mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
917b1ffca8
- Added missing types for serialization - Fixed possible crash in removable objects (campfire) - Fixed typo in bank config
1377 lines
39 KiB
C++
1377 lines
39 KiB
C++
/*
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* CGHeroInstance.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGHeroInstance.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CModHandler.h"
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#include "../CSoundBase.h"
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#include "../CSpellHandler.h"
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#include "CObjectClassesHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../CCreatureHandler.h"
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using namespace boost::assign;
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = playerID;
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iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
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IObjectInterface::cb->sendAndApply(&iw);
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}
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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}
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static int lowestSpeed(const CGHeroInstance * chi)
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{
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if(!chi->Slots().size())
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{
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logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
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return 20;
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}
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auto i = chi->Slots().begin();
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//TODO? should speed modifiers (eg from artifacts) affect hero movement?
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int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
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for (;i!=chi->Slots().end();i++)
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{
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ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
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}
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return ret;
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}
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ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
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{
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//base move cost
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unsigned ret = 100;
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//if there is road both on dest and src tiles - use road movement cost
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if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
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{
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int road = std::min(dest.roadType,from.roadType); //used road ID
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switch(road)
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{
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case ERoadType::DIRT_ROAD:
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ret = 75;
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break;
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case ERoadType::GRAVEL_ROAD:
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ret = 65;
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break;
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case ERoadType::COBBLESTONE_ROAD:
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ret = 50;
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break;
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default:
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logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
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break;
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}
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}
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else
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{
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//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
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// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
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// This is clearly bug in H3 however intended behaviour is not clear.
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// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
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// will always have best penalty without any influence from player-defined stacks order
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bool nativeArmy = true;
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for(auto stack : stacks)
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{
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int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
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if (nativeTerrain != -1 && nativeTerrain != from.terType)
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{
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nativeArmy = false;
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break;
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}
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}
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if (!nativeArmy)
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ret = VLC->heroh->terrCosts[from.terType];
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}
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return ret;
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}
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int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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{
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if (toh3m)
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{
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src.x+=1;
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return src;
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}
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else
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{
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src.x-=1;
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return src;
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}
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}
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int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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{
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if (h3m)
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{
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return pos;
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}
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else
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{
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return convertPosition(pos,false);
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}
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}
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bool CGHeroInstance::canWalkOnSea() const
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{
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return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
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}
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ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
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{
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for(auto & elem : secSkills)
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if(elem.first == skill)
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return elem.second;
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return 0;
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}
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void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
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{
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if(getSecSkillLevel(which) == 0)
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{
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secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
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updateSkill(which, val);
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}
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else
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{
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for (auto & elem : secSkills)
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{
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if(elem.first == which)
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{
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if(abs)
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elem.second = val;
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else
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elem.second += val;
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if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
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{
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logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
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elem.second = 3;
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}
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updateSkill(which, elem.second); //when we know final value
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}
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}
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}
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}
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bool CGHeroInstance::canLearnSkill() const
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{
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return secSkills.size() < GameConstants::SKILL_PER_HERO;
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}
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int CGHeroInstance::maxMovePoints(bool onLand) const
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{
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int base;
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if(onLand)
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{
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// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
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static const int baseSpeed = 1300; // base speed from creature with 0 speed
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int armySpeed = lowestSpeed(this) * 20 / 3;
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base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
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vstd::abetween(base, 1500, 2000); // base speed is limited by these values
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}
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else
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{
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base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
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}
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const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
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const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
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const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
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const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
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return int(base* (1+modifier)) + bonus;
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}
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CGHeroInstance::CGHeroInstance()
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: IBoatGenerator(this)
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{
