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vcmi/lib/mapObjects/CGHeroInstance.cpp

1456 lines
41 KiB
C++

/*
* CGHeroInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGHeroInstance.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CModHandler.h"
#include "../CSoundBase.h"
#include "../spells/CSpellHandler.h"
#include "CObjectClassesHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../CCreatureHandler.h"
#include "../BattleState.h"
#include "../CTownHandler.h"
#include "CGTownInstance.h"
///helpers
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = playerID;
iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
static int lowestSpeed(const CGHeroInstance * chi)
{
if(!chi->stacksCount())
{
logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
return 20;
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
for (;i!=chi->Slots().end();i++)
{
ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
}
return ret;
}
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
{
unsigned ret = GameConstants::BASE_MOVEMENT_COST;
//if there is road both on dest and src tiles - use road movement cost
if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
{
int road = std::min(dest.roadType,from.roadType); //used road ID
switch(road)
{
case ERoadType::DIRT_ROAD:
ret = 75;
break;
case ERoadType::GRAVEL_ROAD:
ret = 65;
break;
case ERoadType::COBBLESTONE_ROAD:
ret = 50;
break;
default:
logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
break;
}
}
else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
{
ret = VLC->heroh->terrCosts[from.terType];
ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
return ret;
}
int CGHeroInstance::getNativeTerrain() const
{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
// TODO: What should we do if all hero stacks are neutral creatures?
int nativeTerrain = -1;
for(auto stack : stacks)
{
int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
if(stackNativeTerrain == -1)
continue;
if(nativeTerrain == -1)
nativeTerrain = stackNativeTerrain;
else if(nativeTerrain != stackNativeTerrain)
return -1;
}
return nativeTerrain;
}
int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
{
if (toh3m)
{
src.x+=1;
return src;
}
else
{
src.x-=1;
return src;
}
}
int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
{
if (h3m)
{
return pos;
}
else
{
return convertPosition(pos,false);
}
}
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
{
for(auto & elem : secSkills)
if(elem.first == skill)
return elem.second;
return 0;
}
void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
{
if(getSecSkillLevel(which) == 0)
{
secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
updateSkill(which, val);
}
else
{
for (auto & elem : secSkills)
{
if(elem.first == which)
{
if(abs)
elem.second = val;
else
elem.second += val;
if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
elem.second = 3;
}
updateSkill(which, elem.second); //when we know final value
}
}
}
}
bool CGHeroInstance::canLearnSkill() const
{
return secSkills.size() < GameConstants::SKILL_PER_HERO;
}
int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
{
if(!ti)
ti = new TurnInfo(this);
int base;
if(onLand)
{
// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
static const int baseSpeed = 1300; // base speed from creature with 0 speed
int armySpeed = lowestSpeed(this) * 20 / 3;
base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
vstd::abetween(base, 1500, 2000); // base speed is limited by these values
}
else
{
base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
}
const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
return int(base* (1+modifier)) + bonus;
}
CGHeroInstance::CGHeroInstance()
: IBoatGenerator(this)
{
setNodeType(HERO);
ID = Obj::HERO;
tacticFormationEnabled = inTownGarrison = false;
mana = movement = portrait = -1;
isStanding = true;
moveDir = 4;
level = 1;
exp = 0xffffffff;
visitedTown = nullptr;
type = nullptr;
boat = nullptr;
commander = nullptr;
sex = 0xff;
secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
}
void CGHeroInstance::initHero(HeroTypeID SUBID)
{
subID = SUBID.getNum();
initHero();
}
void CGHeroInstance::setType(si32 ID, si32 subID)
{
assert(ID == Obj::HERO); // just in case
type = VLC->heroh->heroes[subID];
portrait = type->imageIndex;
CGObjectInstance::setType(ID, type->heroClass->id);
