/* * 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 "../ArtifactUtils.h" #include "../CHeroHandler.h" #include "../TerrainHandler.h" #include "../RoadHandler.h" #include "../GameSettings.h" #include "../CModHandler.h" #include "../CSoundBase.h" #include "../spells/CSpellHandler.h" #include "../CSkillHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../CCreatureHandler.h" #include "../CTownHandler.h" #include "../mapping/CMap.h" #include "CGTownInstance.h" #include "../pathfinder/TurnInfo.h" #include "../serializer/JsonSerializeFormat.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../StringConstants.h" #include "../battle/Unit.h" VCMI_LIB_NAMESPACE_BEGIN 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(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; //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) { 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, from.terType->getIndex())) //no special movement bonus { ret = VLC->terrainTypeHandler->getById(dest.terType->getId())->moveCost; ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT); if(ret < GameConstants::BASE_MOVEMENT_COST) ret = GameConstants::BASE_MOVEMENT_COST; } return static_cast(ret); } FactionID CGHeroInstance::getFaction() const { return FactionID(type->heroClass->faction); } const IBonusBearer* CGHeroInstance::getBonusBearer() const { return this; } 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(const auto & stack : stacks) { TerrainId stackNativeTerrain = stack.second->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; } bool CGHeroInstance::isCoastVisitable() const { return true; } BattleField CGHeroInstance::getBattlefield() const { return BattleField::NONE; } ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const { for(const auto & elem : secSkills) if(elem.first == skill) return elem.second; return 0; } void CGHeroInstance::setSecSkillLevel(const SecondarySkill & which, int val, bool abs) { if(getSecSkillLevel(which) == 0) { 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 { 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(const 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::movementPointsRemaining() const { return movement; } void CGHeroInstance::setMovementPoints(int points) { 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)); } } int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const { updateArmyMovementBonus(onLand, ti); return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand); } CGHeroInstance::CGHeroInstance(): tacticFormationEnabled(false), inTownGarrison(false), moveDir(4), mana(UNINITIALIZED_MANA), movement(UNINITIALIZED_MOVEMENT), portrait(UNINITIALIZED_PORTRAIT), level(1), exp(UNINITIALIZED_EXPERIENCE), gender(EHeroGender::DEFAULT), lowestCreatureSpeed(0) { setNodeType(HERO); ID = Obj::HERO; secSkills.emplace_back(SecondarySkill::DEFAULT, -1); blockVisit = true; } PlayerColor CGHeroInstance::getOwner() const { return tempOwner; } void CGHeroInstance::initHero(CRandomGenerator & rand, const 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 default spells 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) putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK)); } else spells -= SpellID::SPELLBOOK_PRESET; if(!getArt(ArtifactPosition::MACH4)) putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult if(portrait < 0 || portrait == 255) portrait = type->imageIndex; if(!hasBonus(Selector::sourceType()(BonusSource::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 (gender == EHeroGender::DEFAULT) gender = type->gender; setFormation(false); if (!stacksCount()) //standard army//initial army { initArmy(rand); } assert(validTypes()); if (patrol.patrolling) patrol.initialPos = visitablePos(); 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 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); for(const auto & b : baseBonuses.Struct()) { auto bonus = JsonUtils::parseBonus(b.second); bonus->source = BonusSource::HERO_BASE_SKILL; bonus->sid = id.getNum(); bonus->duration = BonusDuration::PERMANENT; addNewBonus(bonus); } if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander) { commander = new CCommanderInstance(type->heroClass->commander->getId()); commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders commander->giveStackExp (exp); //after our exp is set } skillsInfo.rand.setSeed(rand.nextInt()); skillsInfo.resetMagicSchoolCounter(); skillsInfo.resetWisdomCounter(); //copy active (probably growing) bonuses from hero prototype to hero object for(const std::shared_ptr & 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); const CCreature * creature = stack.creature.toCreature(); if(creature == nullptr) { logGlobal->error("Hero %s has invalid creature with id %d in initial army", getNameTranslated(), 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->getPossibleSlots().at(ArtBearer::HERO).empty()) { //TODO: should we try another possible slots? ArtifactPosition slot = art->getPossibleSlots().at(ArtBearer::HERO).front(); if(!getArt(slot)) putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid)); 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)) //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) { 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; cb->setManaPoints (id, manaLimit()); ObjectInstanceID boatId; const auto boatPos = visitablePos(); if (cb->gameState()->map->getTile(boatPos).isWater()) { smp.val = movementPointsLimit(false); if (!boat) { //Create a new boat for hero cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum()); boatId = cb->getTopObj(boatPos)->id; } } else { smp.val = movementPointsLimit(true); } cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color cb->setMovePoints (&smp); h->showInfoDialog(102); } else //already 8 wandering heroes { 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()); boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated()); return hoverName; } else 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; } CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo(): magicSchoolCounter(1), wisdomCounter(1) { rand.setSeed(0); } void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter() { magicSchoolCounter = 1; } void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter() { wisdomCounter = 1; } void CGHeroInstance::initObj(CRandomGenerator & rand) { if(!type) initHero(rand); //TODO: set up everything for prison before specialties are configured 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; } } void CGHeroInstance::recreateSecondarySkillsBonuses() { auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL)); for(const auto & bonus : *secondarySkillsBonuses) removeBonus(bonus); for(const auto & skill_info : secSkills) if(skill_info.second > 0) updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second); } void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val) { removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which)); auto