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setNodeType(HERO);
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ID = Obj::HERO;
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tacticFormationEnabled = inTownGarrison = false;
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mana = movement = portrait = level = -1;
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isStanding = true;
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moveDir = 4;
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exp = 0xffffffff;
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visitedTown = nullptr;
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type = nullptr;
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boat = nullptr;
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commander = nullptr;
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sex = 0xff;
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secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
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}
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void CGHeroInstance::initHero(HeroTypeID SUBID)
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{
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subID = SUBID.getNum();
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initHero();
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}
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void CGHeroInstance::setType(si32 ID, si32 subID)
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{
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assert(ID == Obj::HERO); // just in case
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type = VLC->heroh->heroes[subID];
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portrait = type->imageIndex;
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CGObjectInstance::setType(ID, type->heroClass->id);
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randomizeArmy(type->heroClass->faction);
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}
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void CGHeroInstance::initHero()
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{
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assert(validTypes(true));
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if(!type)
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type = VLC->heroh->heroes[subID];
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if (ID == Obj::HERO)
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appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
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if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
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{
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for(auto spellID : type->spells)
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spells.insert(spellID);
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}
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else //remove placeholder
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spells -= SpellID::PRESET;
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if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
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putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
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if(!getArt(ArtifactPosition::MACH4))
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putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
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if(portrait < 0 || portrait == 255)
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portrait = type->imageIndex;
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if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
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{
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for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
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}
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}
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if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
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secSkills = type->secSkillsInit;
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if (!name.length())
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name = type->name;
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if (sex == 0xFF)//sex is default
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sex = type->sex;
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setFormation(false);
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if (!stacksCount()) //standard army//initial army
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{
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initArmy();
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}
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assert(validTypes());
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level = 1;
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if(exp == 0xffffffff)
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{
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initExp();
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}
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else
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{
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levelUpAutomatically();
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}
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if (VLC->modh->modules.COMMANDERS && !commander)
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{
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commander = new CCommanderInstance(type->heroClass->commander->idNumber);
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commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
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commander->giveStackExp (exp); //after our exp is set
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}
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if (mana < 0)
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mana = manaLimit();
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}
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void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
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{
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if(!dst)
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dst = this;
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int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
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int pom = cb->gameState()->getRandomGenerator().nextInt(99);
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int warMachinesGiven = 0;
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if(pom < 9)
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howManyStacks = 1;
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else if(pom < 79)
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howManyStacks = 2;
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else
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howManyStacks = 3;
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vstd::amin(howManyStacks, type->initialArmy.size());
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for(int stackNo=0; stackNo < howManyStacks; stackNo++)
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{
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auto & stack = type->initialArmy[stackNo];
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int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
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if(stack.creature >= CreatureID::CATAPULT &&
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stack.creature <= CreatureID::ARROW_TOWERS) //war machine
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{
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warMachinesGiven++;
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if(dst != this)
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continue;
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int slot = -1;
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ArtifactID aid = ArtifactID::NONE;
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switch (stack.creature)
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{
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case CreatureID::CATAPULT:
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slot = ArtifactPosition::MACH4;
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aid = ArtifactID::CATAPULT;
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break;
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default:
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aid = CArtHandler::creatureToMachineID(stack.creature);
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slot = 9 + aid;
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break;
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}
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auto convSlot = ArtifactPosition(slot);
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if(!getArt(convSlot))
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putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
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else
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logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
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}
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else
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dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
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}
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}
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CGHeroInstance::~CGHeroInstance()
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{
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commander.dellNull();
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}
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bool CGHeroInstance::needsLastStack() const
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{
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return true;
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}
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void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
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{
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if(h == this) return; //exclude potential self-visiting
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if (ID == Obj::HERO)
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{
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if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
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{
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//exchange
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cb->heroExchange(h->id, id);
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}
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else //battle
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{
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if(visitedTown) //we're in town
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visitedTown->onHeroVisit(h); //town will handle attacking
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else
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cb->startBattleI(h, this);
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}
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}
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else if(ID == Obj::PRISON)
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{
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int txt_id;
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if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
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{
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cb->changeObjPos(id,pos+int3(1,0,0),0);
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//update hero parameters
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SetMovePoints smp;
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smp.hid = id;
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smp.val = maxMovePoints (true); //TODO: hota prison on water?
