CGHeroInstance.cpp 49 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include <vcmi/ServerCallback.h>
  13. #include <vcmi/spells/Spell.h>
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../ArtifactUtils.h"
  17. #include "../CHeroHandler.h"
  18. #include "../TerrainHandler.h"
  19. #include "../RoadHandler.h"
  20. #include "../GameSettings.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 "../CTownHandler.h"
  28. #include "../mapping/CMap.h"
  29. #include "CGTownInstance.h"
  30. #include "../pathfinder/TurnInfo.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "../modding/ModScope.h"
  35. #include "../constants/StringConstants.h"
  36. #include "../battle/Unit.h"
  37. VCMI_LIB_NAMESPACE_BEGIN
  38. void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
  39. {
  40. bool isHeroType = heroType.has_value();
  41. handler.serializeBool("placeholderType", isHeroType, false);
  42. if(!handler.saving)
  43. {
  44. if(isHeroType)
  45. heroType = HeroTypeID::NONE;
  46. else
  47. powerRank = 0;
  48. }
  49. if(isHeroType)
  50. handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
  51. else
  52. handler.serializeInt("powerRank", powerRank.value());
  53. }
  54. static int lowestSpeed(const CGHeroInstance * chi)
  55. {
  56. static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
  57. static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
  58. if(!chi->stacksCount())
  59. {
  60. if(chi->commander && chi->commander->alive)
  61. {
  62. return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  63. }
  64. logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
  65. return 20;
  66. }
  67. auto i = chi->Slots().begin();
  68. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  69. int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
  70. for(; i != chi->Slots().end(); i++)
  71. ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
  72. return ret;
  73. }
  74. ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
  75. {
  76. int64_t ret = GameConstants::BASE_MOVEMENT_COST;
  77. //if there is road both on dest and src tiles - use src road movement cost
  78. if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
  79. {
  80. ret = from.roadType->movementCost;
  81. }
  82. else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
  83. ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
  84. !ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
  85. {
  86. ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
  87. ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
  88. if(ret < GameConstants::BASE_MOVEMENT_COST)
  89. ret = GameConstants::BASE_MOVEMENT_COST;
  90. }
  91. return static_cast<ui32>(ret);
  92. }
  93. FactionID CGHeroInstance::getFaction() const
  94. {
  95. return FactionID(type->heroClass->faction);
  96. }
  97. const IBonusBearer* CGHeroInstance::getBonusBearer() const
  98. {
  99. return this;
  100. }
  101. TerrainId CGHeroInstance::getNativeTerrain() const
  102. {
  103. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  104. // This is clearly bug in H3 however intended behaviour is not clear.
  105. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  106. // will always have best penalty without any influence from player-defined stacks order
  107. // and army that consist solely from neutral will always be considered to be on native terrain
  108. TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
  109. for(const auto & stack : stacks)
  110. {
  111. TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
  112. if(stackNativeTerrain == ETerrainId::NONE)
  113. continue;
  114. if(nativeTerrain == ETerrainId::ANY_TERRAIN)
  115. nativeTerrain = stackNativeTerrain;
  116. else if(nativeTerrain != stackNativeTerrain)
  117. return ETerrainId::NONE;
  118. }
  119. return nativeTerrain;
  120. }
  121. bool CGHeroInstance::isCoastVisitable() const
  122. {
  123. return true;
  124. }
  125. BattleField CGHeroInstance::getBattlefield() const
  126. {
  127. return BattleField::NONE;
  128. }
  129. ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
  130. {
  131. for(const auto & elem : secSkills)
  132. if(elem.first == skill)
  133. return elem.second;
  134. return 0;
  135. }
  136. void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
  137. {
  138. if(getSecSkillLevel(which) == 0)
  139. {
  140. secSkills.emplace_back(which, val);
  141. updateSkillBonus(which, val);
  142. }
  143. else
  144. {
  145. for (auto & elem : secSkills)
  146. {
  147. if(elem.first == which)
  148. {
  149. if(abs)
  150. elem.second = val;
  151. else
  152. elem.second += val;
  153. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  154. {
  155. logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
  156. elem.second = 3;
  157. }
  158. updateSkillBonus(which, elem.second); //when we know final value
  159. }
  160. }
  161. }
  162. }
  163. int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
  164. {
  165. return position - getVisitableOffset();
  166. }
  167. int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
  168. {
  169. return position + getVisitableOffset();
  170. }
  171. bool CGHeroInstance::canLearnSkill() const
  172. {
  173. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  174. }
  175. bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
  176. {
  177. if ( !canLearnSkill())
  178. return false;
  179. if (!cb->isAllowed(2, which))
  180. return false;
  181. if (getSecSkillLevel(which) > 0)
  182. return false;
  183. if (type->heroClass->secSkillProbability[which] == 0)
  184. return false;
  185. return true;
  186. }
  187. int CGHeroInstance::movementPointsRemaining() const
  188. {
  189. return movement;
  190. }
  191. void CGHeroInstance::setMovementPoints(int points)
  192. {
  193. movement = std::max(0, points);
  194. }
  195. int CGHeroInstance::movementPointsLimit(bool onLand) const
  196. {
  197. TurnInfo ti(this);
  198. return movementPointsLimitCached(onLand, &ti);
  199. }
  200. int CGHeroInstance::getLowestCreatureSpeed() const
