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vcmi/lib/mapObjects/CGHeroInstance.cpp

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/*
* CGHeroInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGHeroInstance.h"
#include <vcmi/ServerCallback.h>
#include <vcmi/spells/Spell.h>
#include <vstd/RNG.h>
#include "../CGeneralTextHandler.h"
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#include "../ArtifactUtils.h"
#include "../CHeroHandler.h"
#include "../TerrainHandler.h"
#include "../RoadHandler.h"
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#include "../GameSettings.h"
#include "../CSoundBase.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../CCreatureHandler.h"
#include "../CTownHandler.h"
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#include "../mapping/CMap.h"
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#include "../StartInfo.h"
#include "CGTownInstance.h"
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#include "../campaign/CampaignState.h"
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#include "../json/JsonBonus.h"
#include "../pathfinder/TurnInfo.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjects/MiscObjects.h"
#include "../modding/ModScope.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../constants/StringConstants.h"
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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#include "../battle/Unit.h"
#include "CConfigHandler.h"
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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VCMI_LIB_NAMESPACE_BEGIN
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void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
{
serializeJsonOwner(handler);
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bool isHeroType = heroType.has_value();
handler.serializeBool("placeholderType", isHeroType, false);
if(!handler.saving)
{
if(isHeroType)
heroType = HeroTypeID::NONE;
else
powerRank = 0;
}
if(isHeroType)
handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
else
handler.serializeInt("powerRank", powerRank.value());
}
static int lowestSpeed(const CGHeroInstance * chi)
{
static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
if(!chi->stacksCount())
{
if(chi->commander && chi->commander->alive)
{
return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
}
logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
return 20;
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
for(; i != chi->Slots().end(); i++)
ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
return ret;
}
ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
{
int64_t ret = GameConstants::BASE_MOVEMENT_COST;
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//if there is road both on dest and src tiles - use src road movement cost
if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
{
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ret = from.roadType->movementCost;
}
else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
!ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.terType->getId()))) //no special movement bonus
{
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ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
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return static_cast<ui32>(ret);
}
FactionID CGHeroInstance::getFaction() const
{
return FactionID(type->heroClass->faction);
}
const IBonusBearer* CGHeroInstance::getBonusBearer() const
{
return this;
}
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TerrainId CGHeroInstance::getNativeTerrain() const
{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
// and army that consist solely from neutral will always be considered to be on native terrain
TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
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for(const auto & stack : stacks)
{
TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
if(stackNativeTerrain == ETerrainId::NONE)
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continue;
if(nativeTerrain == ETerrainId::ANY_TERRAIN)
nativeTerrain = stackNativeTerrain;
else if(nativeTerrain != stackNativeTerrain)
return ETerrainId::NONE;
}
return nativeTerrain;
}
bool CGHeroInstance::isCoastVisitable() const
{
return true;
}
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bool CGHeroInstance::isBlockedVisitable() const
{
return true;
}
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BattleField CGHeroInstance::getBattlefield() const
{
return BattleField::NONE;
}
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ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
{
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for(const auto & elem : secSkills)
if(elem.first == skill)
return elem.second;
return 0;
}
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void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs)
{
if(getSecSkillLevel(which) == 0)
{
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secSkills.emplace_back(which, val);
updateSkillBonus(which, val);
}
else
{
for (auto & elem : secSkills)
{
if(elem.first == which)
{
if(abs)
elem.second = val;
else
elem.second += val;
if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
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logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
elem.second = 3;
}
updateSkillBonus(which, elem.second); //when we know final value
}
}
}
}
int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
{
return position - getVisitableOffset();
}
int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
{
return position + getVisitableOffset();
}
bool CGHeroInstance::canLearnSkill() const
{
return secSkills.size() < GameConstants::SKILL_PER_HERO;
}
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bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
{
if ( !canLearnSkill())
return false;
if (!cb->isAllowed(which))
return false;
if (getSecSkillLevel(which) > 0)
return false;
if (type->heroClass->secSkillProbability.count(which) == 0)
