mirror of
https://github.com/vcmi/vcmi.git
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1769 lines
49 KiB
C++
1769 lines
49 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 <vcmi/ServerCallback.h>
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#include <vcmi/spells/Spell.h>
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../ArtifactUtils.h"
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#include "../CHeroHandler.h"
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#include "../TerrainHandler.h"
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#include "../RoadHandler.h"
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#include "../GameSettings.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 "../IGameCallback.h"
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#include "../gameState/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 "../pathfinder/TurnInfo.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../modding/ModScope.h"
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#include "../constants/StringConstants.h"
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#include "../battle/Unit.h"
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#include "../bonuses/BonusSubtypes.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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bool isHeroType = heroType.has_value();
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handler.serializeBool("placeholderType", isHeroType, false);
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if(!handler.saving)
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{
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if(isHeroType)
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heroType = HeroTypeID::NONE;
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else
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powerRank = 0;
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}
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if(isHeroType)
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handler.serializeId("heroType", heroType.value(), HeroTypeID::NONE);
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else
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handler.serializeInt("powerRank", powerRank.value());
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}
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static int lowestSpeed(const CGHeroInstance * chi)
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{
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static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
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static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
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if(!chi->stacksCount())
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{
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if(chi->commander && chi->commander->alive)
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{
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return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
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}
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logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
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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(selectorSTACKS_SPEED, keySTACKS_SPEED);
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for(; i != chi->Slots().end(); i++)
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ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
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return ret;
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}
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ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
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{
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int64_t ret = GameConstants::BASE_MOVEMENT_COST;
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//if there is road both on dest and src tiles - use src road movement cost
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if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
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{
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ret = from.roadType->movementCost;
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}
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else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
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ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
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!ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, TBonusSubtype(from.terType->getId()))) //no special movement bonus
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{
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ret = VLC->terrainTypeHandler->getById(from.terType->getId())->moveCost;
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ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
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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 static_cast<ui32>(ret);
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}
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FactionID CGHeroInstance::getFaction() const
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{
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return FactionID(type->heroClass->faction);
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}
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const IBonusBearer* CGHeroInstance::getBonusBearer() const
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{
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return this;
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}
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TerrainId 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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// and army that consist solely from neutral will always be considered to be on native terrain
