mirror of
https://github.com/vcmi/vcmi.git
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6ddcb079a4
* Universities, Scholars and Witch Huts may offer new skills * Moved encode/decodeSkill to CSkillHandler * Refactored CSkill interface and CSkill::LevelInfo image storage * Legacy game constants renamed to ORIGINAL_XXX_QUANTITY
1569 lines
43 KiB
C++
1569 lines
43 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 "../spells/CSpellHandler.h"
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#include "../CSkillHandler.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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#include "../CTownHandler.h"
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#include "../mapping/CMap.h"
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#include "CGTownInstance.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../StringConstants.h"
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#include "../battle/Unit.h"
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
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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 = 0)
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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->stacksCount())
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{
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logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
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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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ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
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return ret;
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}
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ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
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{
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unsigned ret = GameConstants::BASE_MOVEMENT_COST;
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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->error("Unknown road type: %d", road);
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break;
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}
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}
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else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
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{
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ret = VLC->heroh->terrCosts[from.terType];
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ret -= valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING));
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if(ret < GameConstants::BASE_MOVEMENT_COST)
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ret = GameConstants::BASE_MOVEMENT_COST;
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}
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return ret;
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}
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int CGHeroInstance::getNativeTerrain() const
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{
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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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// TODO: What should we do if all hero stacks are neutral creatures?
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int nativeTerrain = -1;
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for(auto stack : stacks)
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{
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int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
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if(stackNativeTerrain == -1)
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continue;
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if(nativeTerrain == -1)
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nativeTerrain = stackNativeTerrain;
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else if(nativeTerrain != stackNativeTerrain)
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return -1;
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}
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return nativeTerrain;
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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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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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updateSkillBonus(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->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
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elem.second = 3;
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}
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updateSkillBonus(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 TurnInfo * ti) const
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{
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bool localTi = false;
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if(!ti)
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{
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localTi = true;
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ti = new TurnInfo(this);
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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 = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
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const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
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const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
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if(localTi)
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delete ti;
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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 = UNINITIALIZED_MANA;
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movement = UNINITIALIZED_MOVEMENT;
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portrait = UNINITIALIZED_PORTRAIT;
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isStanding = true;
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moveDir = 4;
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level = 1;
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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(CRandomGenerator & rand, HeroTypeID SUBID)
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{
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subID = SUBID.getNum();
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initHero(rand);
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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); // to find object handler we must use heroClass->id
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this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
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randomizeArmy(type->heroClass->faction);
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}
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void CGHeroInstance::initHero(CRandomGenerator & rand)
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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(ArtifactID::SPELLBOOK));
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if(!getArt(ArtifactPosition::MACH4))
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putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //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(rand);
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}
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assert(validTypes());
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if(exp == 0xffffffff)
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{
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initExp(rand);
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}
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else
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{
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levelUpAutomatically(rand);
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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(CRandomGenerator & rand, IArmyDescriptor * dst)
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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 = rand.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 = rand.nextInt(stack.minAmount, stack.maxAmount);
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const CCreature * creature = stack.creature.toCreature();
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if(creature == nullptr)
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{
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logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
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continue;
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}
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if(creature->warMachine != ArtifactID::NONE) //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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ArtifactID aid = creature->warMachine;
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const CArtifact * art = aid.toArtifact();
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if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
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{
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//TODO: should we try another possible slots?