return false;
if (type->heroClass->secSkillProbability.at(which) == 0)
return false;
return true;
}
int CGHeroInstance::movementPointsRemaining() const
{
return movement;
}
void CGHeroInstance::setMovementPoints(int points)
{
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if(getBonusBearer()->hasBonusOfType(BonusType::UNLIMITED_MOVEMENT))
movement = 1000000;
else
movement = std::max(0, points);
}
int CGHeroInstance::movementPointsLimit(bool onLand) const
{
TurnInfo ti(this);
return movementPointsLimitCached(onLand, &ti);
}
int CGHeroInstance::getLowestCreatureSpeed() const
{
return lowestCreatureSpeed;
}
void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
{
auto realLowestSpeed = lowestSpeed(this);
if(lowestCreatureSpeed != realLowestSpeed)
{
lowestCreatureSpeed = realLowestSpeed;
//Let updaters run again
treeHasChanged();
ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea));
}
}
int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
{
updateArmyMovementBonus(onLand, ti);
return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
}
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CGHeroInstance::CGHeroInstance(IGameCallback * cb)
: CArmedInstance(cb),
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type(nullptr),
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tacticFormationEnabled(false),
inTownGarrison(false),
moveDir(4),
mana(UNINITIALIZED_MANA),
movement(UNINITIALIZED_MOVEMENT),
level(1),
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exp(UNINITIALIZED_EXPERIENCE),
gender(EHeroGender::DEFAULT),
lowestCreatureSpeed(0)
{
setNodeType(HERO);
ID = Obj::HERO;
secSkills.emplace_back(SecondarySkill::NONE, -1);
}
PlayerColor CGHeroInstance::getOwner() const
{
return tempOwner;
}
HeroTypeID CGHeroInstance::getHeroType() const
{
return HeroTypeID(getObjTypeIndex().getNum());
}
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void CGHeroInstance::setHeroType(HeroTypeID heroType)
{
assert(type == nullptr);
subID = heroType;
}
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void CGHeroInstance::initHero(CRandomGenerator & rand, const HeroTypeID & SUBID)
{
subID = SUBID.getNum();
initHero(rand);
}
void CGHeroInstance::initHero(CRandomGenerator & rand)
{
assert(validTypes(true));
if(!type)
type = getHeroType().toHeroType();
if (ID == Obj::HERO)
appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
if(!vstd::contains(spells, SpellID::PRESET))
{
// hero starts with default spells
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for(const auto & spellID : type->spells)
spells.insert(spellID);
}
else //remove placeholder
spells -= SpellID::PRESET;
if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
{
// hero starts with default spellbook presence status
if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
{
auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK);
putArtifact(ArtifactPosition::SPELLBOOK, artifact);
}
}
else
spells -= SpellID::SPELLBOOK_PRESET;
if(!getArt(ArtifactPosition::MACH4))
{
auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT);
putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
}
if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
}
}
if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
secSkills = type->secSkillsInit;
if (gender == EHeroGender::DEFAULT)
gender = type->gender;
setFormation(EArmyFormation::LOOSE);
if (!stacksCount()) //standard army//initial army
{
initArmy(rand);
}
assert(validTypes());
if (patrol.patrolling)
patrol.initialPos = visitablePos();
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if(exp == UNINITIALIZED_EXPERIENCE)
{
initExp(rand);
}
else
{
levelUpAutomatically(rand);
}
// load base hero bonuses, TODO: per-map loading of base hero bonuses
// must be done separately from global bonuses since recruitable heroes in taverns
// are not attached to global bonus node but need access to some global bonuses
// e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
// or MOVEMENT to compute initial movement before recruiting is finished
const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
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for(const auto & b : baseBonuses.Struct())
{
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auto bonus = JsonUtils::parseBonus(b.second);
bonus->source = BonusSource::HERO_BASE_SKILL;
bonus->sid = BonusSourceID(id);
bonus->duration = BonusDuration::PERMANENT;
addNewBonus(bonus);
}
if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && type->heroClass->commander.hasValue())
{
commander = new CCommanderInstance(type->heroClass->commander);
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
commander->giveStackExp (exp); //after our exp is set
}
skillsInfo = SecondarySkillsInfo();
//copy active (probably growing) bonuses from hero prototype to hero object
for(const std::shared_ptr<Bonus> & b : type->specialty)
addNewBonus(b);
//initialize bonuses
recreateSecondarySkillsBonuses();
movement = movementPointsLimit(true);
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
}
void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
{
if(!dst)
dst = this;
int warMachinesGiven = 0;
auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
int stacksCountInitRandomNumber = rand.nextInt(1, 100);
size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
{
if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
continue;
auto & stack = type->initialArmy[stackNo];
int count = rand.nextInt(stack.minAmount, stack.maxAmount);
if(stack.creature == CreatureID::NONE)
{
logGlobal->error("Hero %s has invalid creature in initial army", getNameTranslated());
continue;
}
const CCreature * creature = stack.creature.toCreature();
if(creature->warMachine != ArtifactID::NONE) //war machine
{
warMachinesGiven++;
if(dst != this)
continue;
ArtifactID aid = creature->warMachine;
const CArtifact * art = aid.toArtifact();
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if(art != nullptr && !art->getPossibleSlots().at(ArtBearer::HERO).empty())
{
//TODO: should we try another possible slots?