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TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
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for(const auto & stack : stacks)
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{
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TerrainId stackNativeTerrain = stack.second->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
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if(stackNativeTerrain == ETerrainId::NONE)
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continue;
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if(nativeTerrain == ETerrainId::ANY_TERRAIN)
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nativeTerrain = stackNativeTerrain;
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else if(nativeTerrain != stackNativeTerrain)
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return ETerrainId::NONE;
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}
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return nativeTerrain;
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}
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bool CGHeroInstance::isCoastVisitable() const
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{
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return true;
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}
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BattleField CGHeroInstance::getBattlefield() const
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{
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return BattleField::NONE;
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}
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ui8 CGHeroInstance::getSecSkillLevel(const SecondarySkill & skill) const
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{
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for(const 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(const 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.emplace_back(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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int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
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{
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return position - getVisitableOffset();
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}
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int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
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{
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return position + getVisitableOffset();
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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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bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
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{
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if ( !canLearnSkill())
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return false;
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if (!cb->isAllowed(2, which))
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return false;
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if (getSecSkillLevel(which) > 0)
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return false;
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if (type->heroClass->secSkillProbability[which] == 0)
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return false;
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return true;
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}
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int CGHeroInstance::movementPointsRemaining() const
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{
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return movement;
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}
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void CGHeroInstance::setMovementPoints(int points)
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{
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movement = std::max(0, points);
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}
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int CGHeroInstance::movementPointsLimit(bool onLand) const
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{
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TurnInfo ti(this);
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return movementPointsLimitCached(onLand, &ti);
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}
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int CGHeroInstance::getLowestCreatureSpeed() const
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{
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return lowestCreatureSpeed;
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}
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void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
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{
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auto realLowestSpeed = lowestSpeed(this);
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if(lowestCreatureSpeed != realLowestSpeed)
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{
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lowestCreatureSpeed = realLowestSpeed;
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//Let updaters run again
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treeHasChanged();
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ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(onLand ? BonusSubtypes::heroMovementLand : BonusSubtypes::heroMovementSea));
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}
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}
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int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
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{
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updateArmyMovementBonus(onLand, ti);
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return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusSubtypes::heroMovementLand : BonusSubtypes::heroMovementSea);