  201. {
  202. return lowestCreatureSpeed;
  203. }
  204. void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
  205. {
  206. auto realLowestSpeed = lowestSpeed(this);
  207. if(lowestCreatureSpeed != realLowestSpeed)
  208. {
  209. lowestCreatureSpeed = realLowestSpeed;
  210. //Let updaters run again
  211. treeHasChanged();
  212. ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(!!onLand));
  213. }
  214. }
  215. int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
  216. {
  217. updateArmyMovementBonus(onLand, ti);
  218. return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand);
  219. }
  220. CGHeroInstance::CGHeroInstance():
  221. tacticFormationEnabled(false),
  222. inTownGarrison(false),
  223. moveDir(4),
  224. mana(UNINITIALIZED_MANA),
  225. movement(UNINITIALIZED_MOVEMENT),
  226. level(1),
  227. exp(UNINITIALIZED_EXPERIENCE),
  228. gender(EHeroGender::DEFAULT),
  229. lowestCreatureSpeed(0)
  230. {
  231. setNodeType(HERO);
  232. ID = Obj::HERO;
  233. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  234. blockVisit = true;
  235. }
  236. PlayerColor CGHeroInstance::getOwner() const
  237. {
  238. return tempOwner;
  239. }
  240. void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
  241. {
  242. subID = SUBID.getNum();
  243. initHero(rand);
  244. }
  245. void CGHeroInstance::setType(si32 ID, si32 subID)
  246. {
  247. assert(ID == Obj::HERO); // just in case
  248. type = VLC->heroh->objects[subID];
  249. CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
  250. this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
  251. randomizeArmy(type->heroClass->faction);
  252. }
  253. void CGHeroInstance::initHero(CRandomGenerator & rand)
  254. {
  255. assert(validTypes(true));
  256. if(!type)
  257. type = VLC->heroh->objects[subID];
  258. if (ID == Obj::HERO)
  259. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  260. if(!vstd::contains(spells, SpellID::PRESET))
  261. {
  262. // hero starts with default spells
  263. for(const auto & spellID : type->spells)
  264. spells.insert(spellID);
  265. }
  266. else //remove placeholder
  267. spells -= SpellID::PRESET;
  268. if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
  269. {
  270. // hero starts with default spellbook presence status
  271. if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  272. putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  273. }
  274. else
  275. spells -= SpellID::SPELLBOOK_PRESET;
  276. if(!getArt(ArtifactPosition::MACH4))
  277. putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
  278. if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
  279. {
  280. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  281. {
  282. pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  283. }
  284. }
  285. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  286. secSkills = type->secSkillsInit;
  287. if (gender == EHeroGender::DEFAULT)
  288. gender = type->gender;
  289. setFormation(false);
  290. if (!stacksCount()) //standard army//initial army
  291. {
  292. initArmy(rand);
  293. }
  294. assert(validTypes());
  295. if (patrol.patrolling)
  296. patrol.initialPos = visitablePos();
  297. if(exp == UNINITIALIZED_EXPERIENCE)
  298. {
  299. initExp(rand);
  300. }
  301. else
  302. {
  303. levelUpAutomatically(rand);
  304. }
  305. // load base hero bonuses, TODO: per-map loading of base hero bonuses
  306. // must be done separately from global bonuses since recruitable heroes in taverns
  307. // are not attached to global bonus node but need access to some global bonuses
  308. // e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
  309. // or MOVEMENT to compute initial movement before recruiting is finished
  310. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
  311. for(const auto & b : baseBonuses.Struct())
  312. {
  313. auto bonus = JsonUtils::parseBonus(b.second);
  314. bonus->source = BonusSource::HERO_BASE_SKILL;
  315. bonus->sid = id.getNum();
  316. bonus->duration = BonusDuration::PERMANENT;
  317. addNewBonus(bonus);
  318. }
  319. if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
  320. {
  321. commander = new CCommanderInstance(type->heroClass->commander->getId());
  322. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  323. commander->giveStackExp (exp); //after our exp is set
  324. }
  325. skillsInfo.rand.setSeed(rand.nextInt());
  326. skillsInfo.resetMagicSchoolCounter();
  327. skillsInfo.resetWisdomCounter();
  328. //copy active (probably growing) bonuses from hero prototype to hero object
  329. for(const std::shared_ptr<Bonus> & b : type->specialty)
  330. addNewBonus(b);
  331. //initialize bonuses
  332. recreateSecondarySkillsBonuses();
  333. movement = movementPointsLimit(true);
  334. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  335. }
  336. void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
  337. {
  338. if(!dst)
  339. dst = this;
  340. int warMachinesGiven = 0;
  341. auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
  342. int stacksCountInitRandomNumber = rand.nextInt(1, 100);
  343. size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
  344. for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
  345. {
  346. if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
  347. continue;
  348. auto & stack = type->initialArmy[stackNo];
  349. int count = rand.nextInt(stack.minAmount, stack.maxAmount);
  350. const CCreature * creature = stack.creature.toCreature();
  351. if(creature == nullptr)
  352. {
  353. logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), stack.creature.toEnum());
  354. continue;
  355. }
  356. if(creature->warMachine != ArtifactID::NONE) //war machine
  357. {
  358. warMachinesGiven++;
  359. if(dst != this)
  360. continue;
  361. ArtifactID aid = creature->warMachine;
  362. const CArtifact * art = aid.toArtifact();
  363. if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
  364. {
  365. //TODO: should we try another possible slots?
