  216. {
  217. if(player >= PlayerColor::PLAYER_LIMIT)
  218. {
  219. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  220. return nullptr;
  221. }
  222. FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
  223. const auto & heroesPool = gameHandler->gameState()->heroesPool;
  224. const auto & currentTavern = heroesPool->getHeroesFor(player);
  225. std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
  226. std::vector<const CHeroClass *> possibleClasses;
  227. if(potentialClasses.empty())
  228. {
  229. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  230. return nullptr;
  231. }
  232. for(const auto & heroClass : potentialClasses)
  233. {
  234. if (isNative && heroClass->faction != factionID)
  235. continue;
  236. bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
  237. return hero->type->heroClass == heroClass;
  238. });
  239. if (hasSameClass)
  240. continue;
  241. possibleClasses.push_back(heroClass);
  242. }
  243. if (possibleClasses.empty())
  244. {
  245. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  246. possibleClasses = potentialClasses;
  247. }
  248. int totalWeight = 0;
  249. for(const auto & heroClass : possibleClasses)
  250. totalWeight += heroClass->selectionProbability.at(factionID);
  251. int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
  252. for(const auto & heroClass : possibleClasses)
  253. {
  254. roll -= heroClass->selectionProbability.at(factionID);
  255. if(roll < 0)
  256. return heroClass;
  257. }
  258. return *possibleClasses.rbegin();
  259. }
  260. CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
  261. {
  262. const CHeroClass * heroClass = pickClassFor(isNative, player);
  263. if(!heroClass)
  264. return nullptr;
  265. std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
  266. assert(!possibleHeroes.empty());
  267. if(possibleHeroes.empty())
  268. return nullptr;
  269. return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
  270. }
  271. CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
  272. {
  273. if (playerSeed.count(player) == 0)
  274. {
  275. int seed = gameHandler->getRandomGenerator().nextInt();
  276. playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
  277. }
  278. return *playerSeed.at(player);
  279. }