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}
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CGHeroInstance::CGHeroInstance():
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tacticFormationEnabled(false),
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inTownGarrison(false),
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moveDir(4),
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mana(UNINITIALIZED_MANA),
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movement(UNINITIALIZED_MOVEMENT),
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level(1),
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exp(UNINITIALIZED_EXPERIENCE),
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gender(EHeroGender::DEFAULT),
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lowestCreatureSpeed(0)
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{
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setNodeType(HERO);
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ID = Obj::HERO;
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secSkills.emplace_back(SecondarySkill::NONE, -1);
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blockVisit = true;
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}
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PlayerColor CGHeroInstance::getOwner() const
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{
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return tempOwner;
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}
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void CGHeroInstance::initHero(CRandomGenerator & rand, const 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->objects[subID];
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CGObjectInstance::setType(ID, type->heroClass->getIndex()); // 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->objects[subID];
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if (ID == Obj::HERO)
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appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
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if(!vstd::contains(spells, SpellID::PRESET))
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{
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// hero starts with default spells
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for(const 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(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
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{
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// hero starts with default spellbook presence status
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if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
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putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
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}
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else
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spells -= SpellID::SPELLBOOK_PRESET;
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if(!getArt(ArtifactPosition::MACH4))
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putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
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if(!hasBonus(Selector::sourceType()(BonusSource::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>(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::NONE, -1)) //set secondary skills to default
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secSkills = type->secSkillsInit;
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if (gender == EHeroGender::DEFAULT)
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gender = type->gender;
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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 (patrol.patrolling)
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patrol.initialPos = visitablePos();
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if(exp == UNINITIALIZED_EXPERIENCE)
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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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// load base hero bonuses, TODO: per-map loading of base hero bonuses
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// must be done separately from global bonuses since recruitable heroes in taverns
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// are not attached to global bonus node but need access to some global bonuses
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// e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit for(const auto & ob : VLC->modh->heroBaseBonuses)
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// or MOVEMENT to compute initial movement before recruiting is finished
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const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO);
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for(const auto & b : baseBonuses.Struct())
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{
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auto bonus = JsonUtils::parseBonus(b.second);
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bonus->source = BonusSource::HERO_BASE_SKILL;
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bonus->sid = id.getNum();
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bonus->duration = BonusDuration::PERMANENT;
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addNewBonus(bonus);
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}
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if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
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{
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commander = new CCommanderInstance(type->heroClass->commander->getId());
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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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skillsInfo.rand.setSeed(rand.nextInt());