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ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
if(!getArt(slot))
{
auto artifact = ArtifactUtils::createNewArtifactInstance(aid);
putArtifact(slot, artifact);
}
else
logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), slot.toEnum(), aid.toEnum());
}
else
{
logGlobal->error("Hero %s has invalid war machine in initial army", getNameTranslated());
}
}
else
{
dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
}
}
}
CGHeroInstance::~CGHeroInstance()
{
commander.dellNull();
}
bool CGHeroInstance::needsLastStack() const
{
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(h == this) return; //exclude potential self-visiting
if (ID == Obj::HERO)
{
if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
{
//exchange
cb->heroExchange(h->id, id);
}
else //battle
{
if(visitedTown) //we're in town
visitedTown->onHeroVisit(h); //town will handle attacking
else
cb->startBattleI(h, this);
}
}
else if(ID == Obj::PRISON)
{
if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
{
//update hero parameters
SetMovePoints smp;
smp.hid = id;
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cb->setManaPoints (id, manaLimit());
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ObjectInstanceID boatId;
const auto boatPos = visitablePos();
if (cb->gameState()->map->getTile(boatPos).isWater())
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{
smp.val = movementPointsLimit(false);
if (!boat)
{
//Create a new boat for hero
cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
boatId = cb->getTopObj(boatPos)->id;
}
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}
else
{
smp.val = movementPointsLimit(true);
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}
cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
cb->setMovePoints (&smp);
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h->showInfoDialog(102);
}
else //already 8 wandering heroes
{
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h->showInfoDialog(103);
}
}
}
std::string CGHeroInstance::getObjectName() const
{
if(ID != Obj::PRISON)
{
std::string hoverName = VLC->generaltexth->allTexts[15];
boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
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boost::algorithm::replace_first(hoverName,"%s", getClassNameTranslated());
return hoverName;
}
else
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return VLC->objtypeh->getObjectName(ID, 0);
}
ui8 CGHeroInstance::maxlevelsToMagicSchool() const
{
return type->heroClass->isMagicHero() ? 3 : 4;
}
ui8 CGHeroInstance::maxlevelsToWisdom() const
{
return type->heroClass->isMagicHero() ? 3 : 6;
}
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CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
magicSchoolCounter(1),
wisdomCounter(1)
{}
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void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 0;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 0;
}
void CGHeroInstance::pickRandomObject(CRandomGenerator & rand)
{
assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
if (ID == Obj::RANDOM_HERO)
{
ID = Obj::HERO;
subID = cb->gameState()->pickNextHeroType(getOwner());
type = getHeroType().toHeroType();
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randomizeArmy(type->heroClass->faction);
}
else
type = getHeroType().toHeroType();
auto oldSubID = subID;
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// to find object handler we must use heroClass->id
// after setType subID used to store unique hero identify id. Check issue 2277 for details
// exclude prisons which should use appearance as set in map, via map editor or RMG
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if (ID != Obj::PRISON)
setType(ID, type->heroClass->getIndex());
this->subID = oldSubID;
}
void CGHeroInstance::initObj(CRandomGenerator & rand)
{
}
void CGHeroInstance::recreateSecondarySkillsBonuses()
{
auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
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for(const auto & bonus : *secondarySkillsBonuses)
removeBonus(bonus);
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for(const auto & skill_info : secSkills)
if(skill_info.second > 0)
updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
}
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void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
{
removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, BonusSourceID(which)));
auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
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for(const auto & b : skillBonus)
addNewBonus(std::make_shared<Bonus>(*b));
}
void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
if(what == ObjProperty::PRIMARY_STACK_COUNT)
setStackCount(SlotID(0), identifier.getNum());
}
double CGHeroInstance::getFightingStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
}
double CGHeroInstance::getMagicStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
}
double CGHeroInstance::getHeroStrength() const
{
return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
}
ui64 CGHeroInstance::getTotalStrength() const
{
double ret = getFightingStrength() * getArmyStrength();
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return static_cast<ui64>(ret);
}
TExpType CGHeroInstance::calculateXp(TExpType exp) const
{
return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
}
int32_t CGHeroInstance::getCasterUnitId() const
{
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return id.getNum();
}
int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool) const
{
int32_t skill = -1; //skill level
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spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
{
int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
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if(thisSchool > skill)
{
skill = thisSchool;
if(outSelectedSchool)
*outSelectedSchool = cnf;
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}
});
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vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
vstd::amax(skill, 0); //in case we don't know any school
vstd::amin(skill, 3);
return skill;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
{
//applying sorcery secondary skill
if(spell->isMagical())
base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(SpellSchool::ANY))) / 100.0);
base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
int maxSchoolBonus = 0;
spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
{
vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, BonusSubtypeID(cnf)));
});
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base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, BonusSubtypeID(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
return base;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
{