  366. ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  367. if(!getArt(slot))
  368. putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
  369. else
  370. logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
  371. }
  372. else
  373. {
  374. logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
  375. }
  376. }
  377. else
  378. {
  379. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  380. }
  381. }
  382. }
  383. CGHeroInstance::~CGHeroInstance()
  384. {
  385. commander.dellNull();
  386. }
  387. bool CGHeroInstance::needsLastStack() const
  388. {
  389. return true;
  390. }
  391. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  392. {
  393. if(h == this) return; //exclude potential self-visiting
  394. if (ID == Obj::HERO)
  395. {
  396. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
  397. {
  398. //exchange
  399. cb->heroExchange(h->id, id);
  400. }
  401. else //battle
  402. {
  403. if(visitedTown) //we're in town
  404. visitedTown->onHeroVisit(h); //town will handle attacking
  405. else
  406. cb->startBattleI(h, this);
  407. }
  408. }
  409. else if(ID == Obj::PRISON)
  410. {
  411. if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
  412. {
  413. //update hero parameters
  414. SetMovePoints smp;
  415. smp.hid = id;
  416. cb->setManaPoints (id, manaLimit());
  417. ObjectInstanceID boatId;
  418. const auto boatPos = visitablePos();
  419. if (cb->gameState()->map->getTile(boatPos).isWater())
  420. {
  421. smp.val = movementPointsLimit(false);
  422. if (!boat)
  423. {
  424. //Create a new boat for hero
  425. cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
  426. boatId = cb->getTopObj(boatPos)->id;
  427. }
  428. }
  429. else
  430. {
  431. smp.val = movementPointsLimit(true);
  432. }
  433. cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
  434. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
  435. cb->setMovePoints (&smp);
  436. h->showInfoDialog(102);
  437. }
  438. else //already 8 wandering heroes
  439. {
  440. h->showInfoDialog(103);
  441. }
  442. }
  443. }
  444. std::string CGHeroInstance::getObjectName() const
  445. {
  446. if(ID != Obj::PRISON)
  447. {
  448. std::string hoverName = VLC->generaltexth->allTexts[15];
  449. boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
  450. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
  451. return hoverName;
  452. }
  453. else
  454. return VLC->objtypeh->getObjectName(ID, 0);
  455. }
  456. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  457. {
  458. return type->heroClass->isMagicHero() ? 3 : 4;
  459. }
  460. ui8 CGHeroInstance::maxlevelsToWisdom() const
  461. {
  462. return type->heroClass->isMagicHero() ? 3 : 6;
  463. }
  464. CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
  465. magicSchoolCounter(1),
  466. wisdomCounter(1)
  467. {
  468. rand.setSeed(0);
  469. }
  470. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  471. {
  472. magicSchoolCounter = 1;
  473. }
  474. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  475. {
  476. wisdomCounter = 1;
  477. }
  478. void CGHeroInstance::initObj(CRandomGenerator & rand)
  479. {
  480. if(!type)
  481. initHero(rand); //TODO: set up everything for prison before specialties are configured
  482. if (ID != Obj::PRISON)
  483. {
  484. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  485. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
  486. if (customApp)
  487. appearance = customApp;
  488. }
  489. }
  490. void CGHeroInstance::recreateSecondarySkillsBonuses()
  491. {
  492. auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
  493. for(const auto & bonus : *secondarySkillsBonuses)
  494. removeBonus(bonus);
  495. for(const auto & skill_info : secSkills)
  496. if(skill_info.second > 0)
  497. updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
  498. }
  499. void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
  500. {
  501. removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
  502. auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
  503. for(const auto & b : skillBonus)
  504. addNewBonus(std::make_shared<Bonus>(*b));
  505. }
  506. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  507. {
  508. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  509. setStackCount(SlotID(0), val);
  510. }
  511. double CGHeroInstance::getFightingStrength() const
  512. {
  513. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  514. }
  515. double CGHeroInstance::getMagicStrength() const
  516. {
  517. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  518. }
  519. double CGHeroInstance::getHeroStrength() const
  520. {
  521. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  522. }
  523. ui64 CGHeroInstance::getTotalStrength() const
  524. {
  525. double ret = getFightingStrength() * getArmyStrength();
  526. return static_cast<ui64>(ret);
  527. }
  528. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  529. {
  530. return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
  531. }
  532. int32_t CGHeroInstance::getCasterUnitId() const
  533. {
  534. return id.getNum();
  535. }
  536. int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
  537. {
  538. int32_t skill = -1; //skill level
  539. spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
  540. {
  541. int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
  542. if(thisSchool > skill)
  543. {
  544. skill = thisSchool;
  545. if(outSelectedSchool)
  546. *outSelectedSchool = cnf;
  547. }
  548. });
  549. vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(ESpellSchool::ANY))); //any school bonus
  550. vstd::amax(skill, valOfBonuses(BonusType::SPELL, spell->getIndex())); //given by artifact or other effect
  551. vstd::amax(skill, 0); //in case we don't know any school
  552. vstd::amin(skill, 3);
  553. return skill;
  554. }
  555. int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
  556. {
  557. //applying sorcery secondary skill
  558. if(spell->isMagical())
  559. base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(ESpellSchool::ANY))) / 100.0);
  560. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  561. int maxSchoolBonus = 0;
  562. spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
  563. {
  564. vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, cnf));
  565. });
  566. base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
  567. if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
  568. base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
  569. return base;
  570. }
  571. int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
  572. {
  573. base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
  574. return base;
  575. }
  576. int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
  577. {
  578. return getSpellSchoolLevel(spell);
  579. }
  580. int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
  581. {
  582. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  583. }
  584. int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