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skillsInfo.resetMagicSchoolCounter();
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skillsInfo.resetWisdomCounter();
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//copy active (probably growing) bonuses from hero prototype to hero object
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for(const std::shared_ptr<Bonus> & b : type->specialty)
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addNewBonus(b);
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//initialize bonuses
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recreateSecondarySkillsBonuses();
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movement = movementPointsLimit(true);
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mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
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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 warMachinesGiven = 0;
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auto stacksCountChances = VLC->settings()->getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
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int stacksCountInitRandomNumber = rand.nextInt(1, 100);
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size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
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for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
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{
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if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
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continue;
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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", getNameTranslated(), 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->getPossibleSlots().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->getPossibleSlots().at(ArtBearer::HERO).front();
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if(!getArt(slot))
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putArtifact(slot, ArtifactUtils::createNewArtifactInstance(aid));
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else
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logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", getNameTranslated(), 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", getNameTranslated());
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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) != PlayerRelations::ENEMIES)
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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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if (cb->getHeroCount(h->tempOwner, false) < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))//free hero slot
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{
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//update hero parameters
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SetMovePoints smp;
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smp.hid = id;
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cb->setManaPoints (id, manaLimit());
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ObjectInstanceID boatId;
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const auto boatPos = visitablePos();
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if (cb->gameState()->map->getTile(boatPos).isWater())
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{
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smp.val = movementPointsLimit(false);
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if (!boat)
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{
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//Create a new boat for hero
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cb->createObject(boatPos, h->getOwner(), Obj::BOAT, getBoatType().getNum());
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boatId = cb->getTopObj(boatPos)->id;
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}
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}
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else
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{
|
|
smp.val = movementPointsLimit(true);
|
|
}
|
|
cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
|
|
cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 AFTER hero gets correct flag color
|
|
cb->setMovePoints (&smp);
|
|
|
|
h->showInfoDialog(102);
|
|
}
|
|
else //already 8 wandering heroes
|
|
{
|
|
h->showInfoDialog(103);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string CGHeroInstance::getObjectName() const
|
|
{
|
|
if(ID != Obj::PRISON)
|
|
{
|
|
std::string hoverName = VLC->generaltexth->allTexts[15];
|
|
boost::algorithm::replace_first(hoverName,"%s",getNameTranslated());
|
|
boost::algorithm::replace_first(hoverName,"%s", type->heroClass->getNameTranslated());
|
|
return hoverName;
|
|
}
|
|
else
|
|
return VLC->objtypeh->getObjectName(ID, 0);
|
|
}
|
|
|
|
ui8 CGHeroInstance::maxlevelsToMagicSchool() const
|
|
{
|
|
return type->heroClass->isMagicHero() ? 3 : 4;
|
|
}
|
|
ui8 CGHeroInstance::maxlevelsToWisdom() const
|
|
{
|
|
return type->heroClass->isMagicHero() ? 3 : 6;
|
|
}
|
|
|
|
CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
|
|
magicSchoolCounter(1),
|
|
wisdomCounter(1)
|
|
{
|
|
rand.setSeed(0);
|
|
}
|
|
|
|
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
|
|
{
|
|
magicSchoolCounter = 1;
|
|
}
|
|
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
|
|
{
|
|
wisdomCounter = 1;
|
|
}
|
|
|
|
void CGHeroInstance::initObj(CRandomGenerator & rand)
|
|
{
|
|
if(!type)
|
|
initHero(rand); //TODO: set up everything for prison before specialties are configured
|
|
|
|
if (ID != Obj::PRISON)
|
|
{
|
|
auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
|
|
auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
|
|
if (customApp)
|
|
appearance = customApp;
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::recreateSecondarySkillsBonuses()
|
|
{
|
|
auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
|
|
for(const auto & bonus : *secondarySkillsBonuses)
|
|
removeBonus(bonus);