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cb->setMovePoints (&smp);
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cb->setManaPoints (id, manaLimit());
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cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
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cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
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txt_id = 102;
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}
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else //already 8 wandering heroes
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{
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txt_id = 103;
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}
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showInfoDialog(h,txt_id,soundBase::ROGUE);
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}
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}
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std::string CGHeroInstance::getObjectName() const
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{
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if(ID != Obj::PRISON)
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{
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std::string hoverName = VLC->generaltexth->allTexts[15];
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boost::algorithm::replace_first(hoverName,"%s",name);
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boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
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return hoverName;
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}
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else
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return CGObjectInstance::getObjectName();
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}
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const std::string & CGHeroInstance::getBiography() const
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{
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if (biography.length())
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return biography;
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return type->biography;
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}
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ui8 CGHeroInstance::maxlevelsToMagicSchool() const
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{
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return type->heroClass->isMagicHero() ? 3 : 4;
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}
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ui8 CGHeroInstance::maxlevelsToWisdom() const
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{
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return type->heroClass->isMagicHero() ? 3 : 6;
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}
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void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
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{
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magicSchoolCounter = 1;
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}
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void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
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{
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wisdomCounter = 1;
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}
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void CGHeroInstance::initObj()
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{
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blockVisit = true;
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auto hs = new HeroSpecial();
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hs->setNodeType(CBonusSystemNode::SPECIALTY);
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attachTo(hs); //do we ever need to detach it?
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if(!type)
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initHero(); //TODO: set up everything for prison before specialties are configured
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skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
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skillsInfo.resetMagicSchoolCounter();
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skillsInfo.resetWisdomCounter();
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if (ID != Obj::PRISON)
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{
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auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
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if (customApp)
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appearance = customApp.get();
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}
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for(const auto &spec : type->spec) //TODO: unfity with bonus system
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{
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auto bonus = new Bonus();
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bonus->val = spec.val;
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bonus->sid = id.getNum(); //from the hero, specialty has no unique id
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bonus->duration = Bonus::PERMANENT;
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bonus->source = Bonus::HERO_SPECIAL;
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switch (spec.type)
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{
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case 1:// creature specialty
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{
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hs->growsWithLevel = true;
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const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