  585. {
  586. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
  587. }
  588. int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
  589. {
  590. return 0;
  591. }
  592. PlayerColor CGHeroInstance::getCasterOwner() const
  593. {
  594. return tempOwner;
  595. }
  596. void CGHeroInstance::getCasterName(MetaString & text) const
  597. {
  598. //FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
  599. text.replaceRawString(getNameTranslated());
  600. }
  601. void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
  602. {
  603. const bool singleTarget = attacked.size() == 1;
  604. const int textIndex = singleTarget ? 195 : 196;
  605. text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
  606. getCasterName(text);
  607. text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
  608. if(singleTarget)
  609. attacked.at(0)->addNameReplacement(text, true);
  610. }
  611. const CGHeroInstance * CGHeroInstance::getHeroCaster() const
  612. {
  613. return this;
  614. }
  615. void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
  616. {
  617. if(spellCost != 0)
  618. {
  619. SetMana sm;
  620. sm.absolute = false;
  621. sm.hid = id;
  622. sm.val = -spellCost;
  623. server->apply(&sm);
  624. }
  625. }
  626. bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
  627. {
  628. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
  629. const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
  630. const bool specificBonus = hasBonusOfType(BonusType::SPELL, spell->getIndex());
  631. bool schoolBonus = false;
  632. spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
  633. {
  634. if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf))
  635. {
  636. schoolBonus = stop = true;
  637. }
  638. });
  639. const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, spell->getLevel());
  640. if(spell->isSpecial())
  641. {
  642. if(inSpellBook)
  643. {//hero has this spell in spellbook
  644. logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
  645. }
  646. return specificBonus;
  647. }
  648. else if(!isAllowed)
  649. {
  650. if(inSpellBook)
  651. {
  652. //hero has this spell in spellbook
  653. //it is normal if set in map editor, but trace it to possible debug of magic guild
  654. logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
  655. }
  656. return inSpellBook || specificBonus || schoolBonus || levelBonus;
  657. }
  658. else
  659. {
  660. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  661. }
  662. }
  663. bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  664. {
  665. if(!hasSpellbook())
  666. return false;
  667. if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
  668. return false;
  669. if(vstd::contains(spells, spell->getId()))//already known
  670. return false;
  671. if(spell->isSpecial())
  672. {
  673. logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
  674. return false;//special spells can not be learned
  675. }
  676. if(spell->isCreatureAbility())
  677. {
  678. logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
  679. return false;//creature abilities can not be learned
  680. }
  681. if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
  682. {
  683. logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
  684. return false;//banned spells should not be learned
  685. }
  686. return true;
  687. }
  688. /**
  689. * Calculates what creatures and how many to be raised from a battle.
  690. * @param battleResult The results of the battle.
  691. * @return Returns a pair with the first value indicating the ID of the creature
  692. * type and second value the amount. Both values are returned as -1 if necromancy
  693. * could not be applied.
  694. */
  695. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  696. {
  697. bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
  698. // need skill or cloak of undead king - lesser artifacts don't work without skill
  699. if (hasImprovedNecromancy)
  700. {
  701. double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
  702. const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
  703. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  704. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  705. // figure out what to raise - pick strongest creature meeting requirements
  706. CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
  707. int requiredCasualtyLevel = 1;
  708. TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
  709. if(!improvedNecromancy->empty())
  710. {
  711. auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
  712. {
  713. assert(bonus->subtype >=0);
  714. if(bonus->subtype >= 0)
  715. return CreatureID(bonus->subtype);
  716. return CreatureID::NONE;
  717. };
  718. int maxCasualtyLevel = 1;
  719. for(const auto & casualty : casualties)
  720. vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
  721. // pick best bonus available
  722. std::shared_ptr<Bonus> topPick;
  723. for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
  724. {
  725. // addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
  726. if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
  727. continue;
  728. if(!topPick)
  729. {
  730. topPick = newPick;
  731. }
  732. else
  733. {
  734. auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
  735. {
  736. const auto * c = getCreatureID(pick).toCreature();
  737. return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
  738. };
  739. if(quality(topPick) < quality(newPick))
  740. topPick = newPick;
  741. }
  742. }
  743. if(topPick)
  744. {
  745. creatureTypeRaised = getCreatureID(topPick);
  746. requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
  747. }
  748. }
  749. assert(creatureTypeRaised != CreatureID::NONE);
  750. // raise upgraded creature (at 2/3 rate) if no space available otherwise
  751. if(getSlotFor(creatureTypeRaised) == SlotID())
  752. {
  753. for(const CreatureID & upgraded : VLC->creh->objects[creatureTypeRaised]->upgrades)
  754. {
  755. if(getSlotFor(upgraded) != SlotID())
  756. {
  757. creatureTypeRaised = upgraded;
  758. necromancySkill *= 2/3.0;
  759. break;
  760. }
  761. }
  762. }
  763. // calculate number of creatures raised - low level units contribute at 50% rate
  764. const double raisedUnitHealth = VLC->creh->objects[creatureTypeRaised]->getMaxHealth();
  765. double raisedUnits = 0;
  766. for(const auto & casualty : casualties)
  767. {
  768. const CCreature * c = VLC->creh->objects[casualty.first];
  769. double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
  770. if(c->getLevel() < requiredCasualtyLevel)
  771. raisedFromCasualty *= 0.5;
  772. raisedUnits += raisedFromCasualty;
  773. }
  774. return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
  775. }
  776. return CStackBasicDescriptor();
  777. }
  778. /**
  779. * Show the necromancy dialog with information about units raised.
  780. * @param raisedStack Pair where the first element represents ID of the raised creature
  781. * and the second element the amount.