|
|
|
|
for(const auto & skill_info : secSkills)
|
|
if(skill_info.second > 0)
|
|
updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
|
|
}
|
|
|
|
void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
|
|
{
|
|
removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
|
|
auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
|
|
for(const 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);
|
|
}
|
|
|
|
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 static_cast<ui64>(ret);
|
|
}
|
|
|
|
TExpType CGHeroInstance::calculateXp(TExpType exp) const
|
|
{
|
|
return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
|
|
}
|
|
|
|
int32_t CGHeroInstance::getCasterUnitId() const
|
|
{
|
|
return id.getNum();
|
|
}
|
|
|
|
int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
|
|
{
|
|
int32_t skill = -1; //skill level
|
|
|
|
spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
|
|
{
|
|
int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, TBonusSubtype(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
|
|
if(thisSchool > skill)
|
|
{
|
|
skill = thisSchool;
|
|
if(outSelectedSchool)
|
|
*outSelectedSchool = cnf;
|
|
}
|
|
});
|
|
|
|
vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, TBonusSubtype(SpellSchool::ANY))); //any school bonus
|
|
vstd::amax(skill, valOfBonuses(BonusType::SPELL, TBonusSubtype(spell->getId()))); //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
|
|
|
|
if(spell->isMagical())
|
|
base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE, TBonusSubtype(SpellSchool::ANY))) / 100.0);
|
|
|
|
base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, TBonusSubtype(spell->getId()))) / 100.0);
|
|
|
|
int maxSchoolBonus = 0;
|
|
|
|
spell->forEachSchool([&maxSchoolBonus, this](const SpellSchool & cnf, bool & stop)
|
|
{
|
|
vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, TBonusSubtype(cnf)));
|
|
});
|
|
|
|
base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
|
|
|
|
if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
|
|
base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, TBonusSubtype(spell->getId())) / affectedStack->creatureLevel()) / 100.0);
|
|
|
|
return base;
|
|
}
|
|
|
|
int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
|
|
{
|
|
base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, TBonusSubtype(spell->getId()))) / 100.0);
|
|
return base;
|
|
}
|
|
|
|
int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
|
|
{
|
|
return getSpellSchoolLevel(spell);
|
|
}
|
|
|
|
int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
}
|
|
|
|
int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
|
|
}
|
|
|
|
int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
PlayerColor CGHeroInstance::getCasterOwner() 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.replaceRawString(getNameTranslated());
|
|
}
|
|
|
|
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.appendLocalString(EMetaText::GENERAL_TXT, textIndex);
|
|
getCasterName(text);
|
|
text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
|
|
if(singleTarget)
|
|
attacked.at(0)->addNameReplacement(text, true);
|
|
}
|
|
|
|
const CGHeroInstance * CGHeroInstance::getHeroCaster() const
|
|
{
|
|
return this;
|
|
}
|
|
|
|
void CGHeroInstance::spendMana(ServerCallback * server, const int spellCost) const
|
|
{
|
|
if(spellCost != 0)
|
|
{
|
|
SetMana sm;
|
|
sm.absolute = false;
|
|
sm.hid = id;
|
|
sm.val = -spellCost;
|
|
|
|
server->apply(&sm);
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
|
|
{
|
|
const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
|
|
|
|
const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
|
|
const bool specificBonus = hasBonusOfType(BonusType::SPELL, TBonusSubtype(spell->getId()));
|
|
|
|
bool schoolBonus = false;
|
|
|
|
spell->forEachSchool([this, &schoolBonus](const SpellSchool & cnf, bool & stop)
|
|
{
|
|
if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, TBonusSubtype(cnf)))
|
|
{
|
|
schoolBonus = stop = true;
|
|
}
|
|
});
|
|
|
|
const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, BonusSubtypes::spellLevel(spell->getLevel()));
|
|
|
|
if(spell->isSpecial())
|
|
{
|
|
if(inSpellBook)
|
|
{//hero has this spell in spellbook
|
|
logGlobal->error("Special spell %s in spellbook.", spell->getNameTranslated());
|
|
}
|
|
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->getNameTranslated());
|
|
}
|
|
return inSpellBook || specificBonus || schoolBonus || levelBonus;
|
|
}
|
|
else
|
|
{
|
|
return inSpellBook || schoolBonus || specificBonus || levelBonus;
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::canLearnSpell(const spells::Spell * spell, bool allowBanned) const
|
|
{
|
|
if(!hasSpellbook())
|
|
return false;
|
|
|
|
if(spell->getLevel() > maxSpellLevel()) //not enough wisdom
|
|
return false;
|
|
|
|
if(vstd::contains(spells, spell->getId()))//already known
|
|
return false;
|
|
|
|
if(spell->isSpecial())
|
|
{
|
|
logGlobal->warn("Hero %s try to learn special spell %s", nodeName(), spell->getNameTranslated());
|
|
return false;//special spells can not be learned
|
|
}
|
|
|
|
if(spell->isCreatureAbility())
|
|
{
|
|
logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getNameTranslated());
|
|
return false;//creature abilities can not be learned
|
|
}
|
|
|
|
if(!allowBanned && !IObjectInterface::cb->isAllowed(0, spell->getIndex()))
|
|
{
|
|
logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getNameTranslated());
|
|
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
|
|
{
|
|
bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
|
|
|
|
// need skill or cloak of undead king - lesser artifacts don't work without skill
|
|
if (hasImprovedNecromancy)
|
|
{
|
|
double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
|
|
const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
|
|
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::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
|
|
int requiredCasualtyLevel = 1;
|
|
TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
|
|
if(!improvedNecromancy->empty())
|
|
{
|
|
int maxCasualtyLevel = 1;
|
|
for(const auto & casualty : casualties)
|
|
vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