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//int creLevel = specCreature.level;
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//if(!creLevel)
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//{
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// if(spec.additionalinfo == 146)
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// creLevel = 5; //treat ballista as 5-level
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// else
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// {
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// logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
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// continue;
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// }
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//}
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//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
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bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
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bonus->type = Bonus::PRIMARY_SKILL;
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bonus->valType = Bonus::ADDITIVE_VALUE;
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bonus->subtype = PrimarySkill::ATTACK;
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hs->addNewBonus(bonus);
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bonus = new Bonus(*bonus);
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bonus->subtype = PrimarySkill::DEFENSE;
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hs->addNewBonus(bonus);
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//values will be calculated later
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|
|
bonus = new Bonus(*bonus);
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
bonus->val = 1; //+1 speed
|
|
hs->addNewBonus(bonus);
|
|
}
|
|
break;
|
|
case 2://secondary skill
|
|
hs->growsWithLevel = true;
|
|
bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
|
|
bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
|
|
bonus->subtype = spec.subtype; //skill id
|
|
bonus->val = spec.val; //value per level, in percent
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
|
|
switch (spec.additionalinfo)
|
|
{
|
|
case 0: //normal
|
|
bonus->valType = Bonus::PERCENT_TO_BASE;
|
|
break;
|
|
case 1: //when it's navigation or there's no 'base' at all
|
|
bonus->valType = Bonus::PERCENT_TO_ALL;
|
|
break;
|
|
}
|
|
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 3://spell damage bonus, level dependent but calculated elsewhere
|
|
bonus->type = Bonus::SPECIAL_SPELL_LEV;
|
|
bonus->subtype = spec.subtype;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 4://creature stat boost
|
|
switch (spec.subtype)
|
|
{
|
|
case 1://attack
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->subtype = PrimarySkill::ATTACK;
|
|
break;
|
|
case 2://defense
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->subtype = PrimarySkill::DEFENSE;
|
|
break;
|
|
case 3:
|
|
bonus->type = Bonus::CREATURE_DAMAGE;
|
|
bonus->subtype = 0; //both min and max
|
|
break;
|
|
case 4://hp
|
|
bonus->type = Bonus::STACK_HEALTH;
|
|
break;
|
|
case 5:
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
bonus->additionalInfo = spec.additionalinfo; //creature id
|
|
bonus->valType = Bonus::ADDITIVE_VALUE;
|
|
bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 5://spell damage bonus in percent
|
|
bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
|
|
bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
|
|
bonus->subtype = spec.subtype; //spell id
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 6://damage bonus for bless (Adela)
|
|
bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
|
|
bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
|
|
bonus->additionalInfo = spec.additionalinfo; //damage factor
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 7://maxed mastery for spell
|
|
bonus->type = Bonus::MAXED_SPELL;
|
|
bonus->subtype = spec.subtype; //spell i
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 8://peculiar spells - enchantments
|
|
bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
|
|
bonus->subtype = spec.subtype; //spell id
|
|
bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 9://upgrade creatures
|
|
{
|
|
const auto &creatures = VLC->creh->creatures;
|
|
bonus->type = Bonus::SPECIAL_UPGRADE;
|
|
bonus->subtype = spec.subtype; //base id
|
|
bonus->additionalInfo = spec.additionalinfo; //target id
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
|
|
for(auto cre_id : creatures[spec.subtype]->upgrades)
|
|
{
|
|
bonus->subtype = cre_id; //propagate for regular upgrades of base creature
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
}
|
|
vstd::clear_pointer(bonus);
|
|
break;
|
|
}
|
|
case 10://resource generation
|
|
bonus->type = Bonus::GENERATE_RESOURCE;
|
|
bonus->subtype = spec.subtype;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 11://starting skill with mastery (Adrienne)
|
|
setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
|
|
break;
|
|
case 12://army speed
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 13://Dragon bonuses (Mutare)
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->valType = Bonus::ADDITIVE_VALUE;
|
|
switch (spec.subtype)
|
|
{
|
|
case 1:
|
|
bonus->subtype = PrimarySkill::ATTACK;
|
|
break;
|
|
case 2:
|
|
bonus->subtype = PrimarySkill::DEFENSE;
|
|
break;
|
|
}
|
|
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
default:
|
|
logGlobal->warnStream() << "Unexpected hero specialty " << type;
|
|
}
|
|
}
|
|
specialty.push_back(hs); //will it work?
|
|
|
|
for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
|
|
{
|
|
auto hs = new HeroSpecial();
|
|
attachTo(hs); //do we ever need to detach it?
|
|
|
|
hs->setNodeType(CBonusSystemNode::SPECIALTY);
|
|
for (auto bonus : hs2.bonuses)
|
|
{
|
|
hs->addNewBonus (bonus);
|
|
}
|
|
hs->growsWithLevel = hs2.growsWithLevel;
|
|
|
|
specialty.push_back(hs); //will it work?