  782. */
  783. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
  784. {
  785. InfoWindow iw;
  786. iw.type = EInfoWindowMode::AUTO;
  787. iw.soundID = soundBase::pickup01 + rand.nextInt(6);
  788. iw.player = tempOwner;
  789. iw.components.emplace_back(raisedStack);
  790. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  791. {
  792. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
  793. iw.text.replaceNumber(raisedStack.count);
  794. }
  795. else // Practicing the dark arts of necromancy, ... (singular)
  796. {
  797. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
  798. }
  799. iw.text.replaceCreatureName(raisedStack);
  800. cb->showInfoDialog(&iw);
  801. }
  802. /*
  803. int3 CGHeroInstance::getSightCenter() const
  804. {
  805. return getPosition(false);
  806. }*/
  807. int CGHeroInstance::getSightRadius() const
  808. {
  809. return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
  810. }
  811. si32 CGHeroInstance::manaRegain() const
  812. {
  813. if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
  814. return manaLimit();
  815. return valOfBonuses(BonusType::MANA_REGENERATION);
  816. }
  817. si32 CGHeroInstance::getManaNewTurn() const
  818. {
  819. if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
  820. {
  821. //if hero starts turn in town with mage guild - restore all mana
  822. return std::max(mana, manaLimit());
  823. }
  824. si32 res = mana + manaRegain();
  825. res = std::min(res, manaLimit());
  826. res = std::max(res, mana);
  827. res = std::max(res, 0);
  828. return res;
  829. }
  830. // /**
  831. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  832. // * or discards it if it cannot be equipped.
  833. // */
  834. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  835. // {
  836. // CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  837. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  838. // ai->putAt(this, ai->firstAvailableSlot(this));
  839. // }
  840. BoatId CGHeroInstance::getBoatType() const
  841. {
  842. return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
  843. }
  844. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  845. {
  846. offsets = {
  847. {0, -1, 0},
  848. {+1, -1, 0},
  849. {+1, 0, 0},
  850. {+1, +1, 0},
  851. {0, +1, 0},
  852. {-1, +1, 0},
  853. {-1, 0, 0},
  854. {-1, -1, 0},
  855. };
  856. }
  857. const IObjectInterface * CGHeroInstance::getObject() const
  858. {
  859. return this;
  860. }
  861. int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
  862. {
  863. return sp->getCost(getSpellSchoolLevel(sp));
  864. }
  865. void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
  866. {
  867. auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(which))
  868. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  869. if(hasBonus(sel))
  870. removeBonuses(sel);
  871. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), static_cast<int>(which)));
  872. }
  873. EAlignment CGHeroInstance::getAlignment() const
  874. {
  875. return type->heroClass->getAlignment();
  876. }
  877. void CGHeroInstance::initExp(CRandomGenerator & rand)
  878. {
  879. exp = rand.nextInt(40, 89);
  880. }
  881. std::string CGHeroInstance::nodeName() const
  882. {
  883. return "Hero " + getNameTextID();
  884. }
  885. si32 CGHeroInstance::manaLimit() const
  886. {
  887. return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
  888. * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
  889. }
  890. HeroTypeID CGHeroInstance::getPortraitSource() const
  891. {
  892. if (customPortraitSource.isValid())
  893. return customPortraitSource;
  894. else
  895. return HeroTypeID(subID);
  896. }
  897. int32_t CGHeroInstance::getIconIndex() const
  898. {
  899. return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
  900. }
  901. std::string CGHeroInstance::getNameTranslated() const
  902. {
  903. return VLC->generaltexth->translate(getNameTextID());
  904. }
  905. std::string CGHeroInstance::getNameTextID() const
  906. {
  907. if (!nameCustomTextId.empty())
  908. return nameCustomTextId;
  909. if (type)
  910. return type->getNameTextID();
  911. // FIXME: called by logging from some specialties (mods?) before type is set on deserialization
  912. // assert(0);
  913. return "";
  914. }
  915. std::string CGHeroInstance::getBiographyTranslated() const
  916. {
  917. return VLC->generaltexth->translate(getBiographyTextID());
  918. }
  919. std::string CGHeroInstance::getBiographyTextID() const
  920. {
  921. if (!biographyCustomTextId.empty())
  922. return biographyCustomTextId;
  923. if (type)
  924. return type->getBiographyTextID();
  925. return ""; //for random hero
  926. }
  927. CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
  928. {
  929. assert(art->artType->canBePutAt(this, pos));
  930. if(ArtifactUtils::isSlotEquipment(pos))
  931. attachTo(*art);
  932. return CArtifactSet::putArtifact(pos, art);
  933. }
  934. void CGHeroInstance::removeArtifact(ArtifactPosition pos)
  935. {
  936. auto art = getArt(pos);
  937. assert(art);
  938. CArtifactSet::removeArtifact(pos);
  939. if(ArtifactUtils::isSlotEquipment(pos))
  940. detachFrom(*art);
  941. }
  942. bool CGHeroInstance::hasSpellbook() const
  943. {
  944. return getArt(ArtifactPosition::SPELLBOOK);
  945. }
  946. void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
  947. {
  948. spells.insert(spell);
  949. }
  950. void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
  951. {
  952. spells.erase(spell);
  953. }
  954. bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
  955. {
  956. return vstd::contains(spells, spell);
  957. }
  958. void CGHeroInstance::removeSpellbook()
  959. {
  960. spells.clear();
  961. if(hasSpellbook())
  962. {
  963. ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
  964. }
  965. }
  966. const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
  967. {
  968. return spells;
  969. }
  970. int CGHeroInstance::maxSpellLevel() const
  971. {
  972. return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
  973. }
  974. void CGHeroInstance::attachToBoat(CGBoat* newBoat)
  975. {
  976. assert(newBoat);
  977. boat = newBoat;
  978. attachTo(const_cast<CGBoat&>(*boat));
  979. const_cast<CGBoat*>(boat)->hero = this;