|
|
// pick best bonus available
|
|
std::shared_ptr<Bonus> topPick;
|
|
for(const 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 = [](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
|
|
{
|
|
const auto * c = pick->subtype.as<CreatureID>().toCreature();
|
|
return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
|
|
};
|
|
if(quality(topPick) < quality(newPick))
|
|
topPick = newPick;
|
|
}
|
|
}
|
|
if(topPick)
|
|
{
|
|
creatureTypeRaised = topPick->subtype.as<CreatureID>();
|
|
requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
|
|
}
|
|
}
|
|
assert(creatureTypeRaised != CreatureID::NONE);
|
|
// raise upgraded creature (at 2/3 rate) if no space available otherwise
|
|
if(getSlotFor(creatureTypeRaised) == SlotID())
|
|
{
|
|
for(const CreatureID & upgraded : VLC->creh->objects[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->objects[creatureTypeRaised]->getMaxHealth();
|
|
double raisedUnits = 0;
|
|
for(const auto & casualty : casualties)
|
|
{
|
|
const CCreature * c = VLC->creh->objects[casualty.first];
|
|
double raisedFromCasualty = std::min(c->getMaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
|
|
if(c->getLevel() < 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.type = EInfoWindowMode::AUTO;
|
|
iw.soundID = soundBase::pickup01 + rand.nextInt(6);
|
|
iw.player = tempOwner;
|
|
iw.components.emplace_back(raisedStack);
|
|
|
|
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 145);
|
|
iw.text.replaceNumber(raisedStack.count);
|
|
}
|
|
else // Practicing the dark arts of necromancy, ... (singular)
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 146);
|
|
}
|
|
iw.text.replaceCreatureName(raisedStack);
|
|
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
/*
|
|
int3 CGHeroInstance::getSightCenter() const
|
|
{
|
|
return getPosition(false);
|
|
}*/
|
|
|
|
int CGHeroInstance::getSightRadius() const
|
|
{
|
|
return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
|
|
}
|
|
|
|
si32 CGHeroInstance::manaRegain() const
|
|
{
|
|
if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
|
|
return manaLimit();
|
|
|
|
return valOfBonuses(BonusType::MANA_REGENERATION);
|
|
}
|
|
|
|
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->objects[aid]; //pointer to constant object
|
|
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
// ai->putAt(this, ai->firstAvailableSlot(this));
|
|
// }
|
|
|
|
BoatId CGHeroInstance::getBoatType() const
|
|
{
|
|
return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
|
|
}
|
|
|
|
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
|
|
{
|
|
offsets = {
|
|
{0, -1, 0},
|
|
{+1, -1, 0},
|
|
{+1, 0, 0},
|
|
{+1, +1, 0},
|
|
{0, +1, 0},
|
|
{-1, +1, 0},
|
|
{-1, 0, 0},
|
|
{-1, -1, 0},
|
|
};
|
|
}
|
|
|
|
const IObjectInterface * CGHeroInstance::getObject() const
|
|
{
|
|
return this;
|
|
}
|
|
|
|
int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
|
|
{
|
|
return sp->getCost(getSpellSchoolLevel(sp));
|
|
}
|
|
|
|
void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
|
|
{
|
|
auto sel = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(which))
|
|
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
|
|
if(hasBonus(sel))
|
|
removeBonuses(sel);
|
|
|
|
addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), TBonusSubtype(which)));
|
|
}
|
|
|
|
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 " + getNameTextID();
|
|
}
|
|
|
|
si32 CGHeroInstance::manaLimit() const
|
|
{
|
|
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
|
|
* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
|
|
}
|
|
|
|
HeroTypeID CGHeroInstance::getPortraitSource() const
|
|
{
|
|
if (customPortraitSource.isValid())
|
|
return customPortraitSource;
|
|
else
|
|
return HeroTypeID(subID);
|
|
}
|
|
|
|
int32_t CGHeroInstance::getIconIndex() const
|
|
{
|
|
return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
|
|
}
|
|
|
|
std::string CGHeroInstance::getNameTranslated() const
|
|
{
|
|
return VLC->generaltexth->translate(getNameTextID());
|
|
}
|
|
|
|
std::string CGHeroInstance::getNameTextID() const
|
|
{
|
|
if (!nameCustomTextId.empty())
|
|
return nameCustomTextId;
|
|
if (type)
|
|
return type->getNameTextID();
|
|
|
|
// FIXME: called by logging from some specialties (mods?) before type is set on deserialization
|
|
// assert(0);
|
|
return "";
|
|
}
|
|
|
|
std::string CGHeroInstance::getBiographyTranslated() const
|
|
{
|
|
return VLC->generaltexth->translate(getBiographyTextID());
|
|
}
|
|
|
|
std::string CGHeroInstance::getBiographyTextID() const
|
|
{
|
|
if (!biographyCustomTextId.empty())
|
|
return biographyCustomTextId;
|
|
if (type)
|
|
return type->getBiographyTextID();
|
|
|
|
return ""; //for random hero
|
|
}
|
|
|
|
CGHeroInstance::ArtPlacementMap CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
|
|
{
|
|
assert(art->artType->canBePutAt(this, pos));
|
|
|
|
if(ArtifactUtils::isSlotEquipment(pos))
|
|
attachTo(*art);
|
|
return CArtifactSet::putArtifact(pos, art);
|
|
}
|
|
|
|
void CGHeroInstance::removeArtifact(ArtifactPosition pos)
|
|
{
|
|
auto art = getArt(pos);
|
|
assert(art);
|
|
|
|
CArtifactSet::removeArtifact(pos);
|
|
if(ArtifactUtils::isSlotEquipment(pos))
|
|
detachFrom(*art);
|
|
}
|
|
|
|
bool CGHeroInstance::hasSpellbook() const
|
|
{
|
|
return getArt(ArtifactPosition::SPELLBOOK);
|
|
}
|
|
|
|
void CGHeroInstance::addSpellToSpellbook(const SpellID & spell)
|
|
{
|
|
spells.insert(spell);
|
|
}
|
|
|
|
void CGHeroInstance::removeSpellFromSpellbook(const SpellID & spell)
|
|
{
|
|
spells.erase(spell);
|
|
}
|
|
|
|
bool CGHeroInstance::spellbookContainsSpell(const SpellID & spell) const
|
|
{
|
|
return vstd::contains(spells, spell);
|
|
}
|
|
|
|
void CGHeroInstance::removeSpellbook()
|
|
{
|
|
spells.clear();
|
|
|
|
if(hasSpellbook())
|
|
{
|
|
ArtifactLocation(this, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
|
|
}
|
|
}
|
|
|
|
const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
|
|
{
|
|
return spells;
|
|
}
|
|
|
|
int CGHeroInstance::maxSpellLevel() const
|
|
{
|
|
return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
|
|
}
|
|
|
|
void CGHeroInstance::attachToBoat(CGBoat* newBoat)
|
|
{
|
|
assert(newBoat);
|
|
boat = newBoat;