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ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
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if(!getArt(slot))
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putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
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else
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logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
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}
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else
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{
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logGlobal->error("Hero %s has invalid war machine in initial army", name);
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}
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}
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else
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{
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dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
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}
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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);
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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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CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
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{
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rand.setSeed(0);
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magicSchoolCounter = 1;
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wisdomCounter = 1;
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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(CRandomGenerator & rand)
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{
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blockVisit = true;
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if(!type)
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initHero(rand); //TODO: set up everything for prison before specialties are configured
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skillsInfo.rand.setSeed(rand.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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//copy active (probably growing) bonuses from hero prototype to hero object
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for(std::shared_ptr<Bonus> b : type->specialty)
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addNewBonus(b);
|
|
//dito for old-style bonuses -> compatibility for old savegames
|
|
for(SSpecialtyBonus & sb : type->specialtyDeprecated)
|
|
for(std::shared_ptr<Bonus> b : sb.bonuses)
|
|
addNewBonus(b);
|
|
for(SSpecialtyInfo & spec : type->specDeprecated)
|
|
for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
|
|
addNewBonus(b);
|
|
|
|
//initialize bonuses
|
|
recreateSecondarySkillsBonuses();
|
|
|
|
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
|
|
type->name = name;
|
|
}
|
|
|
|
void CGHeroInstance::recreateSecondarySkillsBonuses()
|
|
{
|
|
auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
|
|
for(auto bonus : *secondarySkillsBonuses)
|
|
removeBonus(bonus);
|
|
|
|
for(auto skill_info : secSkills)
|
|
if(skill_info.second > 0)
|
|
updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
|
|
}
|
|
|
|
void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
|
|
{
|
|
auto HeroSpecialToSpecialtyBonus = [](HeroSpecial & hs) -> SSpecialtyBonus
|
|
{
|
|
SSpecialtyBonus sb;
|
|
sb.growsWithLevel = hs.growsWithLevel;
|
|
sb.bonuses = hs.getBonusList();
|
|
return sb;
|
|
};
|
|
|
|
for(HeroSpecial * hs : specialtyDeprecated)
|
|
{
|
|
for(std::shared_ptr<Bonus> b : SpecialtyBonusToBonuses(HeroSpecialToSpecialtyBonus(*hs)))
|
|
addNewBonus(b);
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
|
|
{
|
|
removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
|
|
auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
|
|
for (auto b : skillBonus)
|
|
addNewBonus(std::make_shared<Bonus>(*b));
|
|
}
|
|
|
|
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
|
|
{
|
|
if(what == ObjProperty::PRIMARY_STACK_COUNT)
|
|
setStackCount(SlotID(0), val);
|
|
}
|
|
|
|
TFaction CGHeroInstance::getFaction() const
|
|
{
|
|
return type->heroClass->faction;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int32_t CGHeroInstance::getCasterUnitId() const
|
|
{
|
|
return -1; //TODO: special value for attacker/defender hero
|
|
}
|
|
|
|
ui8 CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int * outSelectedSchool) const
|
|
{
|
|
si16 skill = -1; //skill level
|
|
|
|
spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
|
|
{
|
|
int thisSchool = std::max<int>(
|
|
valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
|
|
valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
|
|
if(thisSchool > skill)
|
|
{
|
|
skill = thisSchool;
|
|
if(outSelectedSchool)
|
|
*outSelectedSchool = (ui8)cnf.id;
|
|
}
|
|
});
|
|
|
|
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
|
|
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
|
|
|
|
vstd::amax(skill, 0); //in case we don't know any school