skillBonus = (*VLC->skillh)[which]->at(val).effects; for(const 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 static_cast(ret); } TExpType CGHeroInstance::calculateXp(TExpType exp) const { return static_cast(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0); } int32_t CGHeroInstance::getCasterUnitId() const { return id.getNum(); } 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 = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf.id); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies) if(thisSchool > skill) { skill = thisSchool; if(outSelectedSchool) *outSelectedSchool = static_cast(cnf.id); } }); vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(ESpellSchool::ANY))); //any school bonus vstd::amax(skill, valOfBonuses(BonusType::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 if(spell->isMagical()) base = static_cast(base * (valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(ESpellSchool::ANY))) / 100.0); base = static_cast(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0); int maxSchoolBonus = 0; spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop) { vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, cnf.id)); }); base = static_cast(base * (100 + maxSchoolBonus) / 100.0); if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer base = static_cast(base * static_cast(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0); return base; } int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const { base = static_cast(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0); return base; } int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const { 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(BonusType::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.replaceRawString(getNameTranslated()); } 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.appendLocalString(EMetaText::GENERAL_TXT, textIndex); getCasterName(text); text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex()); if(singleTarget) attacked.at(0)->addNameReplacement(text, true); } const CGHeroInstance * CGHeroInstance::getHeroCaster() const { return this; } 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(BonusType::SPELL, spell->getIndex()); bool schoolBonus = false; spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop) { if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf.id)) { schoolBonus = stop = true; } }); const bool levelBonus = hasBonusOfType(BonusType::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 { 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 &casualties = battleResult.casualties[!battleResult.winner]; // figure out what to raise - pick strongest creature meeting requirements auto 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()) { auto getCreatureID = [](const std::shared_ptr & bonus) -> CreatureID { assert(bonus->subtype >=0); if(bonus->subtype >= 0) return CreatureID(bonus->subtype); return CreatureID::NONE; }; int maxCasualtyLevel = 1; for(const auto & casualty : casualties) vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel()); // pick best bonus available std::shared_ptr topPick; for(const 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](const std::shared_ptr & pick) -> std::tuple { const auto * c = getCreatureID(pick).toCreature(); return std::tuple {c->getLevel(), static_cast(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]}; }; if(quality(topPick) < quality(newPick)) topPick = newPick; } } if(topPick) { creatureTypeRaised = getCreatureID(topPick); 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 : 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]->getMaxHealth(); double raisedUnits = 0; for(const auto & casualty : casualties) { const CCreature * c = VLC->creh->objects[casualty.first]; double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill; if(c->getLevel() < 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.type = EInfoWindowMode::AUTO; iw.soundID = soundBase::pickup01 + rand.nextInt(6); iw.player = tempOwner; iw.components.emplace_back(raisedStack); 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.replaceCreatureName(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); } 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)); // } BoatId CGHeroInstance::getBoatType() const { return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType()); } void CGHeroInstance::getOutOffsets(std::vector &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}, }; } 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::PrimarySkill which, int val ) { assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which) .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))); addNewBonus(std::make_shared(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which)); } 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))); } std::string CGHeroInstance::getNameTranslated() const { if (!nameCustom.empty()) return nameCustom; return VLC->generaltexth->translate(getNameTextID()); } std::string CGHeroInstance::getNameTextID() const { if (!nameCustom.empty()) return nameCustom; 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 { if (!biographyCustom.empty()) return biographyCustom; return VLC->generaltexth->translate(getBiographyTextID()); } std::string CGHeroInstance::getBiographyTextID() const { if (!biographyCustom.empty()) return biographyCustom; if (type) return type->getBiographyTextID(); assert(0); return ""; } void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art) { assert(art->artType->canBePutAt(this, pos)); CArtifactSet::putArtifact(pos, art); if(ArtifactUtils::isSlotEquipment(pos)) attachTo(*art); } 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); } void CGHeroInstance::addSpellToSpellbook(const SpellID & spell) { spells.insert(spell); } void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell) { spells.erase(spell); } bool CGHeroInstance::spellbookContainsSpell(const 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, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL))); } void CGHeroInstance::attachToBoat(CGBoat* newBoat) { assert(newBoat); boat = newBoat; attachTo(const_cast(*boat)); const_cast(boat)->hero = this; } void CGHeroInstance::deserializationFix() { artDeserializationFix(this); boatDeserializationFix(); } void CGHeroInstance::boatDeserializationFix() { if (boat) attachTo(const_cast(*boat)); } 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 { std::unique_ptr turnInfoLocal; if(!ti) { turnInfoLocal = std::make_unique(this); ti = turnInfoLocal.get(); } if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING)) return 0; // take all MPs by default auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL; int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer); int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND); int