|
|
attachTo(const_cast<CGBoat&>(*boat));
|
|
const_cast<CGBoat*>(boat)->hero = this;
|
|
}
|
|
|
|
|
|
void CGHeroInstance::deserializationFix()
|
|
{
|
|
artDeserializationFix(this);
|
|
boatDeserializationFix();
|
|
}
|
|
|
|
void CGHeroInstance::boatDeserializationFix()
|
|
{
|
|
if (boat)
|
|
attachTo(const_cast<CGBoat&>(*boat));
|
|
}
|
|
|
|
CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const
|
|
{
|
|
if(!visitedTown)
|
|
return nullptr;
|
|
|
|
return isBattleOutsideTown ? (CBonusSystemNode *)(& visitedTown->townAndVis)
|
|
: (CBonusSystemNode *)(visitedTown.get());
|
|
|
|
}
|
|
|
|
CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
|
|
{
|
|
if(visitedTown)
|
|
return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
|
|
|
|
return &CArmedInstance::whereShouldBeAttached(gs);
|
|
}
|
|
|
|
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
|
|
{
|
|
std::unique_ptr<TurnInfo> turnInfoLocal;
|
|
if(!ti)
|
|
{
|
|
turnInfoLocal = std::make_unique<TurnInfo>(this);
|
|
ti = turnInfoLocal.get();
|
|
}
|
|
|
|
if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
|
|
return 0; // take all MPs by default
|
|
|
|
auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
|
|
|
|
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
|
|
int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
|
|
int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
|
|
return ret;
|
|
}
|
|
|
|
EDiggingStatus CGHeroInstance::diggingStatus() const
|
|
{
|
|
if(static_cast<int>(movement) < movementPointsLimit(true))
|
|
return EDiggingStatus::LACK_OF_MOVEMENT;
|
|
if(!VLC->arth->objects[ArtifactID::GRAIL]->canBePutAt(this))
|
|
return EDiggingStatus::BACKPACK_IS_FULL;
|
|
return cb->getTileDigStatus(visitablePos());
|
|
}
|
|
|
|
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
|
|
|
|
auto getObligatorySkills = [](CSkill::Obligatory obl){
|
|
std::vector<SecondarySkill> obligatory = {};
|
|
for(auto i = 0; i < VLC->skillh->size(); i++)
|
|
if((*VLC->skillh)[SecondarySkill(i)]->obligatory(obl))
|
|
obligatory.emplace_back(i); //Always return all obligatory skills
|
|
|
|
return obligatory;
|
|
};
|
|
|
|
auto selectObligatorySkill = [&](std::vector<SecondarySkill>& ss) -> void
|
|
{
|
|
std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
|
|
|
|
for(const auto & skill : ss)
|
|
{
|
|
if (canLearnSkill(skill)) //only skills hero doesn't know yet
|
|
{
|
|
obligatorySkills.push_back(skill);
|
|
break; //only one
|
|
}
|
|
}
|
|
};
|
|
|
|
if (!skillsInfo.wisdomCounter)
|
|
{
|
|
auto obligatory = getObligatorySkills(CSkill::Obligatory::MAJOR);
|
|
selectObligatorySkill(obligatory);
|
|
}
|
|
if (!skillsInfo.magicSchoolCounter)
|
|
{
|
|
auto obligatory = getObligatorySkills(CSkill::Obligatory::MINOR);
|
|
selectObligatorySkill(obligatory);
|
|
}
|
|
|
|
std::vector<SecondarySkill> skills;
|
|
//picking sec. skills for choice
|
|
std::set<SecondarySkill> basicAndAdv;
|
|
std::set<SecondarySkill> expert;
|
|
std::set<SecondarySkill> none;
|
|
for(int i = 0; i < VLC->skillh->size(); i++)
|
|
if (canLearnSkill(SecondarySkill(i)))
|
|
none.insert(SecondarySkill(i));
|
|
|
|
for(const auto & elem : secSkills)
|
|
{
|
|
if(elem.second < MasteryLevel::EXPERT)
|
|
basicAndAdv.insert(elem.first);
|
|
else
|
|
expert.insert(elem.first);
|
|
none.erase(elem.first);
|
|
}
|
|
for(const 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.empty())
|
|
{
|
|
skills.push_back (obligatorySkills[0]);
|
|
}
|
|
else if(!none.empty() && 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.empty() && 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 CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
|
|
{
|
|
assert(gainsLevel());
|
|
int randomValue = rand.nextInt(99);
|
|
int pom = 0;
|
|
int primarySkill = 0;
|
|
const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
|
|
const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
|
|
|
|
for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
|
|
{
|
|
pom += skillChances[primarySkill];
|
|
if(randomValue < pom)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if(primarySkill >= GameConstants::PRIMARY_SKILLS)
|
|
{
|
|
primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
|
|
logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->getNameTranslated());
|
|
randomValue = 100 / GameConstants::PRIMARY_SKILLS;
|
|
}
|
|
logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
|
|
return static_cast<PrimarySkill>(primarySkill);
|
|
}
|
|
|
|
std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
|
|
{
|
|
assert(gainsLevel());
|
|
|
|
std::optional<SecondarySkill> chosenSecondarySkill;
|
|
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
if(!proposedSecondarySkills.empty())
|
|
{
|
|
std::vector<SecondarySkill> learnedSecondarySkills;
|
|
for(const 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 = std::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
|
|
}
|
|
else
|
|
{
|
|
// preferably upgrade a already learned secondary skill
|
|
chosenSecondarySkill = std::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
|
|
}
|
|
}
|
|
return chosenSecondarySkill;
|
|
}
|
|
|
|
void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
|
|
{
|
|
if(primarySkill < PrimarySkill::EXPERIENCE)
|
|
{
|
|
auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
|
|
.And(Selector::subtype()(TBonusSubtype(primarySkill)))
|
|
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
|
|
assert(skill);
|
|
|
|
if(abs)
|
|
{
|
|
skill->val = static_cast<si32>(value);
|
|
}
|
|
else
|
|
{
|
|
skill->val += static_cast<si32>(value);
|
|
}
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
else if(primarySkill == PrimarySkill::EXPERIENCE)
|
|
{
|
|
if(abs)
|
|
{
|
|
exp = value;
|
|
}
|
|
else
|
|
{
|
|
exp += value;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::gainsLevel() const
|
|
{
|
|
return exp >= static_cast<TExpType>(VLC->heroh->reqExp(level+1));
|
|
}
|
|
|
|
void CGHeroInstance::levelUp(const std::vector<SecondarySkill> & skills)
|
|
{
|
|
++level;
|
|
|
|
//deterministic secondary skills
|
|
skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
|
|
skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
|
|
for(const auto & skill : skills)
|
|
{