base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, BonusSubtypeID(spell->getId()))) / 100.0);
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return base;
}
int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
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{
return getSpellSchoolLevel(spell);
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}
int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
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{
return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
}
int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
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{
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int32_t spellpower = getPrimSkillLevel(PrimarySkill::SPELL_POWER);
int32_t durationCommon = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID());
int32_t durationSpecific = valOfBonuses(BonusType::SPELL_DURATION, BonusSubtypeID(spell->getId()));
return spellpower + durationCommon + durationSpecific;
2015-09-17 07:42:30 +02:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
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{
return 0;
}
PlayerColor CGHeroInstance::getCasterOwner() const
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{
return tempOwner;
}
void CGHeroInstance::getCasterName(MetaString & text) const
{
//FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
text.replaceRawString(getNameTranslated());
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
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{
const bool singleTarget = attacked.size() == 1;
const int textIndex = singleTarget ? 195 : 196;
text.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
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getCasterName(text);
text.replaceName(spell->getId());
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if(singleTarget)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
attacked.at(0)->addNameReplacement(text, true);
}
const CGHeroInstance * CGHeroInstance::getHeroCaster() const
{
return this;
}
void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
if(spellCost != 0)
{
SetMana sm;
sm.absolute = false;
sm.hid = id;
sm.val = -spellCost;
server->apply(&sm);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
2016-09-17 22:04:23 +02:00
}
bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
{
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const bool isAllowed = cb->isAllowed(spell->getId());
const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
const bool specificBonus = hasBonusOfType(BonusType::SPELL, BonusSubtypeID(spell->getId()));
bool schoolBonus = false;
spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
{
if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, BonusSubtypeID(cnf)))
{
schoolBonus = stop = true;
}
});
const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusCustomSubtype::spellLevel(spell->getLevel()));
if(spell->isSpecial())
{
if(inSpellBook)
{//hero has this spell in spellbook
logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
}
return specificBonus;
}
else if(!isAllowed)
{
if(inSpellBook)
{
//hero has this spell in spellbook
//it is normal if set in map editor, but trace it to possible debug of magic guild
logGlobal->trace("Banned spell %s in spellbook.", spell->getNameTranslated());
}
return inSpellBook || specificBonus || schoolBonus || levelBonus;
}
else
{
return inSpellBook || schoolBonus || specificBonus || levelBonus;
}
}
bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
{
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if(!hasSpellbook())
return false;
if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
return false;
if(vstd::contains(spells, spell->getId()))//already known
return false;
if(spell->isSpecial())
{
logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
return false;//special spells can not be learned
}
if(spell->isCreatureAbility())
{
logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
return false;//creature abilities can not be learned
}
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if(!allowBanned && !cb->isAllowed(spell->getId()))
{
logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
return false;//banned spells should not be learned
}
return true;
}
/**
* Calculates what creatures and how many to be raised from a battle.
* @param battleResult The results of the battle.
* @return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
// need skill or cloak of undead king - lesser artifacts don't work without skill
if (hasImprovedNecromancy)
{
double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<CreatureID,si32> &casualties = battleResult.casualties[!battleResult.winner];
// figure out what to raise - pick strongest creature meeting requirements
CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
int requiredCasualtyLevel = 1;
TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
if(!improvedNecromancy->empty())
{
int maxCasualtyLevel = 1;
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for(const auto & casualty : casualties)
vstd::amax(maxCasualtyLevel, VLC->creatures()->getById(casualty.first)->getLevel());
// pick best bonus available
std::shared_ptr<Bonus> topPick;
2023-02-12 22:39:17 +02:00
for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
{
// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
continue;
if(!topPick)
{
topPick = newPick;
}
else
{
auto quality = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
{
const auto * c = pick->subtype.as<CreatureID>().toCreature();
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return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
};
if(quality(topPick) < quality(newPick))
topPick = newPick;
}
}
if(topPick)
{
creatureTypeRaised = topPick->subtype.as<CreatureID>();
requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
}
}
assert(creatureTypeRaised != CreatureID::NONE);
// raise upgraded creature (at 2/3 rate) if no space available otherwise
if(getSlotFor(creatureTypeRaised) == SlotID())
{
for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
{
if(getSlotFor(upgraded) != SlotID())
{
creatureTypeRaised = upgraded;
necromancySkill *= 2/3.0;
break;
}
}
}
// calculate number of creatures raised - low level units contribute at 50% rate
const double raisedUnitHealth = creatureTypeRaised.toCreature()->getMaxHealth();
double raisedUnits = 0;
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for(const auto & casualty : casualties)
{
const CCreature * c = casualty.first.toCreature();
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double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
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if(c->getLevel() < requiredCasualtyLevel)
raisedFromCasualty *= 0.5;
raisedUnits += raisedFromCasualty;
}
return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
}
return CStackBasicDescriptor();
}
/**
* Show the necromancy dialog with information about units raised.