|
|
vstd::amin(skill, 3);
|
|
return skill;
|
|
}
|
|
|
|
int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
|
|
{
|
|
//applying sorcery secondary skill
|
|
|
|
base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
|
|
base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0;
|
|
|
|
int maxSchoolBonus = 0;
|
|
|
|
spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
|
|
{
|
|
vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
|
|
});
|
|
|
|
base *= (100.0 + maxSchoolBonus) / 100.0;
|
|
|
|
if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
|
|
base *= (100. + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0;
|
|
|
|
return base;
|
|
}
|
|
|
|
int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
|
|
{
|
|
base *= (100.0 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0;
|
|
return base;
|
|
}
|
|
|
|
int CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
|
|
{
|
|
if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
|
|
return 3;//todo: recheck specialty from where this bonus is. possible bug
|
|
else
|
|
return getSpellSchoolLevel(spell);
|
|
}
|
|
|
|
int CGHeroInstance::getEffectPower(const spells::Spell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
}
|
|
|
|
int CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
|
|
}
|
|
|
|
int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const PlayerColor CGHeroInstance::getOwner() const
|
|
{
|
|
return tempOwner;
|
|
}
|
|
|
|
void CGHeroInstance::getCasterName(MetaString & text) const
|
|
{
|
|
//FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
|
|
text.addReplacement(name);
|
|
}
|
|
|
|
void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
|
|
{
|
|
const bool singleTarget = attacked.size() == 1;
|
|
const int textIndex = singleTarget ? 195 : 196;
|
|
|
|
text.addTxt(MetaString::GENERAL_TXT, textIndex);
|
|
getCasterName(text);
|
|
text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
|
|
if(singleTarget)
|
|
attacked.at(0)->addNameReplacement(text, true);
|
|
}
|
|
|
|
void CGHeroInstance::spendMana(const spells::PacketSender * server, const int spellCost) const
|
|
{
|
|
if(spellCost != 0)
|
|
{
|
|
SetMana sm;
|
|
sm.absolute = false;
|
|
sm.hid = id;
|
|
sm.val = -spellCost;
|
|
|
|
server->sendAndApply(&sm);
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
|
|
{
|
|
const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
|
|
|
|
const bool inSpellBook = vstd::contains(spells, spell->id) && hasSpellbook();
|
|
const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
|
|
|
|
bool schoolBonus = false;
|
|
|
|
spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
|
|
{
|
|
if(hasBonusOfType(cnf.knoledgeBonus))
|
|
{
|
|
schoolBonus = stop = true;
|
|
}
|
|
});
|
|
|
|
const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
|
|
|
|
if(spell->isSpecialSpell())
|
|
{
|
|
if(inSpellBook)
|
|
{//hero has this spell in spellbook
|
|
logGlobal->error("Special spell %s in spellbook.", spell->name);
|
|
}
|
|
return specificBonus;
|
|
}
|
|
else if(!isAllowed)
|
|
{
|
|
if(inSpellBook)
|
|
{
|
|
//hero has this spell in spellbook
|
|
//it is normal if set in map editor, but trace it to possible debug of magic guild
|
|
logGlobal->trace("Banned spell %s in spellbook.", spell->name);
|
|
}
|
|
return inSpellBook || specificBonus || schoolBonus || levelBonus;
|
|
}
|
|
else
|
|
{
|
|
return inSpellBook || schoolBonus || specificBonus || levelBonus;
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::canLearnSpell(const CSpell * spell) const
|
|
{
|
|
if(!hasSpellbook())
|
|
return false;
|
|
|
|
if(spell->level > maxSpellLevel()) //not enough wisdom
|
|
return false;
|
|
|
|
if(vstd::contains(spells, spell->id))//already known
|
|
return false;
|
|
|
|
if(spell->isSpecialSpell())
|
|
{
|
|
logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->name);
|
|
return false;//special spells can not be learned
|
|
}
|
|
|
|
if(spell->isCreatureAbility())
|
|
{
|
|
logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->name);
|
|
return false;//creature abilities can not be learned
|
|
}
|
|
|
|
if(!IObjectInterface::cb->isAllowed(0, spell->id))
|
|
{
|
|
logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->name);
|
|
return false;//banned spells should not be learned
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Calculates what creatures and how many to be raised from a battle.
|
|
* @param battleResult The results of the battle.
|
|
* @return Returns a pair with the first value indicating the ID of the creature
|
|
* type and second value the amount. Both values are returned as -1 if necromancy
|
|
* could not be applied.
|
|
*/
|
|
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
|
|
{
|
|
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
|
|
// need skill or cloak of undead king - lesser artifacts don't work without skill
|
|
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];
|
|
// figure out what to raise - pick strongest creature meeting requirements
|
|
CreatureID creatureTypeRaised = CreatureID::SKELETON;
|
|
int requiredCasualtyLevel = 1;
|
|
const TBonusListPtr improvedNecromancy = getBonuses(Selector::type(Bonus::IMPROVED_NECROMANCY));
|
|
if(!improvedNecromancy->empty())
|
|
{
|
|
auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