  980. }
  981. void CGHeroInstance::deserializationFix()
  982. {
  983. artDeserializationFix(this);
  984. boatDeserializationFix();
  985. }
  986. void CGHeroInstance::boatDeserializationFix()
  987. {
  988. if (boat)
  989. attachTo(const_cast<CGBoat&>(*boat));
  990. }
  991. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
  992. {
  993. if(!visitedTown)
  994. return nullptr;
  995. return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
  996. : (CBonusSystemNode *)(visitedTown.get());
  997. }
  998. CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
  999. {
  1000. if(visitedTown)
  1001. return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
  1002. return &CArmedInstance::whereShouldBeAttached(gs);
  1003. }
  1004. CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
  1005. {
  1006. if(visitedTown)
  1007. {
  1008. if(inTownGarrison)
  1009. return *visitedTown;
  1010. else
  1011. return visitedTown->townAndVis;
  1012. }
  1013. else
  1014. return CArmedInstance::whereShouldBeAttached(gs);
  1015. }
  1016. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
  1017. {
  1018. std::unique_ptr<TurnInfo> turnInfoLocal;
  1019. if(!ti)
  1020. {
  1021. turnInfoLocal = std::make_unique<TurnInfo>(this);
  1022. ti = turnInfoLocal.get();
  1023. }
  1024. if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
  1025. return 0; // take all MPs by default
  1026. auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
  1027. int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
  1028. int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
  1029. int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
  1030. return ret;
  1031. }
  1032. EDiggingStatus CGHeroInstance::diggingStatus() const
  1033. {
  1034. if(static_cast<int>(movement) < movementPointsLimit(true))
  1035. return EDiggingStatus::LACK_OF_MOVEMENT;
  1036. if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
  1037. return EDiggingStatus::BACKPACK_IS_FULL;
  1038. return cb->getTileDigStatus(visitablePos());
  1039. }
  1040. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1041. {
  1042. return ArtBearer::HERO;
  1043. }
  1044. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1045. {
  1046. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1047. auto getObligatorySkills = [](CSkill::Obligatory obl){
  1048. std::vector<SecondarySkill> obligatory = {};
  1049. for(auto i = 0; i < VLC->skillh->size(); i++)
  1050. if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
  1051. obligatory.emplace_back(i); //Always return all obligatory skills
  1052. return obligatory;
  1053. };
  1054. auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
  1055. {
  1056. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1057. for(const auto & skill : ss)
  1058. {
  1059. if (canLearnSkill(skill)) //only skills hero doesn't know yet
  1060. {
  1061. obligatorySkills.push_back(skill);
  1062. break; //only one
  1063. }
  1064. }
  1065. };
  1066. if (!skillsInfo.wisdomCounter)
  1067. {
  1068. auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
  1069. selectObligatorySkill(obligatory);
  1070. }
  1071. if (!skillsInfo.magicSchoolCounter)
  1072. {
  1073. auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
  1074. selectObligatorySkill(obligatory);
  1075. }
  1076. std::vector<SecondarySkill> skills;
  1077. //picking sec. skills for choice
  1078. std::set<SecondarySkill> basicAndAdv;
  1079. std::set<SecondarySkill> expert;
  1080. std::set<SecondarySkill> none;
  1081. for(int i = 0; i < VLC->skillh->size(); i++)
  1082. if (canLearnSkill(SecondarySkill(i)))
  1083. none.insert(SecondarySkill(i));
  1084. for(const auto & elem : secSkills)
  1085. {
  1086. if(elem.second < SecSkillLevel::EXPERT)
  1087. basicAndAdv.insert(elem.first);
  1088. else
  1089. expert.insert(elem.first);
  1090. none.erase(elem.first);
  1091. }
  1092. for(const auto & s : obligatorySkills) //don't duplicate them
  1093. {
  1094. none.erase (s);
  1095. basicAndAdv.erase (s);
  1096. expert.erase (s);
  1097. }
  1098. //first offered skill:
  1099. // 1) give obligatory skill
  1100. // 2) give any other new skill
  1101. // 3) upgrade existing
  1102. if(canLearnSkill() && !obligatorySkills.empty())
  1103. {
  1104. skills.push_back (obligatorySkills[0]);
  1105. }
  1106. else if(!none.empty() && canLearnSkill()) //hero have free skill slot
  1107. {
  1108. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1109. none.erase(skills.back());
  1110. }
  1111. else if(!basicAndAdv.empty())
  1112. {
  1113. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1114. basicAndAdv.erase(skills.back());
  1115. }
  1116. //second offered skill:
  1117. //1) upgrade existing
  1118. //2) give obligatory skill
  1119. //3) give any other new skill
  1120. if(!basicAndAdv.empty())
  1121. {
  1122. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1123. skills.push_back(s);
  1124. basicAndAdv.erase(s);
  1125. }
  1126. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1127. {
  1128. skills.push_back (obligatorySkills[1]);
  1129. }
  1130. else if(!none.empty() && canLearnSkill())
  1131. {
  1132. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1133. none.erase(skills.back());
  1134. }
  1135. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1136. std::swap(skills[0], skills[1]);
  1137. return skills;
  1138. }
  1139. PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
  1140. {
  1141. assert(gainsLevel());
  1142. int randomValue = rand.nextInt(99);
  1143. int pom = 0;
  1144. int primarySkill = 0;
  1145. const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
  1146. const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1147. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1148. {
  1149. pom += skillChances[primarySkill];
  1150. if(randomValue < pom)
  1151. {
  1152. break;
  1153. }
  1154. }
  1155. if(primarySkill >= GameConstants::PRIMARY_SKILLS)
  1156. {
  1157. primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
  1158. logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
  1159. randomValue = 100 / GameConstants::PRIMARY_SKILLS;
  1160. }
  1161. logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
  1162. return static_cast<PrimarySkill>(primarySkill);