|
|
}
|
|
|
|
//initialize bonuses
|
|
recreateSecondarySkillsBonuses();
|
|
Updatespecialty();
|
|
|
|
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
|
|
type->name = name;
|
|
}
|
|
void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
|
|
{
|
|
for (auto hs : specialty)
|
|
{
|
|
if (hs->growsWithLevel)
|
|
{
|
|
//const auto &creatures = VLC->creh->creatures;
|
|
|
|
for(Bonus * b : hs->getBonusList())
|
|
{
|
|
switch (b->type)
|
|
{
|
|
case Bonus::SECONDARY_SKILL_PREMY:
|
|
b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
|
|
break; //use only hero skills as bonuses to avoid feedback loop
|
|
case Bonus::PRIMARY_SKILL: //for creatures, that is
|
|
{
|
|
const CCreature * cre = nullptr;
|
|
int creLevel = 0;
|
|
if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
|
|
{
|
|
cre = creatureLimiter->creature;
|
|
creLevel = cre->level;
|
|
if (!creLevel)
|
|
{
|
|
creLevel = 5; //treat ballista as tier 5
|
|
}
|
|
}
|
|
else //no creature found, can't calculate value
|
|
{
|
|
logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
|
|
break;
|
|
}
|
|
|
|
double primSkillModifier = (int)(level / creLevel) / 20.0;
|
|
int param;
|
|
switch (b->subtype)
|
|
{
|
|
case PrimarySkill::ATTACK:
|
|
param = cre->Attack();
|
|
break;
|
|
case PrimarySkill::DEFENSE:
|
|
param = cre->Defense();
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::recreateSecondarySkillsBonuses()
|
|
{
|
|
auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
|
|
for(auto bonus : *secondarySkillsBonuses)
|
|
removeBonus(bonus);
|
|
|
|
for(auto skill_info : secSkills)
|
|
updateSkill(SecondarySkill(skill_info.first), skill_info.second);
|
|
}
|
|
|
|
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
|
{
|
|
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
|
|
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
|
|
bool luck = which == SecondarySkill::LUCK;
|
|
Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
|
|
|
|
Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
|
|
if(!b)
|
|
{
|
|
b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
|
|
addNewBonus(b);
|
|
}
|
|
else
|
|
b->val = +val;
|
|
}
|
|
else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
|
|
{
|
|
|
|
if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
|
|
b->val = +val;
|
|
else
|
|
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
|
|
}
|
|
|
|
int skillVal = 0;
|
|
switch (which)
|
|
{
|
|
case SecondarySkill::ARCHERY:
|
|
switch (val)
|
|
{
|
|
case 1:
|
|
skillVal = 10; break;
|
|
case 2:
|
|
skillVal = 25; break;
|
|
case 3:
|
|
skillVal = 50; break;
|
|
}
|
|
break;
|
|
case SecondarySkill::LOGISTICS:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::NAVIGATION:
|
|
skillVal = 50 * val; break;
|
|
case SecondarySkill::MYSTICISM:
|
|
skillVal = val; break;
|
|
case SecondarySkill::EAGLE_EYE:
|
|
skillVal = 30 + 10 * val; break;
|
|
case SecondarySkill::NECROMANCY:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::LEARNING:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::OFFENCE:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::ARMORER:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::INTELLIGENCE:
|
|
skillVal = 25 << (val-1); break;
|
|
case SecondarySkill::SORCERY:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::RESISTANCE:
|
|
skillVal = 5 << (val-1); break;
|
|
case SecondarySkill::FIRST_AID:
|
|
skillVal = 25 + 25*val; break;
|
|
case SecondarySkill::ESTATES:
|
|
skillVal = 125 << (val-1); break;
|
|
}
|
|
|
|
|
|
Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
|
|
if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
|
|
.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
|
|
{
|
|
b->val = skillVal;
|
|
b->valType = skillValType;
|
|
}
|
|
else
|
|
{
|
|
auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
|
|
bonus->source = Bonus::SECONDARY_SKILL;
|
|
addNewBonus(bonus);
|
|
}
|
|
|
|
}
|
|
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 exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
|
|
}
|
|
|
|
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
|
|
{
|
|
si16 skill = -1; //skill level
|
|
|
|
#define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId) \
|
|
if(spell-> schoolName) \
|
|
{ \
|
|
int thisSchool = std::max<int>(getSecSkillLevel( \
|
|