randomizeArmy(type->heroClass->faction);
}
void CGHeroInstance::initHero()
{
assert(validTypes(true));
if(!type)
type = VLC->heroh->heroes[subID];
if (ID == Obj::HERO)
appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
{
for(auto spellID : type->spells)
spells.insert(spellID);
}
else //remove placeholder
spells -= SpellID::PRESET;
if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
if(!getArt(ArtifactPosition::MACH4))
putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
if(portrait < 0 || portrait == 255)
portrait = type->imageIndex;
if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
}
}
if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
secSkills = type->secSkillsInit;
if (!name.length())
name = type->name;
if (sex == 0xFF)//sex is default
sex = type->sex;
setFormation(false);
if (!stacksCount()) //standard army//initial army
{
initArmy();
}
assert(validTypes());
if(exp == 0xffffffff)
{
initExp();
}
else
{
levelUpAutomatically();
}
if (VLC->modh->modules.COMMANDERS && !commander)
{
commander = new CCommanderInstance(type->heroClass->commander->idNumber);
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
commander->giveStackExp (exp); //after our exp is set
}
if (mana < 0)
mana = manaLimit();
}
void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
{
if(!dst)
dst = this;
int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
int pom = cb->gameState()->getRandomGenerator().nextInt(99);
int warMachinesGiven = 0;
if(pom < 9)
howManyStacks = 1;
else if(pom < 79)
howManyStacks = 2;
else
howManyStacks = 3;
vstd::amin(howManyStacks, type->initialArmy.size());
for(int stackNo=0; stackNo < howManyStacks; stackNo++)
{
auto & stack = type->initialArmy[stackNo];
int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
if(stack.creature >= CreatureID::CATAPULT &&
stack.creature <= CreatureID::ARROW_TOWERS) //war machine
{
warMachinesGiven++;
if(dst != this)
continue;
int slot = -1;
ArtifactID aid = ArtifactID::NONE;
switch (stack.creature)
{
case CreatureID::CATAPULT:
slot = ArtifactPosition::MACH4;
aid = ArtifactID::CATAPULT;
break;
default:
aid = CArtHandler::creatureToMachineID(stack.creature);
slot = 9 + aid;
break;
}
auto convSlot = ArtifactPosition(slot);
if(!getArt(convSlot))
putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
else
logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
}
else
dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
}
}
CGHeroInstance::~CGHeroInstance()
{
commander.dellNull();
}
bool CGHeroInstance::needsLastStack() const
{
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(h == this) return; //exclude potential self-visiting
if (ID == Obj::HERO)
{
if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
{
//exchange
cb->heroExchange(h->id, id);
}
else //battle
{
if(visitedTown) //we're in town
visitedTown->onHeroVisit(h); //town will handle attacking
else
cb->startBattleI(h, this);
}
}
else if(ID == Obj::PRISON)
{
int txt_id;
if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
{
cb->changeObjPos(id,pos+int3(1,0,0),0);
//update hero parameters
SetMovePoints smp;
smp.hid = id;
smp.val = maxMovePoints (true); //TODO: hota prison on water?
cb->setMovePoints (&smp);
cb->setManaPoints (id, manaLimit());
cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
txt_id = 102;
}
else //already 8 wandering heroes
{
txt_id = 103;
}
showInfoDialog(h,txt_id,soundBase::ROGUE);
}
}
std::string CGHeroInstance::getObjectName() const
{
if(ID != Obj::PRISON)
{
std::string hoverName = VLC->generaltexth->allTexts[15];
boost::algorithm::replace_first(hoverName,"%s",name);
boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
return hoverName;
}
else
return CGObjectInstance::getObjectName();
}
const std::string & CGHeroInstance::getBiography() const
{
if (biography.length())
return biography;
return type->biography;
}
ui8 CGHeroInstance::maxlevelsToMagicSchool() const
{
return type->heroClass->isMagicHero() ? 3 : 4;
}
ui8 CGHeroInstance::maxlevelsToWisdom() const
{
return type->heroClass->isMagicHero() ? 3 : 6;
}
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 1;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 1;
}
void CGHeroInstance::initObj()
{
blockVisit = true;
auto hs = new HeroSpecial();
hs->setNodeType(CBonusSystemNode::SPECIALTY);
attachTo(hs); //do we ever need to detach it?