* @param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount.
*/
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.soundID = soundBase::pickup01 + rand.nextInt(6);
iw.player = tempOwner;
iw.components.emplace_back(ComponentType::CREATURE, raisedStack.getId(), raisedStack.count);
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
iw.text.replaceNumber(raisedStack.count);
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
}
iw.text.replaceName(raisedStack);
cb->showInfoDialog(&iw);
}
/*
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}*/
int CGHeroInstance::getSightRadius() const
{
return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
}
si32 CGHeroInstance::manaRegain() const
{
if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
return manaLimit();
return valOfBonuses(BonusType::MANA_REGENERATION);
}
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si32 CGHeroInstance::getManaNewTurn() const
{
if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
{
//if hero starts turn in town with mage guild - restore all mana
return std::max(mana, manaLimit());
}
si32 res = mana + manaRegain();
res = std::min(res, manaLimit());
res = std::max(res, mana);
res = std::max(res, 0);
return res;
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
// CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
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BoatId CGHeroInstance::getBoatType() const
{
return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
}
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
{
offsets = {
{0, -1, 0},
{+1, -1, 0},
{+1, 0, 0},
{+1, +1, 0},
{0, +1, 0},
{-1, +1, 0},
{-1, 0, 0},
{-1, -1, 0},
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};
}
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const IObjectInterface * CGHeroInstance::getObject() const
{
return this;
}
int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
{
return sp->getCost(getSpellSchoolLevel(sp));
}
void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
{
auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which))
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.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
if(hasBonus(sel))
removeBonuses(sel);
addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, BonusSourceID(id), BonusSubtypeID(which)));
}
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EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGHeroInstance::initExp(CRandomGenerator & rand)
{
exp = rand.nextInt(40, 89);
}
std::string CGHeroInstance::nodeName() const
{
return "Hero " + getNameTextID();
}
si32 CGHeroInstance::manaLimit() const
{
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
}
HeroTypeID CGHeroInstance::getPortraitSource() const
{
if (customPortraitSource.isValid())
return customPortraitSource;
else
return getHeroType();
}
int32_t CGHeroInstance::getIconIndex() const
{
return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
}
std::string CGHeroInstance::getNameTranslated() const
{
return VLC->generaltexth->translate(getNameTextID());
}
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std::string CGHeroInstance::getClassNameTranslated() const
{
return VLC->generaltexth->translate(getClassNameTextID());
}
std::string CGHeroInstance::getClassNameTextID() const
{
if (isCampaignGem())
return "core.genrltxt.735";
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return type->heroClass->getNameTextID();
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}
std::string CGHeroInstance::getNameTextID() const
{
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if (!nameCustomTextId.empty())
return nameCustomTextId;
if (type)
return type->getNameTextID();
// FIXME: called by logging from some specialties (mods?) before type is set on deserialization
// assert(0);
return "";
}
std::string CGHeroInstance::getBiographyTranslated() const
{
return VLC->generaltexth->translate(getBiographyTextID());
}
std::string CGHeroInstance::getBiographyTextID() const
{
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if (!biographyCustomTextId.empty())
return biographyCustomTextId;
if (type)
return type->getBiographyTextID();
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return ""; //for random hero
}
CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
{
assert(art->canBePutAt(this, pos));
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if(ArtifactUtils::isSlotEquipment(pos))
attachTo(*art);
return CArtifactSet::putArtifact(pos, art);
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}
void CGHeroInstance::removeArtifact(ArtifactPosition pos)
{
auto art = getArt(pos);
assert(art);
CArtifactSet::removeArtifact(pos);
if(ArtifactUtils::isSlotEquipment(pos))
detachFrom(*art);
}
bool CGHeroInstance::hasSpellbook() const
{
return getArt(ArtifactPosition::SPELLBOOK);
}
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void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
{
spells.insert(spell);
}
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void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
{
spells.erase(spell);
}
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bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
{
return vstd::contains(spells, spell);
}
void CGHeroInstance::removeSpellbook()
{
spells.clear();
if(hasSpellbook())
{
getArt(ArtifactPosition::SPELLBOOK)->removeFrom(*this, ArtifactPosition::SPELLBOOK);
}
}
const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
{
return spells;
}
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int CGHeroInstance::maxSpellLevel() const
{
return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