|
|
{
|
|
const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
|
|
return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
|
|
};
|
|
int maxCasualtyLevel = 1;
|
|
for(auto & casualty : casualties)
|
|
vstd::amax(maxCasualtyLevel, VLC->creh->creatures[casualty.first]->level);
|
|
// pick best bonus available
|
|
std::shared_ptr<Bonus> topPick;
|
|
for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
|
|
{
|
|
// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
|
|
if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
|
|
continue;
|
|
if(!topPick)
|
|
{
|
|
topPick = newPick;
|
|
}
|
|
else
|
|
{
|
|
auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::vector<int>
|
|
{
|
|
const CCreature * c = VLC->creh->creatures[getCreatureID(pick)];
|
|
std::vector<int> v = {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
|
|
return v;
|
|
};
|
|
if(quality(topPick) < quality(newPick))
|
|
topPick = newPick;
|
|
}
|
|
}
|
|
if(topPick)
|
|
{
|
|
creatureTypeRaised = getCreatureID(topPick);
|
|
requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
|
|
}
|
|
}
|
|
// raise upgraded creature (at 2/3 rate) if no space available otherwise
|
|
if(getSlotFor(creatureTypeRaised) == SlotID())
|
|
{
|
|
for(CreatureID upgraded : VLC->creh->creatures[creatureTypeRaised]->upgrades)
|
|
{
|
|
if(getSlotFor(upgraded) != SlotID())
|
|
{
|
|
creatureTypeRaised = upgraded;
|
|
necromancySkill *= 2/3.0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// calculate number of creatures raised - low level units contribute at 50% rate
|
|
const double raisedUnitHealth = VLC->creh->creatures[creatureTypeRaised]->MaxHealth();
|
|
double raisedUnits = 0;
|
|
for(auto & casualty : casualties)
|
|
{
|
|
const CCreature * c = VLC->creh->creatures[casualty.first];
|
|
double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
|
|
if(c->level < requiredCasualtyLevel)
|
|
raisedFromCasualty *= 0.5;
|
|
raisedUnits += raisedFromCasualty;
|
|
}
|
|
return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
|
|
}
|
|
|
|
return CStackBasicDescriptor();
|
|
}
|
|
|
|
/**
|
|
* Show the necromancy dialog with information about units raised.
|
|
* @param raisedStack Pair where the first element represents ID of the raised creature
|
|
* and the second element the amount.
|
|
*/
|
|
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
|
|
{
|
|
InfoWindow iw;
|
|
iw.soundID = soundBase::pickup01 + rand.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::getSightRadius() const
|
|
{
|
|
return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
|
|
}
|
|
|
|
si32 CGHeroInstance::manaRegain() const
|
|
{
|
|
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
|
|
return manaLimit();
|
|
|
|
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
|
|
}
|
|
|
|
si32 CGHeroInstance::getManaNewTurn() const
|
|
{
|
|
if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
{
|
|
//if hero starts turn in town with mage guild - restore all mana
|
|
return std::max(mana, manaLimit());
|
|
}
|
|
si32 res = mana + manaRegain();
|
|
res = std::min(res, manaLimit());
|
|
res = std::max(res, mana);
|
|
res = std::max(res, 0);
|
|
return res;
|
|
}
|
|
|
|
// /**
|
|
// * Places an artifact in hero's backpack. If it's a big artifact equips it
|
|
// * or discards it if it cannot be equipped.
|
|
// */
|
|
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
|
|
// {
|
|
// CArtifact * const artifact = VLC->arth->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
|
|
{
|
|
// FIXME: Offsets need to be fixed once we get rid of convertPosition
|
|
// Check issue 515 for details
|
|
offsets =
|
|
{
|
|
int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
|
|
};
|
|
}
|
|
|
|
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(std::make_shared<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(CRandomGenerator & rand)
|
|
{
|
|
exp = rand.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);
|
|
}
|
|
|
|
int CGHeroInstance::maxSpellLevel() const
|
|
{
|
|
return std::min(GameConstants::SPELL_LEVELS, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
|
|
}
|
|
|
|
void CGHeroInstance::deserializationFix()
|
|
{
|
|
artDeserializationFix(this);
|
|
}
|
|
|
|
CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
|
|
{
|
|
if(visitedTown)
|
|
{
|
|
if(inTownGarrison)
|
|
return visitedTown;
|
|
else
|
|
return &visitedTown->townAndVis;
|
|
}
|
|
else
|
|
return CArmedInstance::whereShouldBeAttached(gs);
|
|
}
|
|
|
|
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
|
|
{
|
|
int ret = 0; //take all MPs by default
|
|
bool localTi = false;
|
|
if(!ti)
|
|
{
|
|
localTi = true;
|
|
ti = new TurnInfo(this);
|
|
}
|
|
|
|
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
|
|
int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
|
|
if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
|
|
ret = (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
|
|
|
|
if(localTi)
|
|
delete ti;
|
|
|
|
return ret;
|
|
}
|
|
|
|
EDiggingStatus CGHeroInstance::diggingStatus() const
|
|
{
|
|
if(movement < maxMovePoints(true))
|
|
return EDiggingStatus::LACK_OF_MOVEMENT;
|
|
|
|
return cb->getTile(getPosition(false))->getDiggingStatus();
|
|
}
|
|
|
|
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 =