if(!type)
initHero(); //TODO: set up everything for prison before specialties are configured
skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
if (ID != Obj::PRISON)
{
auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
if (customApp)
appearance = customApp.get();
}
for(const auto &spec : type->spec) //TODO: unfity with bonus system
{
auto bonus = new Bonus();
bonus->val = spec.val;
bonus->sid = id.getNum(); //from the hero, specialty has no unique id
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
switch (spec.type)
{
case 1:// creature specialty
{
hs->growsWithLevel = true;
const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
//int creLevel = specCreature.level;
//if(!creLevel)
//{
// if(spec.additionalinfo == 146)
// creLevel = 5; //treat ballista as 5-level
// else
// {
// logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
// continue;
// }
//}
//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
bonus->type = Bonus::PRIMARY_SKILL;
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->subtype = PrimarySkill::ATTACK;
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
bonus->subtype = PrimarySkill::DEFENSE;
hs->addNewBonus(bonus);
//values will be calculated later
bonus = new Bonus(*bonus);
bonus->type = Bonus::STACKS_SPEED;
bonus->val = 1; //+1 speed
hs->addNewBonus(bonus);
}
break;
case 2://secondary skill
hs->growsWithLevel = true;
bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
bonus->subtype = spec.subtype; //skill id
bonus->val = spec.val; //value per level, in percent
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
switch (spec.additionalinfo)
{
case 0: //normal
bonus->valType = Bonus::PERCENT_TO_BASE;
break;
case 1: //when it's navigation or there's no 'base' at all
bonus->valType = Bonus::PERCENT_TO_ALL;
break;
}
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
hs->addNewBonus(bonus);
break;
case 3://spell damage bonus, level dependent but calculated elsewhere
bonus->type = Bonus::SPECIAL_SPELL_LEV;
bonus->subtype = spec.subtype;
hs->addNewBonus(bonus);
break;
case 4://creature stat boost
switch (spec.subtype)
{
case 1://attack
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2://defense
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::DEFENSE;
break;
case 3:
bonus->type = Bonus::CREATURE_DAMAGE;
bonus->subtype = 0; //both min and max
break;
case 4://hp
bonus->type = Bonus::STACK_HEALTH;
break;
case 5:
bonus->type = Bonus::STACKS_SPEED;
break;
default:
continue;
}
bonus->additionalInfo = spec.additionalinfo; //creature id
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
hs->addNewBonus(bonus);
break;
case 5://spell damage bonus in percent
bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
bonus->subtype = spec.subtype; //spell id
hs->addNewBonus(bonus);
break;
case 6://damage bonus for bless (Adela)
bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
bonus->additionalInfo = spec.additionalinfo; //damage factor
hs->addNewBonus(bonus);
break;
case 7://maxed mastery for spell
bonus->type = Bonus::MAXED_SPELL;
bonus->subtype = spec.subtype; //spell i
hs->addNewBonus(bonus);
break;
case 8://peculiar spells - enchantments
bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus->subtype = spec.subtype; //spell id
bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
hs->addNewBonus(bonus);
break;
case 9://upgrade creatures
{
const auto &creatures = VLC->creh->creatures;
bonus->type = Bonus::SPECIAL_UPGRADE;
bonus->subtype = spec.subtype; //base id
bonus->additionalInfo = spec.additionalinfo; //target id
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
for(auto cre_id : creatures[spec.subtype]->upgrades)
{
bonus->subtype = cre_id; //propagate for regular upgrades of base creature
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
}
vstd::clear_pointer(bonus);
break;
}
case 10://resource generation
bonus->type = Bonus::GENERATE_RESOURCE;
bonus->subtype = spec.subtype;
hs->addNewBonus(bonus);
break;
case 11://starting skill with mastery (Adrienne)
setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
break;
case 12://army speed
bonus->type = Bonus::STACKS_SPEED;
hs->addNewBonus(bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus->type = Bonus::PRIMARY_SKILL;
bonus->valType = Bonus::ADDITIVE_VALUE;
switch (spec.subtype)
{
case 1:
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2:
bonus->subtype = PrimarySkill::DEFENSE;
break;
}
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
hs->addNewBonus(bonus);
break;
default:
logGlobal->warnStream() << "Unexpected hero specialty " << type;
}
}
specialty.push_back(hs); //will it work?
for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
{
auto hs = new HeroSpecial();
attachTo(hs); //do we ever need to detach it?
hs->setNodeType(CBonusSystemNode::SPECIALTY);
for (auto bonus : hs2.bonuses)
{
hs->addNewBonus (bonus);
}
hs->growsWithLevel = hs2.growsWithLevel;
specialty.push_back(hs); //will it work?