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}
void CGHeroInstance::attachToBoat(CGBoat* newBoat)
{
assert(newBoat);
boat = newBoat;
attachTo(const_cast<CGBoat&>(*boat));
const_cast<CGBoat*>(boat)->hero = this;
}
void CGHeroInstance::deserializationFix()
{
artDeserializationFix(this);
boatDeserializationFix();
}
void CGHeroInstance::boatDeserializationFix()
{
if (boat)
attachTo(const_cast<CGBoat&>(*boat));
}
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CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
{
if(!visitedTown)
return nullptr;
return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
: (CBonusSystemNode *)(visitedTown.get());
}
CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
{
if(visitedTown)
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return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
return &CArmedInstance::whereShouldBeAttached(gs);
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}
CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
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{
if(visitedTown)
{
if(inTownGarrison)
return *visitedTown;
else
return visitedTown->townAndVis;
}
else
return CArmedInstance::whereShouldBeAttached(gs);
}
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
{
std::unique_ptr<TurnInfo> turnInfoLocal;
if(!ti)
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{
turnInfoLocal = std::make_unique<TurnInfo>(this);
ti = turnInfoLocal.get();
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}
if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
return 0; // take all MPs by default
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auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
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int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
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return ret;
}
EDiggingStatus CGHeroInstance::diggingStatus() const
{
if(static_cast<int>(movement) < movementPointsLimit(true))
return EDiggingStatus::LACK_OF_MOVEMENT;
if(!ArtifactID(ArtifactID::GRAIL).toArtifact()->canBePutAt(this))
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return EDiggingStatus::BACKPACK_IS_FULL;
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return cb->getTileDigStatus(visitablePos());
}
ArtBearer::ArtBearer CGHeroInstance::bearerType() const
{
return ArtBearer::HERO;
}
std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(CRandomGenerator & rand) const
{
auto getObligatorySkills = [](CSkill::Obligatory obl){
std::set<SecondarySkill> obligatory;
for(auto i = 0; i < VLC->skillh->size(); i++)
if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
obligatory.insert(i); //Always return all obligatory skills
return obligatory;
};
auto intersect = [](const std::set<SecondarySkill> & left, const std::set<SecondarySkill> & right)
{
std::set<SecondarySkill> intersect;
std::set_intersection(left.begin(), left.end(), right.begin(), right.end(),
std::inserter(intersect, intersect.begin()));
return intersect;
};
std::set<SecondarySkill> wisdomList = getObligatorySkills(CSkill::Obligatory::MAJOR);
std::set<SecondarySkill> schoolList = getObligatorySkills(CSkill::Obligatory::MINOR);
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std::set<SecondarySkill> basicAndAdv;
std::set<SecondarySkill> none;
for(int i = 0; i < VLC->skillh->size(); i++)
if (canLearnSkill(SecondarySkill(i)))
none.insert(SecondarySkill(i));
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for(const auto & elem : secSkills)
{
if(elem.second < MasteryLevel::EXPERT)
basicAndAdv.insert(elem.first);
none.erase(elem.first);
}
bool wantsWisdom = skillsInfo.wisdomCounter + 1 >= maxlevelsToWisdom();
bool wantsSchool = skillsInfo.magicSchoolCounter + 1 >= maxlevelsToMagicSchool();
std::vector<SecondarySkill> skills;
auto chooseSkill = [&](std::set<SecondarySkill> & options)
{
bool selectWisdom = wantsWisdom && !intersect(options, wisdomList).empty();
bool selectSchool = wantsSchool && !intersect(options, schoolList).empty();
SecondarySkill selection;
if (selectWisdom)
selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand);
else if (selectSchool)
selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand);
else
selection = type->heroClass->chooseSecSkill(options, rand);
skills.push_back(selection);
options.erase(selection);
if (wisdomList.count(selection))
wisdomList.clear();
if (schoolList.count(selection))
schoolList.clear();
};
if (!basicAndAdv.empty())
chooseSkill(basicAndAdv);
if (canLearnSkill() && !none.empty())
chooseSkill(none);
if (!basicAndAdv.empty() && skills.size() < 2)
chooseSkill(basicAndAdv);
if (canLearnSkill() && !none.empty() && skills.size() < 2)
chooseSkill(none);
return skills;
}
PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
{
assert(gainsLevel());
const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
if (isCampaignYog())
{
// Yog can only receive Attack or Defence on level-up
std::vector<int> yogChances = { skillChances[0], skillChances[1]};
return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
}
return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
}
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std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
{
assert(gainsLevel());
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std::optional<SecondarySkill> chosenSecondarySkill;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
if(!proposedSecondarySkills.empty())
{
std::vector<SecondarySkill> learnedSecondarySkills;
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for(const auto & secondarySkill : proposedSecondarySkills)
{
if(getSecSkillLevel(secondarySkill) > 0)