ret = static_cast((MPsBefore - basicCost) * static_cast(mp1) / mp2); return ret; } EDiggingStatus CGHeroInstance::diggingStatus() const { if(static_cast(movement) < movementPointsLimit(true)) return EDiggingStatus::LACK_OF_MOVEMENT; if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this)) return EDiggingStatus::BACKPACK_IS_FULL; return cb->getTileDigStatus(visitablePos()); } 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 auto getObligatorySkills = [](CSkill::Obligatory obl){ std::vector obligatory = {}; for(auto i = 0; i < VLC->skillh->size(); i++) if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl)) obligatory.emplace_back(i); //Always return all obligatory skills return obligatory; }; auto selectObligatorySkill = [&](std::vector& ss) -> void { std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator()); for(const auto & skill : ss) { if (canLearnSkill(skill)) //only skills hero doesn't know yet { obligatorySkills.push_back(skill); break; //only one } } }; if (!skillsInfo.wisdomCounter) { auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR); selectObligatorySkill(obligatory); } if (!skillsInfo.magicSchoolCounter) { auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR); selectObligatorySkill(obligatory); } std::vector skills; //picking sec. skills for choice std::set basicAndAdv; std::set expert; std::set none; for(int i = 0; i < VLC->skillh->size(); i++) if (canLearnSkill(SecondarySkill(i))) none.insert(SecondarySkill(i)); for(const auto & elem : secSkills) { if(elem.second < SecSkillLevel::EXPERT) basicAndAdv.insert(elem.first); else expert.insert(elem.first); none.erase(elem.first); } for(const 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.empty()) { skills.push_back (obligatorySkills[0]); } else if(!none.empty() && 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.empty() && 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); int pom = 0; int 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->getNameTranslated()); 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); } std::optional CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const { assert(gainsLevel()); std::optional chosenSecondarySkill; const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills(); if(!proposedSecondarySkills.empty()) { std::vector learnedSecondarySkills; 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 chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand)); } else { // preferably upgrade a already learned secondary skill chosenSecondarySkill = std::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()(BonusType::PRIMARY_SKILL) .And(Selector::subtype()(primarySkill)) .And(Selector::sourceType()(BonusSource::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(const std::vector & skills) { ++level; //deterministic secondary skills skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool(); skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom(); 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(); 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 auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype); const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::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->getJsonKey(); } else { return VLC->heroh->objects[subID]->getJsonKey(); } } return ""; } void CGHeroInstance::afterAddToMap(CMap * map) { if(ID == Obj::HERO) map->heroesOnMap.emplace_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.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) { handler.serializeString("biography", biographyCustom); handler.serializeInt("experience", exp, 0); if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized { while (gainsLevel()) { ++level; } } handler.serializeString("name", nameCustom); handler.serializeInt("gender", gender, 0); { const int legacyHeroes = VLC->settings()->getInteger(EGameSettings::TEXTS_HERO); const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT; if(handler.saving) { if(portrait >= 0) { if(portrait < legacyHeroes || portrait >= moddedStart) { int tempPortrait = portrait >= moddedStart ? portrait - GameConstants::HERO_PORTRAIT_SHIFT : portrait; handler.serializeId("portrait", tempPortrait, -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); if(portrait >= legacyHeroes) portrait += GameConstants::HERO_PORTRAIT_SHIFT; } else handler.serializeInt("portrait", portrait, -1); } } //primary skills if(handler.saving) { const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))); if(haveSkills) { auto primarySkills = handler.enterStruct("primarySkills"); for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i) { int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::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 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); const si32 rawId = secSkills.at(skillIndex).first; if(rawId < 0 || rawId >= VLC->skillh->size()) logGlobal->error("Invalid secondary skill %d", rawId); auto value = (*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey(); handler.serializeString("skill", value); value = NSecondarySkill::levels.at(secSkills.at(skillIndex).second); handler.serializeString("level", value); } } } else { auto secondarySkills = handler.getCurrent()["secondarySkills"]; secSkills.clear(); if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL) { secSkills.emplace_back(SecondarySkill::DEFAULT, -1); } else { auto addSkill = [this](const std::string & skillId, const std::string & levelId) { const int rawId = CSkillHandler::decodeSkill(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; } 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()); }; } } } 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); } static const std::vector FORMATIONS = { "wide", "tight" }; CCreatureSet::serializeJson(handler, "army", 7); handler.serializeEnum("formation", formation, FORMATIONS); { 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) { if(!appearance) { // crossoverDeserialize type = VLC->heroh->objects[subID]; 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); } bool CGHeroInstance::isMissionCritical() const { for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents) { if (event.effect.type != EventEffect::DEFEAT) continue; auto const & testFunctor = [&](const EventCondition & condition) { if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object) { const auto * hero = dynamic_cast(condition.object); return (hero != this); } if(condition.condition == EventCondition::IS_HUMAN) return true; return false; }; if(event.trigger.test(testFunctor)) return true; } return false; } void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const { TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, 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()); } } } VCMI_LIB_NAMESPACE_END