|
|
{
|
|
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 < VLC->skillh->size(); 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());
|
|
}
|
|
|
|
if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
|
|
std::swap(skills[0], skills[1]);
|
|
return skills;
|
|
}
|
|
|
|
PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
|
|
{
|
|
assert(gainsLevel());
|
|
int randomValue = rand.nextInt(99), 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->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
|
|
return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
|
|
}
|
|
|
|
boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) 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);
|
|
}
|
|
}
|
|
|
|
if(learnedSecondarySkills.empty())
|
|
{
|
|
// there are only new skills to learn, so choose anyone of them
|
|
chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
|
|
}
|
|
else
|
|
{
|
|
// preferably upgrade a already learned secondary skill
|
|
chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
|
|
}
|
|
}
|
|
return chosenSecondarySkill;
|
|
}
|
|
|
|
void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
|
|
{
|
|
if(primarySkill < PrimarySkill::EXPERIENCE)
|
|
{
|
|
auto skill = getBonusLocalFirst(Selector::type(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;
|
|
}
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
//update specialty and other bonuses that scale with level
|
|
treeHasChanged();
|
|
}
|
|
|
|
void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
|
|
{
|
|
while(gainsLevel())
|
|
{
|
|
const auto primarySkill = nextPrimarySkill(rand);
|
|
setPrimarySkill(primarySkill, 1, false);
|
|
|
|
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
|
|
const auto secondarySkill = nextSecondarySkill(rand);
|
|
if(secondarySkill)
|
|
{
|
|
setSecSkillLevel(*secondarySkill, 1, false);
|
|
}
|
|
|
|
//TODO why has the secondary skills to be passed to the method?
|
|
levelUp(proposedSecondarySkills);
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
|
|
{
|
|
//VISIONS spell support
|
|
|
|
const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
|
|
|
|
const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
|
|
|
|
int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
|
|
if (visionsMultiplier > 0)
|
|
vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
|
|
|
|
const int distance = target->pos.dist2d(getPosition(false));
|
|
|
|
//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
|
|
|
|
return (distance < visionsRange) && (target->pos.z == pos.z);
|
|
}
|
|
|
|
std::string CGHeroInstance::getHeroTypeName() const
|
|
{
|
|
if(ID == Obj::HERO || ID == Obj::PRISON)
|
|
{
|
|
if(type)
|
|
{
|
|
return type->identifier;
|
|
}
|
|
else
|
|
{
|
|
return VLC->heroh->heroes[subID]->identifier;
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void CGHeroInstance::afterAddToMap(CMap * map)
|
|
{
|
|
if(ID == Obj::HERO)
|
|
map->heroesOnMap.push_back(this);
|
|
}
|
|
|
|
void CGHeroInstance::setHeroTypeName(const std::string & identifier)
|
|
{
|
|
if(ID == Obj::HERO || ID == Obj::PRISON)
|
|
{
|
|
auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
|
|
|
|
if(rawId)
|
|
subID = rawId.get();
|
|
else
|
|
subID = 0; //fallback to Orrin, throw error instead?
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
handler.serializeString("biography", biography);
|
|
handler.serializeInt("experience", exp, 0);
|
|
handler.serializeString("name", name);
|
|
handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
|
|
|
|
{
|
|
const int legacyHeroes = VLC->modh->settings.data["textData"]["hero"].Integer();
|
|
const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
|
|
|
|
if(handler.saving)
|
|
{
|
|
if(portrait >= 0)
|
|
{
|
|
if(portrait < legacyHeroes || portrait >= moddedStart)
|
|
handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
|
|
else
|
|
handler.serializeInt("portrait", portrait, -1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const JsonNode & portraitNode = handler.getCurrent()["portrait"];
|
|
|
|
if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
|
|
handler.serializeId("portrait", portrait, -1, &VLC->heroh->decodeHero, &VLC->heroh->encodeHero);
|
|
else
|
|
handler.serializeInt("portrait", portrait, -1);
|
|
}
|
|
}
|
|
|
|
//primary skills
|
|
if(handler.saving)
|
|
{
|
|
const bool haveSkills = hasBonus(Selector::type(Bonus::PRIMARY_SKILL).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
|
|
|
|
if(haveSkills)
|
|
{
|
|
auto primarySkills = handler.enterStruct("primarySkills");
|
|
|
|
for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
|
|
{
|
|
int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
|
|
|
|
handler.serializeInt(PrimarySkill::names[i], value, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto primarySkills = handler.enterStruct("primarySkills");
|
|
|
|
if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
|
|
{
|
|
for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
|
|
{
|
|
int value = 0;
|
|
handler.serializeInt(PrimarySkill::names[i], value, 0);
|
|
pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
|
|
}
|
|
}
|
|
}
|
|
|
|
//secondary skills
|
|
if(handler.saving)
|
|
{
|
|
//does hero have default skills?