{
learnedSecondarySkills.push_back(secondarySkill);
}
}
if(learnedSecondarySkills.empty())
{
// there are only new skills to learn, so choose anyone of them
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chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
}
else
{
// preferably upgrade a already learned secondary skill
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chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
}
}
return chosenSecondarySkill;
}
void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
{
if(primarySkill < PrimarySkill::EXPERIENCE)
{
auto skill = getLocalBonus(Selector::type()(BonusType::PRIMARY_SKILL)
.And(Selector::subtype()(BonusSubtypeID(primarySkill)))
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
assert(skill);
if(abs)
{
skill->val = static_cast<si32>(value);
}
else
{
skill->val += static_cast<si32>(value);
}
CBonusSystemNode::treeHasChanged();
}
else if(primarySkill == PrimarySkill::EXPERIENCE)
{
if(abs)
{
exp = value;
}
else
{
exp += value;
}
}
}
bool CGHeroInstance::gainsLevel() const
{
return level < VLC->heroh->maxSupportedLevel() && exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
}
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void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
{
++level;
//deterministic secondary skills
++skillsInfo.magicSchoolCounter;
++skillsInfo.wisdomCounter;
for(const auto & skill : skills)
{
if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
skillsInfo.resetWisdomCounter();
if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
skillsInfo.resetMagicSchoolCounter();
}
//update specialty and other bonuses that scale with level
treeHasChanged();
}
void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
{
while(gainsLevel())
{
const auto primarySkill = nextPrimarySkill(rand);
setPrimarySkill(primarySkill, 1, false);
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(rand);
const auto secondarySkill = nextSecondarySkill(rand);
if(secondarySkill)
{
setSecSkillLevel(*secondarySkill, 1, false);
}
//TODO why has the secondary skills to be passed to the method?
levelUp(proposedSecondarySkills);
}
}
bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID subtype) const
{
//VISIONS spell support
const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
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int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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if (visionsMultiplier > 0)
vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
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const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
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//logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
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return (distance < visionsRange) && (target->pos.z == pos.z);
}
std::string CGHeroInstance::getHeroTypeName() const
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{
if(ID == Obj::HERO || ID == Obj::PRISON)
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{
if(type)
{
return type->getJsonKey();
}
else
{
return getHeroType().toEntity(VLC)->getJsonKey();
}
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}
return "";
}
void CGHeroInstance::afterAddToMap(CMap * map)
{
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if(ID != Obj::PRISON)
{
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map->heroesOnMap.emplace_back(this);
}
}
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void CGHeroInstance::afterRemoveFromMap(CMap* map)
{
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if (ID == Obj::PRISON)
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vstd::erase_if_present(map->heroesOnMap, this);
}
void CGHeroInstance::setHeroTypeName(const std::string & identifier)
{
if(ID == Obj::HERO || ID == Obj::PRISON)
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{
auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
if(rawId)
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subID = rawId.value();
else
{
throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
}
}
}
void CGHeroInstance::updateFrom(const JsonNode & data)
{
CGObjectInstance::updateFrom(data);
}
void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
{
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handler.serializeString("biography", biographyCustomTextId);
handler.serializeInt("experience", exp, 0);
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if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
{
while (gainsLevel())
{
++level;
}
}
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handler.serializeString("name", nameCustomTextId);
handler.serializeInt("gender", gender, 0);
handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
//primary skills
if(handler.saving)
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{
const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
if(haveSkills)
{
auto primarySkills = handler.enterStruct("primarySkills");
for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
{
int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
handler.serializeInt(NPrimarySkill::names[i.getNum()], value, 0);
}
}
}
else
{
auto primarySkills = handler.enterStruct("primarySkills");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
{
for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
{
int value = 0;
handler.serializeInt(NPrimarySkill::names[i], value, 0);
pushPrimSkill(static_cast<PrimarySkill>(i), value);
}
}
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}
//secondary skills
if(handler.saving)
{
//does hero have default skills?
