/* * HeroPoolProcessor.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 "HeroPoolProcessor.h" #include "CGameHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CPlayerState.h" #include "../lib/GameSettings.h" #include "../lib/NetPacks.h" #include "../lib/StartInfo.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/gameState/CGameState.h" #include "../lib/gameState/TavernHeroesPool.h" #include "../lib/gameState/TavernSlot.h" HeroPoolProcessor::HeroPoolProcessor() : gameHandler(nullptr) { } HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler) : gameHandler(gameHandler) { } bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player) { // our player is acting right now and have not ended turn if (player == gameHandler->gameState()->currentPlayer) return false; auto turnOrder = gameHandler->generatePlayerTurnOrder(); for (auto const & entry : turnOrder) { // our player is yet to start turn if (entry == gameHandler->gameState()->currentPlayer) return false; // our player have finished turn if (entry == player) return true; } assert(false); return false; } TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID) { const auto & heroesPool = gameHandler->gameState()->heroesPool; const auto & heroes = heroesPool->getHeroesFor(player); // if tavern has empty slot - use it if (heroes.size() == 0) return TavernHeroSlot::NATIVE; if (heroes.size() == 1) return TavernHeroSlot::RANDOM; // try to find "better" slot to overwrite // we want to avoid overwriting retreated heroes when tavern still has slot with random hero // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID)); auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID)); if (roleLeft > roleRight) return TavernHeroSlot::RANDOM; if (roleLeft < roleRight) return TavernHeroSlot::NATIVE; // both slots are equal in "value", so select randomly if (getRandomGenerator(player).nextInt(100) > 50) return TavernHeroSlot::RANDOM; else return TavernHeroSlot::NATIVE; } void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero) { SetAvailableHero sah; if (playerEndedTurn(color)) sah.roleID = TavernSlotRole::SURRENDERED_TODAY; else sah.roleID = TavernSlotRole::SURRENDERED; sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; sah.hid = hero->subID; gameHandler->sendAndApply(&sah); } void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero) { SetAvailableHero sah; if (playerEndedTurn(color)) sah.roleID = TavernSlotRole::RETREATED_TODAY; else sah.roleID = TavernSlotRole::RETREATED; sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; sah.hid = hero->subID; sah.army.clearSlots(); sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1); gameHandler->sendAndApply(&sah); } void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot) { SetAvailableHero sah; sah.player = color; sah.roleID = TavernSlotRole::NONE; sah.slotID = slot; sah.hid = HeroTypeID::NONE; gameHandler->sendAndApply(&sah); } void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy) { SetAvailableHero sah; sah.player = color; sah.slotID = slot; CGHeroInstance *newHero = pickHeroFor(needNativeHero, color); if (newHero) { sah.hid = newHero->subID; if (giveArmy) { sah.roleID = TavernSlotRole::FULL_ARMY; newHero->initArmy(getRandomGenerator(color), &sah.army); } else { sah.roleID = TavernSlotRole::SINGLE_UNIT; sah.army.clearSlots(); sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1); } } else { sah.hid = -1; } gameHandler->sendAndApply(&sah); } void HeroPoolProcessor::onNewWeek(const PlayerColor & color) { const auto & heroesPool = gameHandler->gameState()->heroesPool; const auto & heroes = heroesPool->getHeroesFor(color); const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId()); const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId()); bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY; bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY; if (resetNativeSlot) clearHeroFromSlot(color, TavernHeroSlot::NATIVE); if (resetRandomSlot) clearHeroFromSlot(color, TavernHeroSlot::RANDOM); if (resetNativeSlot) selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true); if (resetRandomSlot) selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true); } bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player) { const PlayerState * playerState = gameHandler->getPlayerState(player); const CGObjectInstance * mapObject = gameHandler->getObj(objectID); const CGTownInstance * town = gameHandler->getTown(objectID); if (!mapObject && gameHandler->complain("Invalid map object!")) return false; if (!playerState && gameHandler->complain("Invalid player!")) return false; if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!")) return false; if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!")) return false; if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!")) return false; if(town) //tavern in town { if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!")) return false; if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!")) return false; if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!")) return false; } if(mapObject->ID == Obj::TAVERN) { if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!")) return false; } auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player); const CGHeroInstance * recruitedHero = nullptr; for(const auto & hero : recruitableHeroes) { if(hero->subID == heroToRecruit) recruitedHero = hero; } if(!recruitedHero) { gameHandler->complain("Hero is not available for hiring!"); return false; } const auto targetPos = mapObject->visitablePos(); HeroRecruited hr; hr.tid = mapObject->id; hr.hid = recruitedHero->subID; hr.player = player; hr.tile = recruitedHero->convertFromVisitablePos(targetPos ); if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat) { //Create a new boat for hero gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum()); hr.boatId = gameHandler->getTopObj(targetPos)->id; } // apply netpack -> this will remove hired hero from pool gameHandler->sendAndApply(&hr); if(recruitableHeroes[0] == recruitedHero) selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false); else selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false); gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST); if(town) { gameHandler->visitCastleObjects(town, recruitedHero); gameHandler->giveSpells(town, recruitedHero); } return true; } std::vector HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const { std::vector result; const auto & heroesPool = gameHandler->gameState()->heroesPool; FactionID factionID = gameHandler->getPlayerSettings(player)->castle; for(auto & elem : heroesPool->unusedHeroesFromPool()) { if (vstd::contains(result, elem.second->type->heroClass)) continue; bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player); bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0; if(heroAvailable && !heroClassBanned) result.push_back(elem.second->type->heroClass); } return result; } std::vector HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const { std::vector result; const auto & heroesPool = gameHandler->gameState()->heroesPool; for(auto & elem : heroesPool->unusedHeroesFromPool()) { assert(!vstd::contains(result, elem.second)); bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player); bool heroClassMatches = elem.second->type->heroClass == heroClass; if(heroAvailable && heroClassMatches) result.push_back(elem.second); } return result; } const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player) { if(player >= PlayerColor::PLAYER_LIMIT) { logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr()); return nullptr; } FactionID factionID = gameHandler->getPlayerSettings(player)->castle; const auto & heroesPool = gameHandler->gameState()->heroesPool; const auto & currentTavern = heroesPool->getHeroesFor(player); std::vector potentialClasses = findAvailableClassesFor(player); std::vector possibleClasses; if(potentialClasses.empty()) { logGlobal->error("There are no heroes available for player %s!", player.getStr()); return nullptr; } for(const auto & heroClass : potentialClasses) { if (isNative && heroClass->faction != factionID) continue; bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){ return hero->type->heroClass == heroClass; }); if (hasSameClass) continue; possibleClasses.push_back(heroClass); } if (possibleClasses.empty()) { logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr()); possibleClasses = potentialClasses; } int totalWeight = 0; for(const auto & heroClass : possibleClasses) totalWeight += heroClass->selectionProbability.at(factionID); int roll = getRandomGenerator(player).nextInt(totalWeight - 1); for(const auto & heroClass : possibleClasses) { roll -= heroClass->selectionProbability.at(factionID); if(roll < 0) return heroClass; } return *possibleClasses.rbegin(); } CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player) { const CHeroClass * heroClass = pickClassFor(isNative, player); if(!heroClass) return nullptr; std::vector possibleHeroes = findAvailableHeroesFor(player, heroClass); assert(!possibleHeroes.empty()); if(possibleHeroes.empty()) return nullptr; return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player)); } CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player) { if (playerSeed.count(player) == 0) { int seed = gameHandler->getRandomGenerator().nextInt(); playerSeed.emplace(player, std::make_unique(seed)); } return *playerSeed.at(player); }