|
|
bool defaultSkills = false;
|
|
bool normalSkills = false;
|
|
for(const auto & p : secSkills)
|
|
{
|
|
if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
|
|
defaultSkills = true;
|
|
else
|
|
normalSkills = true;
|
|
}
|
|
|
|
if(defaultSkills && normalSkills)
|
|
logGlobal->error("Mixed default and normal secondary skills");
|
|
|
|
//in json default skills means no field/null
|
|
if(!defaultSkills)
|
|
{
|
|
//enter structure here as handler initialize it
|
|
auto secondarySkills = handler.enterStruct("secondarySkills");
|
|
|
|
for(auto & p : secSkills)
|
|
{
|
|
const si32 rawId = p.first.num;
|
|
|
|
if(rawId < 0 || rawId >= VLC->skillh->size())
|
|
logGlobal->error("Invalid secondary skill %d", rawId);
|
|
|
|
handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto secondarySkills = handler.enterStruct("secondarySkills");
|
|
const JsonNode & skillMap = handler.getCurrent();
|
|
|
|
secSkills.clear();
|
|
if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
|
|
{
|
|
secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
|
|
}
|
|
else
|
|
{
|
|
for(const auto & p : skillMap.Struct())
|
|
{
|
|
const std::string skillId = p.first;
|
|
const std::string levelId = p.second.String();
|
|
|
|
const int rawId = CSkillHandler::decodeSkill(skillId);
|
|
if(rawId < 0)
|
|
{
|
|
logGlobal->error("Invalid secondary skill %s", skillId);
|
|
continue;
|
|
}
|
|
|
|
const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
|
|
if(level < 0)
|
|
{
|
|
logGlobal->error("Invalid secondary skill level%s", levelId);
|
|
continue;
|
|
}
|
|
|
|
secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
|
|
}
|
|
}
|
|
}
|
|
|
|
handler.serializeIdArray("spellBook", spells);
|
|
|
|
if(handler.saving)
|
|
CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
|
|
}
|
|
|
|
void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
serializeCommonOptions(handler);
|
|
|
|
serializeJsonOwner(handler);
|
|
|
|
if(ID == Obj::HERO || ID == Obj::PRISON)
|
|
{
|
|
std::string typeName;
|
|
if(handler.saving)
|
|
typeName = getHeroTypeName();
|
|
handler.serializeString("type", typeName);
|
|
if(!handler.saving)
|
|
setHeroTypeName(typeName);
|
|
}
|
|
|
|
CCreatureSet::serializeJson(handler, "army", 7);
|
|
handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
|
|
|
|
{
|
|
static const int NO_PATROLING = -1;
|
|
int rawPatrolRadius = NO_PATROLING;
|
|
|
|
if(handler.saving)
|
|
{
|
|
rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
|
|
}
|
|
|
|
handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
|
|
|
|
if(!handler.saving)
|
|
{
|
|
patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
|
|
patrol.initialPos = convertPosition(pos, false);
|
|
patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
|
|
{
|
|
serializeCommonOptions(handler);
|
|
}
|
|
|
|
bool CGHeroInstance::isMissionCritical() const
|
|
{
|
|
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
|
|
{
|
|
if(event.trigger.test([&](const EventCondition & condition)
|
|
{
|
|
if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
|
|
return (hero != this);
|
|
}
|
|
else if(condition.condition == EventCondition::IS_HUMAN)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|