bool defaultSkills = false;
bool normalSkills = false;
for(const auto & p : secSkills)
{
if(p.first == SecondarySkill(SecondarySkill::NONE))
defaultSkills = true;
else
normalSkills = true;
}
if(defaultSkills && normalSkills)
logGlobal->error("Mixed default and normal secondary skills");
//in json default skills means no field/null
if(!defaultSkills)
{
//enter array here as handler initialize it
auto secondarySkills = handler.enterArray("secondarySkills");
secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
{
JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
SecondarySkill skillId = secSkills.at(skillIndex).first;
handler.serializeId("skill", skillId);
std::string skillLevel = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
handler.serializeString("level", skillLevel);
}
}
}
else
{
auto secondarySkills = handler.getCurrent()["secondarySkills"];
secSkills.clear();
if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
{
secSkills.emplace_back(SecondarySkill::NONE, -1);
}
else
{
auto addSkill = [this](const std::string & skillId, const std::string & levelId)
{
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const int rawId = SecondarySkill::decode(skillId);
if(rawId < 0)
{
logGlobal->error("Invalid secondary skill %s", skillId);
return;
}
const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
if(level < 0)
{
logGlobal->error("Invalid secondary skill level%s", levelId);
return;
}
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secSkills.emplace_back(SecondarySkill(rawId), level);
};
if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
{
for(const auto & p : secondarySkills.Vector())
{
auto skillMap = p.Struct();
addSkill(skillMap["skill"].String(), skillMap["level"].String());
}
}
else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
{
for(const auto & p : secondarySkills.Struct())
{
addSkill(p.first, p.second.String());
};
}
}
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeIdArray("spellBook", spells);
if(handler.saving)
CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
}
void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
serializeCommonOptions(handler);
serializeJsonOwner(handler);
if(ID == Obj::HERO || ID == Obj::PRISON)
{
std::string typeName;
if(handler.saving)
typeName = getHeroTypeName();
handler.serializeString("type", typeName);
if(!handler.saving)
setHeroTypeName(typeName);
}
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CArmedInstance::serializeJsonOptions(handler);
{
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static constexpr int NO_PATROLING = -1;
int rawPatrolRadius = NO_PATROLING;
if(handler.saving)
{
rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
}
handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
if(!handler.saving)
{
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if(!appearance)
{
// crossoverDeserialize
type = getHeroType().toHeroType();
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appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
}
patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
patrol.initialPos = visitablePos();
patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
}
}
}
void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
{
serializeCommonOptions(handler);
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}
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bool CGHeroInstance::isMissionCritical() const
{
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for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
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{
if (event.effect.type != EventEffect::DEFEAT)
continue;
auto const & testFunctor = [&](const EventCondition & condition)
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{
if ((condition.condition == EventCondition::CONTROL) && condition.objectID != ObjectInstanceID::NONE)
return (id != condition.objectID);
if (condition.condition == EventCondition::HAVE_ARTIFACT)
{
if(hasArt(condition.objectType.as<ArtifactID>()))
return true;
}
if(condition.condition == EventCondition::IS_HUMAN)
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return true;
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return false;
};
if(event.trigger.test(testFunctor))
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return true;
}
return false;
}
void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
{
TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, BonusSubtypeID(stack.type->getId())));
for(const auto & it : *lista)
{
auto nid = CreatureID(it->additionalInfo[0]);
if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
{
info.newID.push_back(nid);
info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
}
}
}
bool CGHeroInstance::isCampaignYog() const
{
const StartInfo *si = cb->getStartInfo();
// it would be nice to find a way to move this hack to config/mapOverrides.json
if(!si || !si->campState)
return false;
std::string campaign = si->campState->getFilename();
if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
return false;
if (getHeroType() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
return false;
return true;
}
bool CGHeroInstance::isCampaignGem() const
{
const StartInfo *si = cb->getStartInfo();
// it would be nice to find a way to move this hack to config/mapOverrides.json
if(!si || !si->campState)
return false;
std::string campaign = si->campState->getFilename();
if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
return false;
if (getHeroType() != HeroTypeID::GEM) // Yog (based on Solmyr)
return false;
return true;
}
VCMI_LIB_NAMESPACE_END