mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
364 lines
11 KiB
C++
364 lines
11 KiB
C++
/*
|
|
* 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/CHeroHandler.h"
|
|
#include "../../lib/CPlayerState.h"
|
|
#include "../../lib/GameSettings.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"
|
|
|
|
HeroPoolProcessor::HeroPoolProcessor()
|
|
: gameHandler(nullptr)
|
|
{
|
|
}
|
|
|
|
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();
|
|
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);
|
|
|
|
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->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 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)
|
|
{
|
|
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 = gameHandler->gameState()->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->createObject(targetPos, player, 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<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
|
|
{
|
|
std::vector<const CHeroClass *> 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<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
|
|
{
|
|
std::vector<CGHeroInstance *> 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.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<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
|
|
std::vector<const CHeroClass *> 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->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<CGHeroInstance *> 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<CRandomGenerator>(seed));
|
|
}
|
|
|
|
return *playerSeed.at(player);
|
|
}
|