SecondarySkill(14 + (schoolMechanicsId))), \
|
|
valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \
|
|
if(thisSchool > skill) \
|
|
{ \
|
|
skill = thisSchool; \
|
|
if(outSelectedSchool) \
|
|
*outSelectedSchool = schoolOutId; \
|
|
} \
|
|
}
|
|
TRY_SCHOOL(fire, 0, 1)
|
|
TRY_SCHOOL(air, 1, 0)
|
|
TRY_SCHOOL(water, 2, 2)
|
|
TRY_SCHOOL(earth, 3, 3)
|
|
#undef TRY_SCHOOL
|
|
|
|
|
|
|
|
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
|
|
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
|
|
if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
|
|
skill = 3;
|
|
assert(skill >= 0 && skill <= 3);
|
|
return skill;
|
|
}
|
|
|
|
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
|
|
{
|
|
if(!getArt(ArtifactPosition::SPELLBOOK)) //if hero has no spellbook
|
|
return false;
|
|
|
|
if (spell->isSpecialSpell())
|
|
{
|
|
if (vstd::contains(spells, spell->id))
|
|
{//hero has this spell in spellbook
|
|
logGlobal->errorStream() << "Special spell in spellbook "<<spell->name;
|
|
}
|
|
|
|
if (hasBonusOfType(Bonus::SPELL, spell->id))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if(vstd::contains(spells, spell->id) //hero has this spell in spellbook
|
|
|| (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
|
|
|| (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
|
|
|| (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
|
|
|| (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
|
|
|| hasBonusOfType(Bonus::SPELL, spell->id)
|
|
|| hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level)
|
|
)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
|
|
// Hero knows necromancy or has Necromancer Cloak
|
|
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<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
|
|
ui32 raisedUnits = 0;
|
|
|
|
// Figure out what to raise and how many.
|
|
const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
|
|
const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
|
|
const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
|
|
const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
|
|
|
|
//calculate creatures raised from each defeated stack
|
|
for (auto & casualtie : casualties)
|
|
{
|
|
// Get lost enemy hit points convertible to units.
|
|
CCreature * c = VLC->creh->creatures[casualtie.first];
|
|
|
|
const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
|
|
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
|
|
}
|
|
|
|
// Make room for new units.
|
|
SlotID slot = getSlotFor(raisedUnitType->idNumber);
|
|
if (slot == SlotID())
|
|
{
|
|
// If there's no room for unit, try it's upgraded version 2/3rds the size.
|
|
raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
|
|
raisedUnits = (raisedUnits*2)/3;
|
|
|
|
slot = getSlotFor(raisedUnitType->idNumber);
|
|
}
|
|
if (raisedUnits <= 0)
|
|
raisedUnits = 1;
|
|
|
|
return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
|
|
}
|
|
|
|
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) const
|
|
{
|
|
InfoWindow iw;
|
|
iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().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::getSightRadious() const
|
|
{
|
|
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
|
|
}
|
|
|
|
si32 CGHeroInstance::manaRegain() const
|
|
{
|
|
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
|
|
return manaLimit();
|
|
|
|
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
|
|
}
|
|
|
|
// /**
|
|
// * 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->artifacts[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<int3> &offsets) const
|
|
{
|
|
static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
for (auto & dir : dirs)
|
|
offsets += dir;
|
|
}
|
|
|
|
int CGHeroInstance::getSpellCost(const CSpell *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(new Bonus(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()
|
|
{
|
|
exp = cb->gameState()->getRandomGenerator().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::deserializationFix()
|
|
{
|
|
artDeserializationFix(this);
|
|
|
|
for (auto hs : specialty)
|
|
{
|
|
attachTo (hs);
|
|
}
|
|
}
|
|
|
|
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 /*= false*/) const
|
|
{
|
|
if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
|
|
return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