  1163. }
  1164. std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
  1165. {
  1166. assert(gainsLevel());
  1167. std::optional<SecondarySkill> chosenSecondarySkill;
  1168. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1169. if(!proposedSecondarySkills.empty())
  1170. {
  1171. std::vector<SecondarySkill> learnedSecondarySkills;
  1172. for(const auto & secondarySkill : proposedSecondarySkills)
  1173. {
  1174. if(getSecSkillLevel(secondarySkill) > 0)
  1175. {
  1176. learnedSecondarySkills.push_back(secondarySkill);
  1177. }
  1178. }
  1179. if(learnedSecondarySkills.empty())
  1180. {
  1181. // there are only new skills to learn, so choose anyone of them
  1182. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
  1183. }
  1184. else
  1185. {
  1186. // preferably upgrade a already learned secondary skill
  1187. chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
  1188. }
  1189. }
  1190. return chosenSecondarySkill;
  1191. }
  1192. void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
  1193. {
  1194. if(primarySkill < PrimarySkill::EXPERIENCE)
  1195. {
  1196. auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
  1197. .And(Selector::subtype()(static_cast<int>(primarySkill)))
  1198. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1199. assert(skill);
  1200. if(abs)
  1201. {
  1202. skill->val = static_cast<si32>(value);
  1203. }
  1204. else
  1205. {
  1206. skill->val += static_cast<si32>(value);
  1207. }
  1208. CBonusSystemNode::treeHasChanged();
  1209. }
  1210. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1211. {
  1212. if(abs)
  1213. {
  1214. exp = value;
  1215. }
  1216. else
  1217. {
  1218. exp += value;
  1219. }
  1220. }
  1221. }
  1222. bool CGHeroInstance::gainsLevel() const
  1223. {
  1224. return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
  1225. }
  1226. void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
  1227. {
  1228. ++level;
  1229. //deterministic secondary skills
  1230. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1231. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1232. for(const auto & skill : skills)
  1233. {
  1234. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
  1235. skillsInfo.resetWisdomCounter();
  1236. if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
  1237. skillsInfo.resetMagicSchoolCounter();
  1238. }
  1239. //update specialty and other bonuses that scale with level
  1240. treeHasChanged();
  1241. }
  1242. void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
  1243. {
  1244. while(gainsLevel())
  1245. {
  1246. const auto primarySkill = nextPrimarySkill(rand);
  1247. setPrimarySkill(primarySkill, 1, false);
  1248. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1249. const auto secondarySkill = nextSecondarySkill(rand);
  1250. if(secondarySkill)
  1251. {
  1252. setSecSkillLevel(*secondarySkill, 1, false);
  1253. }
  1254. //TODO why has the secondary skills to be passed to the method?
  1255. levelUp(proposedSecondarySkills);
  1256. }
  1257. }
  1258. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1259. {
  1260. //VISIONS spell support
  1261. const auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype);
  1262. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::VISIONS,subtype), cached);
  1263. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1264. if (visionsMultiplier > 0)
  1265. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1266. const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
  1267. //logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1268. return (distance < visionsRange) && (target->pos.z == pos.z);
  1269. }
  1270. std::string CGHeroInstance::getHeroTypeName() const
  1271. {
  1272. if(ID == Obj::HERO || ID == Obj::PRISON)
  1273. {
  1274. if(type)
  1275. {
  1276. return type->getJsonKey();
  1277. }
  1278. else
  1279. {
  1280. return VLC->heroh->objects[subID]->getJsonKey();
  1281. }
  1282. }
  1283. return "";
  1284. }
  1285. void CGHeroInstance::afterAddToMap(CMap * map)
  1286. {
  1287. if(ID == Obj::HERO)
  1288. map->heroesOnMap.emplace_back(this);
  1289. }
  1290. void CGHeroInstance::afterRemoveFromMap(CMap* map)
  1291. {
  1292. if (ID == Obj::HERO)
  1293. vstd::erase_if_present(map->heroesOnMap, this);
  1294. }
  1295. void CGHeroInstance::setHeroTypeName(const std::string & identifier)
  1296. {
  1297. if(ID == Obj::HERO || ID == Obj::PRISON)
  1298. {
  1299. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
  1300. if(rawId)
  1301. subID = rawId.value();
  1302. else
  1303. {
  1304. throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
  1305. }
  1306. }
  1307. }
  1308. void CGHeroInstance::updateFrom(const JsonNode & data)
  1309. {
  1310. CGObjectInstance::updateFrom(data);
  1311. }
  1312. void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
  1313. {
  1314. handler.serializeString("biography", biographyCustomTextId);
  1315. handler.serializeInt("experience", exp, 0);
  1316. if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
  1317. {
  1318. while (gainsLevel())
  1319. {
  1320. ++level;
  1321. }
  1322. }
  1323. handler.serializeString("name", nameCustomTextId);
  1324. handler.serializeInt("gender", gender, 0);
  1325. handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
  1326. //primary skills
  1327. if(handler.saving)
  1328. {
  1329. const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1330. if(haveSkills)
  1331. {
  1332. auto primarySkills = handler.enterStruct("primarySkills");
  1333. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1334. {
  1335. int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
  1336. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1337. }
  1338. }
  1339. }
  1340. else
  1341. {
  1342. auto primarySkills = handler.enterStruct("primarySkills");
  1343. if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
  1344. {
  1345. for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
  1346. {
  1347. int value = 0;
  1348. handler.serializeInt(NPrimarySkill::names[i], value, 0);
  1349. pushPrimSkill(static_cast<PrimarySkill>(i), value);
  1350. }
  1351. }
  1352. }
  1353. //secondary skills
  1354. if(handler.saving)
  1355. {
  1356. //does hero have default skills?
