/* * 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 #include #include "../NetPacks.h" #include "../CGeneralTextHandler.h" #include "../CHeroHandler.h" #include "../TerrainHandler.h" #include "../RoadHandler.h" #include "../CModHandler.h" #include "../CSoundBase.h" #include "../spells/CSpellHandler.h" #include "../CSkillHandler.h" #include "CObjectClassesHandler.h" #include "../IGameCallback.h" #include "../CGameState.h" #include "../CCreatureHandler.h" #include "../CTownHandler.h" #include "../mapping/CMap.h" #include "CGTownInstance.h" #include "../serializer/JsonSerializeFormat.h" #include "../StringConstants.h" #include "../battle/Unit.h" VCMI_LIB_NAMESPACE_BEGIN ///helpers static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0) { InfoWindow iw; iw.soundID = soundID; iw.player = playerID; iw.text.addTxt(MetaString::ADVOB_TXT,txtID); IObjectInterface::cb->sendAndApply(&iw); } static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0) { const PlayerColor playerID = h->getOwner(); showInfoDialog(playerID,txtID,soundID); } static int lowestSpeed(const CGHeroInstance * chi) { static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED); static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::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->name); 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::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const { int64_t ret = GameConstants::BASE_MOVEMENT_COST; //if there is road both on dest and src tiles - use road movement cost if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD) { ret = std::max(dest.roadType->movementCost, 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(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus { ret = VLC->heroh->terrCosts[from.terType->getId()]; ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING); if(ret < GameConstants::BASE_MOVEMENT_COST) ret = GameConstants::BASE_MOVEMENT_COST; } return (ui32)ret; } 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; for(auto stack : stacks) { TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar. if(stackNativeTerrain == ETerrainId::NONE) continue; if(nativeTerrain == ETerrainId::ANY_TERRAIN) nativeTerrain = stackNativeTerrain; else if(nativeTerrain != stackNativeTerrain) return ETerrainId::NONE; } return nativeTerrain; } BattleField CGHeroInstance::getBattlefield() const { return BattleField::NONE; } ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const { for(auto & elem : secSkills) if(elem.first == skill) return elem.second; return 0; } void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs) { if(getSecSkillLevel(which) == 0) { secSkills.push_back(std::pair(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 { logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast(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; } bool CGHeroInstance::canLearnSkill(SecondarySkill which) const { if ( !canLearnSkill()) return false; if (!cb->isAllowed(2, which)) return false; if (getSecSkillLevel(which) > 0) return false; if (type->heroClass->secSkillProbability[which] == 0) return false; return true; } int CGHeroInstance::maxMovePoints(bool onLand) const { TurnInfo ti(this); return maxMovePointsCached(onLand, &ti); } int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const { int base; if(onLand) { // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army static const int baseSpeed = 1300; // base speed from creature with 0 speed int armySpeed = lowestSpeed(this) * 20 / 3; base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3 vstd::abetween(base, 1500, 2000); // base speed is limited by these values } else { base = 1500; //on water base movement is always 1500 (speed of army doesn't matter) } const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT; const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt); const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION; const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0; return int(base * (1 + modifier)) + bonus; } CGHeroInstance::CGHeroInstance() : IBoatGenerator(this) { setNodeType(HERO); ID = Obj::HERO; tacticFormationEnabled = inTownGarrison = false; mana = UNINITIALIZED_MANA; movement = UNINITIALIZED_MOVEMENT; portrait = UNINITIALIZED_PORTRAIT; isStanding = true; moveDir = 4; level = 1; exp = 0xffffffff; visitedTown = nullptr; type = nullptr; boat = nullptr; commander = nullptr; sex = 0xff; secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1)); } PlayerColor CGHeroInstance::getOwner() const { return tempOwner; } void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID) { subID = SUBID.getNum(); initHero(rand); } void CGHeroInstance::setType(si32 ID, si32 subID) { assert(ID == Obj::HERO); // just in case type = VLC->heroh->objects[subID]; portrait = type->imageIndex; CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details randomizeArmy(type->heroClass->faction); } void CGHeroInstance::initHero(CRandomGenerator & rand) { assert(validTypes(true)); if(!type) type = VLC->heroh->objects[subID]; if (ID == Obj::HERO) appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front(); if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell { for(auto spellID : type->spells) spells.insert(spellID); } else //remove placeholder spells -= SpellID::PRESET; if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK)); if(!getArt(ArtifactPosition::MACH4)) putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult if(portrait < 0 || portrait == 255) portrait = type->imageIndex; if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL))) { for(int g=0; g(g), type->heroClass->primarySkillInitial[g]); } } if(secSkills.size() == 1 && secSkills[0] == std::pair(SecondarySkill::DEFAULT, -1)) //set secondary skills to default secSkills = type->secSkillsInit; if (!name.length()) name = type->name; if (sex == 0xFF)//sex is default sex = type->sex; setFormation(false); if (!stacksCount()) //standard army//initial army { initArmy(rand); } assert(validTypes()); if (patrol.patrolling) patrol.initialPos = visitablePos(); if(exp == 0xffffffff) { initExp(rand); } else { levelUpAutomatically(rand); } if (VLC->modh->modules.COMMANDERS && !commander) { commander = new CCommanderInstance(type->heroClass->commander->idNumber); commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders commander->giveStackExp (exp); //after our exp is set } if (mana < 0) mana = manaLimit(); } void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst) { if(!dst) dst = this; int howManyStacks = 0; //how many stacks will hero receives <1 - 3> int pom = rand.nextInt(99); int warMachinesGiven = 0; if(pom < 9) howManyStacks = 1; else if(pom < 79) howManyStacks = 2; else howManyStacks = 3; vstd::amin(howManyStacks, type->initialArmy.size()); for(int stackNo=0; stackNo < howManyStacks; stackNo++) { auto & stack = type->initialArmy[stackNo]; int count = rand.nextInt(stack.minAmount, stack.maxAmount); const CCreature * creature = stack.creature.toCreature(); if(creature == nullptr) { logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum()); continue; } if(creature->warMachine != ArtifactID::NONE) //war machine { warMachinesGiven++; if(dst != this) continue; ArtifactID aid = creature->warMachine; const CArtifact * art = aid.toArtifact(); if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty()) { //TODO: should we try another possible slots? ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front(); if(!getArt(slot)) putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid)); else logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum()); } else { logGlobal->error("Hero %s has invalid war machine in initial army", name); } } 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)) //our or ally hero { //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) { int txt_id; if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//free hero slot { //update hero parameters SetMovePoints smp; smp.hid = id; smp.val = maxMovePoints (true); //TODO: hota prison on water? cb->setMovePoints (&smp); cb->setManaPoints (id, manaLimit()); cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player txt_id = 102; } else //already 8 wandering heroes { txt_id = 103; } showInfoDialog(h,txt_id); } } std::string CGHeroInstance::getObjectName() const { if(ID != Obj::PRISON) { std::string hoverName = VLC->generaltexth->allTexts[15]; boost::algorithm::replace_first(hoverName,"%s",name); boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name); return hoverName; } else return CGObjectInstance::getObjectName(); } const std::string & CGHeroInstance::getBiography() const { if (biography.length()) return biography; return type->biography; } ui8 CGHeroInstance::maxlevelsToMagicSchool() const { return type->heroClass->isMagicHero() ? 3 : 4; } ui8 CGHeroInstance::maxlevelsToWisdom() const { return type->heroClass->isMagicHero() ? 3 : 6; } CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo() { rand.setSeed(0); magicSchoolCounter = 1; wisdomCounter = 1; } void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter() { magicSchoolCounter = 1; } void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter() { wisdomCounter = 1; } void CGHeroInstance::initObj(CRandomGenerator & rand) { blockVisit = true; if(!type) initHero(rand); //TODO: set up everything for prison before specialties are configured skillsInfo.rand.setSeed(rand.nextInt()); skillsInfo.resetMagicSchoolCounter(); skillsInfo.resetWisdomCounter(); if (ID != Obj::PRISON) { auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId(); auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this); if (customApp) appearance = customApp; } //copy active (probably growing) bonuses from hero prototype to hero object for(std::shared_ptr b : type->specialty) addNewBonus(b); //dito for old-style bonuses -> compatibility for old savegames for(SSpecialtyBonus & sb : type->specialtyDeprecated) for(std::shared_ptr b : sb.bonuses) addNewBonus(b); for(SSpecialtyInfo & spec : type->specDeprecated) for(std::shared_ptr