|
|
|
|
return 0; //take all MPs otherwise
|
|
}
|
|
|
|
CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
|
|
{
|
|
if(movement < maxMovePoints(true))
|
|
return LACK_OF_MOVEMENT;
|
|
else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
|
|
return WRONG_TERRAIN;
|
|
else
|
|
{
|
|
const TerrainTile *t = cb->getTile(getPosition());
|
|
//TODO look for hole
|
|
//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
|
|
if(/*hlp.length() || */t->blockingObjects.size() > 1)
|
|
return TILE_OCCUPIED;
|
|
else
|
|
return CAN_DIG;
|
|
}
|
|
}
|
|
|
|
ArtBearer::ArtBearer CGHeroInstance::bearerType() const
|
|
{
|
|
return ArtBearer::HERO;
|
|
}
|
|
|
|
std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
|
|
{
|
|
std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
|
|
if (!skillsInfo.wisdomCounter)
|
|
{
|
|
if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
|
|
obligatorySkills.push_back(SecondarySkill::WISDOM);
|
|
}
|
|
if (!skillsInfo.magicSchoolCounter)
|
|
{
|
|
std::vector<SecondarySkill> ss;
|
|
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 (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
|
|
{
|
|
obligatorySkills.push_back(skill);
|
|
break; //only one
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<SecondarySkill> skills;
|
|
//picking sec. skills for choice
|
|
std::set<SecondarySkill> basicAndAdv, expert, none;
|
|
for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
|
|
if (cb->isAllowed(2,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());
|
|
}
|
|
|
|
return skills;
|
|
}
|
|
|
|
PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
|
|
{
|
|
assert(gainsLevel());
|
|
int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
|
|
const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
|
|
|
|
for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
|
|
{
|
|
pom += skillChances[primarySkill];
|
|
if(randomValue < pom)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
|
|
return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
|
|
}
|
|
|
|
boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
|
|
{
|
|
assert(gainsLevel());
|
|
|
|
boost::optional<SecondarySkill> chosenSecondarySkill;
|
|
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
if(!proposedSecondarySkills.empty())
|
|
{
|
|
std::vector<SecondarySkill> learnedSecondarySkills;
|
|
for(auto secondarySkill : proposedSecondarySkills)
|
|
{
|
|
if(getSecSkillLevel(secondarySkill) > 0)
|
|
{
|
|
learnedSecondarySkills.push_back(secondarySkill);
|
|
}
|
|
}
|
|
|
|
auto & rand = cb->gameState()->getRandomGenerator();
|
|
if(learnedSecondarySkills.empty())
|
|
{
|
|
// there are only new skills to learn, so choose anyone of them
|
|
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
|
|
}
|
|
else
|
|
{
|
|
// preferably upgrade a already learned secondary skill
|
|
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
|
|
}
|
|
}
|
|
return chosenSecondarySkill;
|
|
}
|
|
|
|
void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
|
|
{
|
|
if(primarySkill < PrimarySkill::EXPERIENCE)
|
|
{
|
|
Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
|
|
.And(Selector::subtype(primarySkill))
|
|
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
|
|
assert(skill);
|
|
|
|
if(abs)
|
|
{
|
|
skill->val = value;
|
|
}
|
|
else
|
|
{
|
|
skill->val += value;
|
|
}
|
|
}
|
|
else if(primarySkill == PrimarySkill::EXPERIENCE)
|
|
{
|
|
if(abs)
|
|
{
|
|
exp = value;
|
|
}
|
|
else
|
|
{
|
|
exp += value;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::gainsLevel() const
|
|
{
|
|
return exp >= VLC->heroh->reqExp(level+1);
|
|
}
|
|
|
|
void CGHeroInstance::levelUp(std::vector<SecondarySkill> 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;
|
|
}
|
|
}
|
|
|
|
//specialty
|
|
Updatespecialty();
|
|
}
|
|
|
|
void CGHeroInstance::levelUpAutomatically()
|
|
{
|
|
while(gainsLevel())
|
|
{
|
|
const auto primarySkill = nextPrimarySkill();
|
|
setPrimarySkill(primarySkill, 1, false);
|
|
|
|
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
|
|
const auto secondarySkill = nextSecondarySkill();
|
|
if(secondarySkill)
|
|
{
|
|
setSecSkillLevel(*secondarySkill, 1, false);
|
|
}
|
|
|
|
//TODO why has the secondary skills to be passed to the method?
|
|
levelUp(proposedSecondarySkills);
|
|
}
|
|
}
|