/* * 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 "TurnOrderProcessor.h" #include "../CGameHandler.h" #include "../../lib/CRandomGenerator.h" #include "../../lib/CHeroHandler.h" #include "../../lib/CPlayerState.h" #include "../../lib/IGameSettings.h" #include "../../lib/StartInfo.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/networkPacks/PacksForClient.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/gameState/TavernHeroesPool.h" #include "../../lib/gameState/TavernSlot.h" #include "../../lib/IGameSettings.h" HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler) : gameHandler(gameHandler) { } 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(heroes[0]->getHeroType()); auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType()); 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; sah.roleID = TavernSlotRole::SURRENDERED; sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; sah.hid = hero->getHeroType(); sah.replenishPoints = false; gameHandler->sendAndApply(sah); } void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero) { SetAvailableHero sah; sah.roleID = TavernSlotRole::RETREATED; sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; sah.hid = hero->getHeroType(); sah.army.clearSlots(); sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1); sah.replenishPoints = false; 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; sah.replenishPoints = false; gameHandler->sendAndApply(sah); } void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero) { SetAvailableHero sah; sah.player = color; sah.slotID = slot; sah.replenishPoints = true; CGHeroInstance *newHero = (nextHero == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero]; if (newHero) { sah.hid = newHero->getHeroType(); 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 = HeroTypeID::NONE; } gameHandler->sendAndApply(sah); } void HeroPoolProcessor::onNewWeek(const PlayerColor & color) { clearHeroFromSlot(color, TavernHeroSlot::NATIVE); clearHeroFromSlot(color, TavernHeroSlot::RANDOM); selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true); selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true); } bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero) { const PlayerState * playerState = gameHandler->getPlayerState(player); const CGObjectInstance * mapObject = gameHandler->getObj(objectID); const CGTownInstance * town = gameHandler->getTown(objectID); const auto & heroesPool = gameHandler->gameState()->heroesPool; 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) >= gameHandler->getSettings().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) >= gameHandler->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!")) return false; if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero { if(!gameHandler->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!")) return false; if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!")) return false; if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!")) 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) { const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject); if (!visitor || visitor->getOwner() != player) { gameHandler->complain("Can't buy hero in tavern not being visited!"); return false; } if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!")) return false; } auto recruitableHeroes = heroesPool->getHeroesFor(player); const CGHeroInstance * recruitedHero = nullptr; for(const auto & hero : recruitableHeroes) { if(hero->getHeroType() == 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->getHeroType(); hr.player = player; hr.tile = recruitedHero->convertFromVisitablePos(targetPos ); if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat) { //Create a new boat for hero gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player); 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, nextHero); else selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero); gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST); if(town) gameHandler->objectVisited(town, recruitedHero); // If new hero has scouting he might reveal more terrain than we saw before gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED); 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(const 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->tavernProbability(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(const 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.isValidPlayer()) { logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString()); 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.toString()); 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.toString()); possibleClasses = potentialClasses; } int totalWeight = 0; for(const auto & heroClass : possibleClasses) totalWeight += heroClass->tavernProbability(factionID); int roll = getRandomGenerator(player).nextInt(totalWeight - 1); for(const auto & heroClass : possibleClasses) { roll -= heroClass->tavernProbability(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)); } vstd::RNG & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero) { if (heroSeed.count(hero) == 0) { int seed = gameHandler->getRandomGenerator().nextInt(); heroSeed.emplace(hero, std::make_unique(seed)); } return *heroSeed.at(hero); } vstd::RNG & 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); }