b : SpecialtyInfoToBonuses(spec, type->ID.getNum())) addNewBonus(b); //initialize bonuses recreateSecondarySkillsBonuses(); mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one type->name = name; } void CGHeroInstance::recreateSecondarySkillsBonuses() { auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL)); for(auto bonus : *secondarySkillsBonuses) removeBonus(bonus); for(auto skill_info : secSkills) if(skill_info.second > 0) updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second); } void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val) { removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which)); auto skillBonus = (*VLC->skillh)[which]->at(val).effects; for (auto b : skillBonus) addNewBonus(std::make_shared(*b)); } void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ) { if(what == ObjProperty::PRIMARY_STACK_COUNT) setStackCount(SlotID(0), val); } 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(); return (ui64) ret; } TExpType CGHeroInstance::calculateXp(TExpType exp) const { return (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0); } int32_t CGHeroInstance::getCasterUnitId() const { return -1; //TODO: special value for attacker/defender hero } int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const { int32_t skill = -1; //skill level spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop) { int32_t thisSchool = std::max( valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies) if(thisSchool > skill) { skill = thisSchool; if(outSelectedSchool) *outSelectedSchool = (ui8)cnf.id; } }); vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect vstd::amax(skill, 0); //in case we don't know any school vstd::amin(skill, 3); return skill; } int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const { //applying sorcery secondary skill base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0); base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0); int maxSchoolBonus = 0; spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop) { vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus)); }); base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0); if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0); return base; } int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const { base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0); return base; } int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const { if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex())) return 3;//todo: recheck specialty from where this bonus is. possible bug else return getSpellSchoolLevel(spell); } int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const { return getPrimSkillLevel(PrimarySkill::SPELL_POWER); } int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const { return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION); } int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const { return 0; } PlayerColor CGHeroInstance::getCasterOwner() const { 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.addReplacement(name); } void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector & attacked, MetaString & text) const { const bool singleTarget = attacked.size() == 1; const int textIndex = singleTarget ? 195 : 196; text.addTxt(MetaString::GENERAL_TXT, textIndex); getCasterName(text); text.addReplacement(MetaString::SPELL_NAME, spell->getIndex()); if(singleTarget) attacked.at(0)->addNameReplacement(text, true); } void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const { if(spellCost != 0) { SetMana sm; sm.absolute = false; sm.hid = id; sm.val = -spellCost; server->apply(&sm); } } bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const { const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex()); const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook(); const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex()); bool schoolBonus = false; spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop) { if(hasBonusOfType(cnf.knoledgeBonus)) { schoolBonus = stop = true; } }); const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, 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) const { 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 } if(!IObjectInterface::cb->isAllowed(0, spell->getIndex())) { 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 { const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY); // need skill or cloak of undead king - lesser artifacts don't work without skill if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY)) { double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0; vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all... const std::map &casualties = battleResult.casualties[!battleResult.winner]; // figure out what to raise - pick strongest creature meeting requirements CreatureID creatureTypeRaised = CreatureID::SKELETON; int requiredCasualtyLevel = 1; TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY)); if(!improvedNecromancy->empty()) { auto