}
//initialize bonuses
recreateSecondarySkillsBonuses();
Updatespecialty();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
type->name = name;
}
void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
{
for (auto hs : specialty)
{
if (hs->growsWithLevel)
{
//const auto &creatures = VLC->creh->creatures;
for(Bonus * b : hs->getBonusList())
{
switch (b->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
break; //use only hero skills as bonuses to avoid feedback loop
case Bonus::PRIMARY_SKILL: //for creatures, that is
{
const CCreature * cre = nullptr;
int creLevel = 0;
if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
{
cre = creatureLimiter->creature;
creLevel = cre->level;
if (!creLevel)
{
creLevel = 5; //treat ballista as tier 5
}
}
else //no creature found, can't calculate value
{
logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
break;
}
double primSkillModifier = (int)(level / creLevel) / 20.0;
int param;
switch (b->subtype)
{
case PrimarySkill::ATTACK:
param = cre->Attack();
break;
case PrimarySkill::DEFENSE:
param = cre->Defense();
break;
default:
continue;
}
b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
break;
}
}
}
}
}
}
void CGHeroInstance::recreateSecondarySkillsBonuses()
{
auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
for(auto bonus : *secondarySkillsBonuses)
removeBonus(bonus);
for(auto skill_info : secSkills)
updateSkill(SecondarySkill(skill_info.first), skill_info.second);
}
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
{
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
bool luck = which == SecondarySkill::LUCK;
Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
addNewBonus(b);
}
else
b->val = +val;
}
else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
{
if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
b->val = +val;
else
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
}
int skillVal = 0;
switch (which)
{
case SecondarySkill::ARCHERY:
switch (val)
{
case 1:
skillVal = 10; break;
case 2:
skillVal = 25; break;
case 3:
skillVal = 50; break;
}
break;
case SecondarySkill::LOGISTICS:
skillVal = 10 * val; break;
case SecondarySkill::NAVIGATION:
skillVal = 50 * val; break;
case SecondarySkill::MYSTICISM:
skillVal = val; break;
case SecondarySkill::EAGLE_EYE:
skillVal = 30 + 10 * val; break;
case SecondarySkill::NECROMANCY:
skillVal = 10 * val; break;
case SecondarySkill::LEARNING:
skillVal = 5 * val; break;
case SecondarySkill::OFFENCE:
skillVal = 10 * val; break;
case SecondarySkill::ARMORER:
skillVal = 5 * val; break;
case SecondarySkill::INTELLIGENCE:
skillVal = 25 << (val-1); break;
case SecondarySkill::SORCERY:
skillVal = 5 * val; break;
case SecondarySkill::RESISTANCE:
skillVal = 5 << (val-1); break;
case SecondarySkill::FIRST_AID:
skillVal = 25 + 25*val; break;
case SecondarySkill::ESTATES:
skillVal = 125 << (val-1); break;
}
Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
if(Bonus * b = getExportedBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
{
b->val = skillVal;
b->valType = skillValType;
}
else
{
auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
bonus->source = Bonus::SECONDARY_SKILL;
addNewBonus(bonus);
}
CBonusSystemNode::treeHasChanged();
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::PRIMARY_STACK_COUNT)
setStackCount(SlotID(0), val);
}
double CGHeroInstance::getFightingStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
}
double CGHeroInstance::getMagicStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
}
double CGHeroInstance::getHeroStrength() const
{
return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
}
ui64 CGHeroInstance::getTotalStrength() const
{
double ret = getFightingStrength() * getArmyStrength();
return (ui64) ret;
}
TExpType CGHeroInstance::calculateXp(TExpType exp) const
{
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
}
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
{
si16 skill = -1; //skill level
spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
{
int thisSchool = std::max<int>(getSecSkillLevel(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->id.toEnum())); //given by artifact or other effect
vstd::amax(skill, 0); //in case we don't know any school
vstd::amin(skill, 3);
return skill;
}
ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * 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->id.toEnum())) / 100.0;
spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
{
base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
stop = true; //only bonus from one school is used
});
if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
return base;
}
int CGHeroInstance::getEffectLevel(const CSpell * spell) const
{
if(hasBonusOfType(Bonus::MAXED_SPELL, spell->id))
return 3;//todo: recheck specialty from where this bonus is. possible bug
else
return getSpellSchoolLevel(spell);
}
int CGHeroInstance::getEffectPower(const CSpell * spell) const