  1357. bool defaultSkills = false;
  1358. bool normalSkills = false;
  1359. for(const auto & p : secSkills)
  1360. {
  1361. if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
  1362. defaultSkills = true;
  1363. else
  1364. normalSkills = true;
  1365. }
  1366. if(defaultSkills && normalSkills)
  1367. logGlobal->error("Mixed default and normal secondary skills");
  1368. //in json default skills means no field/null
  1369. if(!defaultSkills)
  1370. {
  1371. //enter array here as handler initialize it
  1372. auto secondarySkills = handler.enterArray("secondarySkills");
  1373. secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
  1374. for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
  1375. {
  1376. JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
  1377. const si32 rawId = secSkills.at(skillIndex).first;
  1378. if(rawId < 0 || rawId >= VLC->skillh->size())
  1379. logGlobal->error("Invalid secondary skill %d", rawId);
  1380. auto value = (*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey();
  1381. handler.serializeString("skill", value);
  1382. value = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
  1383. handler.serializeString("level", value);
  1384. }
  1385. }
  1386. }
  1387. else
  1388. {
  1389. auto secondarySkills = handler.getCurrent()["secondarySkills"];
  1390. secSkills.clear();
  1391. if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
  1392. {
  1393. secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
  1394. }
  1395. else
  1396. {
  1397. auto addSkill = [this](const std::string & skillId, const std::string & levelId)
  1398. {
  1399. const int rawId = CSkillHandler::decodeSkill(skillId);
  1400. if(rawId < 0)
  1401. {
  1402. logGlobal->error("Invalid secondary skill %s", skillId);
  1403. return;
  1404. }
  1405. const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
  1406. if(level < 0)
  1407. {
  1408. logGlobal->error("Invalid secondary skill level%s", levelId);
  1409. return;
  1410. }
  1411. secSkills.emplace_back(SecondarySkill(rawId), level);
  1412. };
  1413. if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
  1414. {
  1415. for(const auto & p : secondarySkills.Vector())
  1416. {
  1417. auto skillMap = p.Struct();
  1418. addSkill(skillMap["skill"].String(), skillMap["level"].String());
  1419. }
  1420. }
  1421. else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
  1422. {
  1423. for(const auto & p : secondarySkills.Struct())
  1424. {
  1425. addSkill(p.first, p.second.String());
  1426. };
  1427. }
  1428. }
  1429. }
  1430. handler.serializeIdArray("spellBook", spells);
  1431. if(handler.saving)
  1432. CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
  1433. }
  1434. void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1435. {
  1436. serializeCommonOptions(handler);
  1437. serializeJsonOwner(handler);
  1438. if(ID == Obj::HERO || ID == Obj::PRISON)
  1439. {
  1440. std::string typeName;
  1441. if(handler.saving)
  1442. typeName = getHeroTypeName();
  1443. handler.serializeString("type", typeName);
  1444. if(!handler.saving)
  1445. setHeroTypeName(typeName);
  1446. }
  1447. CArmedInstance::serializeJsonOptions(handler);
  1448. {
  1449. static constexpr int NO_PATROLING = -1;
  1450. int rawPatrolRadius = NO_PATROLING;
  1451. if(handler.saving)
  1452. {
  1453. rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
  1454. }
  1455. handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
  1456. if(!handler.saving)
  1457. {
  1458. if(!appearance)
  1459. {
  1460. // crossoverDeserialize
  1461. type = VLC->heroh->objects[subID];
  1462. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  1463. }
  1464. patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
  1465. patrol.initialPos = visitablePos();
  1466. patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
  1467. }
  1468. }
  1469. }
  1470. void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
  1471. {
  1472. serializeCommonOptions(handler);
  1473. }
  1474. bool CGHeroInstance::isMissionCritical() const
  1475. {
  1476. for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
  1477. {
  1478. if (event.effect.type != EventEffect::DEFEAT)
  1479. continue;
  1480. auto const & testFunctor = [&](const EventCondition & condition)
  1481. {
  1482. if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
  1483. {
  1484. const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
  1485. return (hero != this);
  1486. }
  1487. if(condition.condition == EventCondition::IS_HUMAN)
  1488. return true;
  1489. return false;
  1490. };
  1491. if(event.trigger.test(testFunctor))
  1492. return true;
  1493. }
  1494. return false;
  1495. }
  1496. void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1497. {
  1498. TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, stack.type->getId()));
  1499. for(const auto & it : *lista)
  1500. {
  1501. auto nid = CreatureID(it->additionalInfo[0]);
  1502. if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
  1503. {
  1504. info.newID.push_back(nid);
  1505. info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1506. }
  1507. }
  1508. }
  1509. VCMI_LIB_NAMESPACE_END