getCreatureID = [necromancyLevel](std::shared_ptr bonus) -> CreatureID { const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES}; return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]); }; int maxCasualtyLevel = 1; for(auto & casualty : casualties) vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level); // pick best bonus available std::shared_ptr topPick; for(std::shared_ptr 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 = [getCreatureID](std::shared_ptr pick) -> std::tuple { const CCreature * c = VLC->creh->objects[getCreatureID(pick)]; return std::tuple {c->level, static_cast(c->cost.marketValue()), -pick->additionalInfo[1]}; }; if(quality(topPick) < quality(newPick)) topPick = newPick; } } if(topPick) { creatureTypeRaised = getCreatureID(topPick); requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1); } } // raise upgraded creature (at 2/3 rate) if no space available otherwise if(getSlotFor(creatureTypeRaised) == SlotID()) { for(CreatureID upgraded : VLC->creh->objects[creatureTypeRaised]->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 = VLC->creh->objects[creatureTypeRaised]->MaxHealth(); double raisedUnits = 0; for(auto & casualty : casualties) { const CCreature * c = VLC->creh->objects[casualty.first]; double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill; if(c->level < requiredCasualtyLevel) raisedFromCasualty *= 0.5; raisedUnits += raisedFromCasualty; } return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast(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.soundID = soundBase::pickup01 + rand.nextInt(6); iw.player = tempOwner; iw.components.push_back(Component(raisedStack)); if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural) { iw.text.addTxt(MetaString::GENERAL_TXT, 145); iw.text.addReplacement(raisedStack.count); } else // Practicing the dark arts of necromancy, ... (singular) { iw.text.addTxt(MetaString::GENERAL_TXT, 146); } iw.text.addReplacement(raisedStack); cb->showInfoDialog(&iw); } /* int3 CGHeroInstance::getSightCenter() const { return getPosition(false); }*/ int CGHeroInstance::getSightRadius() const { return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus } si32 CGHeroInstance::manaRegain() const { if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION)) return manaLimit(); return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level } 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)); // } int CGHeroInstance::getBoatType() const { switch(type->heroClass->getAlignment()) { case EAlignment::GOOD: return 1; case EAlignment::EVIL: return 0; case EAlignment::NEUTRAL: return 2; default: throw std::runtime_error("Wrong alignment!"); } } void CGHeroInstance::getOutOffsets(std::vector &offsets) const { // FIXME: Offsets need to be fixed once we get rid of convertPosition // Check issue 515 for details offsets = { int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0) }; } int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const { return sp->getCost(getSpellSchoolLevel(sp)); } void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val ) { assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which) .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))); addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which)); } EAlignment::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 " + name; } void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art) { assert(!getArt(pos)); art->putAt(ArtifactLocation(this, pos)); } void CGHeroInstance::putInBackpack(CArtifactInstance *art) { putArtifact(art->firstBackpackSlot(this), art); } bool CGHeroInstance::hasSpellbook() const { return getArt(ArtifactPosition::SPELLBOOK); } void CGHeroInstance::addSpellToSpellbook(SpellID spell) { spells.insert(spell); } void CGHeroInstance::removeSpellFromSpellbook(SpellID spell) { spells.erase(spell); } bool CGHeroInstance::spellbookContainsSpell(SpellID spell) const { return vstd::contains(spells, spell); } void CGHeroInstance::removeSpellbook() { spells.clear(); if(hasSpellbook()) { ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact(); } } const std::set & CGHeroInstance::getSpellsInSpellbook() const { return spells; } int CGHeroInstance::maxSpellLevel() const { return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM))); } void CGHeroInstance::deserializationFix() { artDeserializationFix(this); } 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) return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this)); return &CArmedInstance::whereShouldBeAttached(gs); } CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs) { 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 { int ret = 0; //take all MPs by default bool localTi = false; if(!ti) { localTi = true; ti = new TurnInfo(this); } int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL); int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND); if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING)) ret = static_cast((MPsBefore - basicCost) * static_cast(mp1) / mp2); if(localTi) delete ti; return ret; } EDiggingStatus CGHeroInstance::diggingStatus() const { if((int)movement < maxMovePoints(true)) return EDiggingStatus::LACK_OF_MOVEMENT; return cb->getTile(visitablePos())->getDiggingStatus(); } ArtBearer::ArtBearer CGHeroInstance::bearerType() const { return ArtBearer::HERO; } std::vector CGHeroInstance::getLevelUpProposedSecondarySkills() const { std::vector obligatorySkills; //hero is offered magic school or wisdom if possible if (!skillsInfo.wisdomCounter) { if (canLearnSkill(SecondarySkill::WISDOM)) obligatorySkills.push_back(SecondarySkill::WISDOM); } if (!skillsInfo.magicSchoolCounter) { std::vector ss = { SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC }; std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator()); for (auto skill : ss) { if (canLearnSkill(skill)) //only schools hero doesn't know yet { obligatorySkills.push_back(skill); break; //only one } } } std::vector skills; //picking sec. skills for choice std::set basicAndAdv, expert, none; for(int i = 0; i < VLC->skillh->size(); i++) if (canLearnSkill(SecondarySkill(i))) none.insert(SecondarySkill(i)); for(auto & elem : secSkills) { if(elem.second < SecSkillLevel::EXPERT) basicAndAdv.insert(elem.first); else expert.insert(elem.first); none.erase(elem.first); } for (auto s : obligatorySkills) //don't duplicate them { none.erase (s); basicAndAdv.erase (s); expert.erase (s); } //first offered skill: // 1) give obligatory skill // 2) give any other new skill // 3) upgrade existing if (canLearnSkill() && obligatorySkills.size() > 0) { skills.push_back (obligatorySkills[0]); } else if(none.size() && canLearnSkill()) //hero have free skill slot { skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill none.erase(skills.back()); } else if(!basicAndAdv.empty()) { skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing basicAndAdv.erase(skills.back()); } //second offered skill: //1) upgrade existing //2) give obligatory skill //3) give any other new skill if(!basicAndAdv.empty()) { SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing skills.push_back(s); basicAndAdv.erase(s); } else if (canLearnSkill() && obligatorySkills.size() > 1) { skills.push_back (obligatorySkills[1]); } else if(none.size() && canLearnSkill()) { skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill none.erase(skills.back()); } if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process) std::swap(skills[0], skills[1]); return skills; } PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const { assert(gainsLevel()); int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0; const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL; const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel; for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill) { pom += skillChances[primarySkill]; if(randomValue < pom) { break; } } if(primarySkill >= GameConstants::PRIMARY_SKILLS) { primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1); logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier); randomValue = 100 / GameConstants::PRIMARY_SKILLS; } logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue); return static_cast(primarySkill); } boost::optional CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const { assert(gainsLevel()); boost::optional chosenSecondarySkill; const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(); if(!proposedSecondarySkills.empty()) { std::vector learnedSecondarySkills; for(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 chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand)); } else { // preferably upgrade a already learned secondary skill chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand)); } } return chosenSecondarySkill; } void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs) { if(primarySkill < PrimarySkill::EXPERIENCE) { auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL) .And(Selector::subtype()(primarySkill)) .And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))); assert(skill); if(abs) { skill->val = static_cast(value); } else { skill->val += static_cast(value); } CBonusSystemNode::treeHasChanged(); } else if(primarySkill == PrimarySkill::EXPERIENCE) { if(abs) { exp = value; } else { exp += value; } } } bool CGHeroInstance::gainsLevel() const { return exp >= static_cast(VLC->heroh->reqExp(level+1)); } void CGHeroInstance::levelUp(std::vector skills) { ++level; //deterministic secondary skills skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool(); skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom(); if(vstd::contains(skills, SecondarySkill::WISDOM)) { skillsInfo.resetWisdomCounter(); } SecondarySkill spellSchools[] = { SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC}; for(auto skill : spellSchools) { if(vstd::contains(skills, skill)) { skillsInfo.resetMagicSchoolCounter(); break; } } //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(); 