|
|
if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MAJOR))
|
|
skillsInfo.resetWisdomCounter();
|
|
if((*VLC->skillh)[skill]->obligatory(CSkill::Obligatory::MINOR))
|
|
skillsInfo.resetMagicSchoolCounter();
|
|
}
|
|
|
|
//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, TBonusSubtype subtype) const
|
|
{
|
|
//VISIONS spell support
|
|
const int visionsMultiplier = valOfBonuses(BonusType::VISIONS, subtype);
|
|
|
|
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 = static_cast<int>(target->pos.dist2d(visitablePos()));
|
|
|
|
//logGlobal->debug(boost::str(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->getJsonKey();
|
|
}
|
|
else
|
|
{
|
|
return VLC->heroh->objects[subID]->getJsonKey();
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void CGHeroInstance::afterAddToMap(CMap * map)
|
|
{
|
|
if(ID == Obj::HERO)
|
|
map->heroesOnMap.emplace_back(this);
|
|
}
|
|
void CGHeroInstance::afterRemoveFromMap(CMap* map)
|
|
{
|
|
if (ID == Obj::HERO)
|
|
vstd::erase_if_present(map->heroesOnMap, this);
|
|
}
|
|
|
|
void CGHeroInstance::setHeroTypeName(const std::string & identifier)
|
|
{
|
|
if(ID == Obj::HERO || ID == Obj::PRISON)
|
|
{
|
|
auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), "hero", identifier);
|
|
|
|
if(rawId)
|
|
subID = rawId.value();
|
|
else
|
|
{
|
|
throw std::runtime_error("Couldn't resolve hero identifier " + identifier);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::updateFrom(const JsonNode & data)
|
|
{
|
|
CGObjectInstance::updateFrom(data);
|
|
}
|
|
|
|
void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
handler.serializeString("biography", biographyCustomTextId);
|
|
handler.serializeInt("experience", exp, 0);
|
|
|
|
if(!handler.saving && exp != UNINITIALIZED_EXPERIENCE) //do not gain levels if experience is not initialized
|
|
{
|
|
while (gainsLevel())
|
|
{
|
|
++level;
|
|
}
|
|
}
|
|
|
|
handler.serializeString("name", nameCustomTextId);
|
|
handler.serializeInt("gender", gender, 0);
|
|
handler.serializeId("portrait", customPortraitSource, HeroTypeID::NONE);
|
|
|
|
//primary skills
|
|
if(handler.saving)
|
|
{
|
|
const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
|
|
|
|
if(haveSkills)
|
|
{
|
|
auto primarySkills = handler.enterStruct("primarySkills");
|
|
|
|
for(auto i = PrimarySkill::BEGIN; i < PrimarySkill::END; ++i)
|
|
{
|
|
int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(i)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
|
|
|
|
handler.serializeInt(NPrimarySkill::names[i.getNum()], 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(NPrimarySkill::names[i], value, 0);
|
|
pushPrimSkill(static_cast<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::NONE))
|
|
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 array here as handler initialize it
|
|
auto secondarySkills = handler.enterArray("secondarySkills");
|
|
secondarySkills.syncSize(secSkills, JsonNode::JsonType::DATA_VECTOR);
|
|
|
|
for(size_t skillIndex = 0; skillIndex < secondarySkills.size(); ++skillIndex)
|
|
{
|
|
JsonArraySerializer inner = secondarySkills.enterArray(skillIndex);
|
|
const si32 rawId = secSkills.at(skillIndex).first;
|
|
|
|
if(rawId < 0 || rawId >= VLC->skillh->size())
|
|
logGlobal->error("Invalid secondary skill %d", rawId);
|
|
|
|
auto value = (*VLC->skillh)[SecondarySkill(rawId)]->getJsonKey();
|
|
handler.serializeString("skill", value);
|
|
value = NSecondarySkill::levels.at(secSkills.at(skillIndex).second);
|
|
handler.serializeString("level", value);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto secondarySkills = handler.getCurrent()["secondarySkills"];
|
|
|
|
secSkills.clear();
|
|
if(secondarySkills.getType() == JsonNode::JsonType::DATA_NULL)
|
|
{
|
|
secSkills.emplace_back(SecondarySkill::NONE, -1);
|
|
}
|
|
else
|
|
{
|
|
auto addSkill = [this](const std::string & skillId, const std::string & levelId)
|
|
{
|
|
const int rawId = CSkillHandler::decodeSkill(skillId);
|
|
if(rawId < 0)
|
|
{
|
|
logGlobal->error("Invalid secondary skill %s", skillId);
|
|
return;
|
|
}
|
|
|
|
const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
|
|
if(level < 0)
|
|
{
|
|
logGlobal->error("Invalid secondary skill level%s", levelId);
|
|
return;
|
|
}
|
|
|
|
secSkills.emplace_back(SecondarySkill(rawId), level);
|
|
};
|
|
|
|
if(secondarySkills.getType() == JsonNode::JsonType::DATA_VECTOR)
|
|
{
|
|
for(const auto & p : secondarySkills.Vector())
|
|
{
|
|
auto skillMap = p.Struct();
|
|
addSkill(skillMap["skill"].String(), skillMap["level"].String());
|
|
}
|
|
}
|
|
else if(secondarySkills.getType() == JsonNode::JsonType::DATA_STRUCT)
|
|
{
|
|
for(const auto & p : secondarySkills.Struct())
|
|
{
|
|
addSkill(p.first, p.second.String());
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
CArmedInstance::serializeJsonOptions(handler);
|
|
|
|
{
|
|
static constexpr 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)
|
|
{
|
|
if(!appearance)
|
|
{
|
|
// crossoverDeserialize
|
|
type = VLC->heroh->objects[subID];
|
|
appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
|
|
}
|
|
|
|
patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
|
|
patrol.initialPos = visitablePos();
|
|
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.effect.type != EventEffect::DEFEAT)
|
|
continue;
|
|
|
|
auto const & testFunctor = [&](const EventCondition & condition)
|
|
{
|
|
if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
|
|
{
|
|
const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
|
|
return (hero != this);
|
|
}
|
|
|
|
if(condition.condition == EventCondition::IS_HUMAN)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
if(event.trigger.test(testFunctor))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
|
|
{
|
|
TConstBonusListPtr lista = getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, TBonusSubtype(stack.type->getId())));
|
|
for(const auto & it : *lista)
|
|
{
|
|
auto nid = CreatureID(it->additionalInfo[0]);
|
|
if (nid != stack.type->getId()) //in very specific case the upgrade is available by default (?)
|
|
{
|
|
info.newID.push_back(nid);
|
|
info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
|
|
}
|
|
}
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|