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, const int subtype) const { //VISIONS spell support const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype)); const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached); int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER); if (visionsMultiplier > 0) vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present const int distance = static_cast(target->pos.dist2d(visitablePos())); //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange)); return (distance < visionsRange) && (target->pos.z == pos.z); } std::string CGHeroInstance::getHeroTypeName() const { if(ID == Obj::HERO || ID == Obj::PRISON) { if(type) { return type->identifier; } else { return VLC->heroh->objects[subID]->identifier; } } return ""; } void CGHeroInstance::afterAddToMap(CMap * map) { if(ID == Obj::HERO) map->heroesOnMap.push_back(this); } void CGHeroInstance::afterRemoveFromMap(CMap* map) { if (ID == Obj::HERO) vstd::erase_if_present(map->heroesOnMap, this); } void CGHeroInstance::setHeroTypeName(const std::string & identifier) { if(ID == Obj::HERO || ID == Obj::PRISON) { auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), "hero", identifier); if(rawId) subID = rawId.get(); 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) { handler.serializeString("biography", biography); handler.serializeInt("experience", exp, 0); if(!handler.saving && exp != 0xffffffff) //do not gain levels if experience is not initialized { while (gainsLevel()) { ++level; } } handler.serializeString("name", name); handler.serializeBool("female", sex, 1, 0, 0xFF); { const int legacyHeroes = static_cast(VLC->modh->settings.data["textData"]["hero"].Integer()); const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT; if(handler.saving) { if(portrait >= 0) { if(portrait < legacyHeroes || portrait >= moddedStart) handler.serializeId("portrait", portrait, -1); else handler.serializeInt("portrait", portrait, -1); } } else { const JsonNode & portraitNode = handler.getCurrent()["portrait"]; if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING) handler.serializeId("portrait", portrait, -1); else handler.serializeInt("portrait", portrait, -1); } } //primary skills if(handler.saving) { const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))); if(haveSkills) { auto primarySkills = handler.enterStruct("primarySkills"); for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i) { int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))); handler.serializeInt(PrimarySkill::names[i], value, 0); } } } else { auto primarySkills = handler.enterStruct("primarySkills"); if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT) { for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i) { int value = 0; handler.serializeInt(PrimarySkill::names[i], value, 0); pushPrimSkill(static_cast(i), value); } } } //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::DEFAULT)) 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 structure here as handler initialize it auto secondarySkills = handler.enterStruct("secondarySkills"); for(auto & p : secSkills) { const si32 rawId = p.first.num; if(rawId < 0 || rawId >= VLC->skillh->size()) logGlobal->error("Invalid secondary skill %d", rawId); handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels); } } } else { auto secondarySkills = handler.enterStruct("secondarySkills"); const JsonNode & skillMap = handler.getCurrent(); secSkills.clear(); if(skillMap.getType() == JsonNode::JsonType::DATA_NULL) { secSkills.push_back(std::pair(SecondarySkill::DEFAULT, -1)); } else { for(const auto & p : skillMap.Struct()) { const std::string skillId = p.first; const std::string levelId = p.second.String(); const int rawId = CSkillHandler::decodeSkill(skillId); if(rawId < 0) { logGlobal->error("Invalid secondary skill %s", skillId); continue; } const int level = vstd::find_pos(NSecondarySkill::levels, levelId); if(level < 0) { logGlobal->error("Invalid secondary skill level%s", levelId); continue; } secSkills.push_back(std::pair(SecondarySkill(rawId), level)); } } } 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); } CCreatureSet::serializeJson(handler, "army", 7); handler.serializeBool("tightFormation", formation, 1, 0, 0); { static const 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) { patrol.patrolling = (rawPatrolRadius > NO_PATROLING); patrol.initialPos = visitablePos(); patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0; } } } void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler) { serializeCommonOptions(handler); } bool CGHeroInstance::isMissionCritical() const { for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents) { if(event.trigger.test([&](const EventCondition & condition) { if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object) { auto hero = dynamic_cast(condition.object); return (hero != this); } else if(condition.condition == EventCondition::IS_HUMAN) { return true; } return false; })) { return true; } } return false; } VCMI_LIB_NAMESPACE_END