{
return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
}
int CGHeroInstance::getEnchantPower(const CSpell * spell) const
{
return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
}
int CGHeroInstance::getEffectValue(const CSpell * spell) const
{
return 0;
}
const PlayerColor CGHeroInstance::getOwner() const
{
return tempOwner;
}
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
{
if(nullptr == getArt(ArtifactPosition::SPELLBOOK))
return false;
const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
const bool inSpellBook = vstd::contains(spells, spell->id);
const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
bool schoolBonus = false;
spell->forEachSchool([this, &schoolBonus](const SpellSchoolInfo & 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->errorStream() << "Special spell " << spell->name << "in spellbook.";
}
return specificBonus;
}
else if(!isAllowed)
{
if (inSpellBook)
{//hero has this spell in spellbook
logGlobal->errorStream() << "Banned spell " << spell->name << " in spellbook.";
}
return specificBonus || schoolBonus || levelBonus;
}
else
{
return inSpellBook || schoolBonus || specificBonus || levelBonus;
}
}
/**
* Calculates what creatures and how many to be raised from a battle.
* @param battleResult The results of the battle.
* @return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
// Hero knows necromancy or has Necromancer Cloak
if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
{
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
ui32 raisedUnits = 0;
// Figure out what to raise and how many.
const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
//calculate creatures raised from each defeated stack
for (auto & casualtie : casualties)
{
// Get lost enemy hit points convertible to units.
CCreature * c = VLC->creh->creatures[casualtie.first];
const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
}
// Make room for new units.
SlotID slot = getSlotFor(raisedUnitType->idNumber);
if (slot == SlotID())
{
// If there's no room for unit, try it's upgraded version 2/3rds the size.
raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
raisedUnits = (raisedUnits*2)/3;
slot = getSlotFor(raisedUnitType->idNumber);
}
if (raisedUnits <= 0)
raisedUnits = 1;
return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
}
return CStackBasicDescriptor();
}
/**
* Show the necromancy dialog with information about units raised.
* @param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount.
*/
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
{
InfoWindow iw;
iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
iw.player = tempOwner;
iw.components.push_back(Component(raisedStack));
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 145);
iw.text.addReplacement(raisedStack.count);
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 146);
}
iw.text.addReplacement(raisedStack);
cb->showInfoDialog(&iw);
}
/*
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}*/
int CGHeroInstance::getSightRadious() const
{
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
}
si32 CGHeroInstance::manaRegain() const
{
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
return manaLimit();
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
// CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
int CGHeroInstance::getBoatType() const
{
switch(type->heroClass->getAlignment())
{
case EAlignment::GOOD:
return 1;
case EAlignment::EVIL:
return 0;
case EAlignment::NEUTRAL:
return 2;
default:
throw std::runtime_error("Wrong alignment!");
}
}
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
{
// 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(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
}
EAlignment::EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGHeroInstance::initExp()
{
exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
}
std::string CGHeroInstance::nodeName() const
{
return "Hero " + name;
}
void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
{
assert(!getArt(pos));
art->putAt(ArtifactLocation(this, pos));
}
void CGHeroInstance::putInBackpack(CArtifactInstance *art)
{
putArtifact(art->firstBackpackSlot(this), art);
}
bool CGHeroInstance::hasSpellbook() const
{
return getArt(ArtifactPosition::SPELLBOOK);
}
void CGHeroInstance::deserializationFix()
{
artDeserializationFix(this);
for (auto hs : specialty)
{
attachTo (hs);
}
}
CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
{
if(visitedTown)
{
if(inTownGarrison)
return visitedTown;
else
return &visitedTown->townAndVis;
}
else
return CArmedInstance::whereShouldBeAttached(gs);
}
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/, const TurnInfo * ti) const
{
if(!ti)
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))
return (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
return 0; //take all MPs otherwise
}
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<GameConstants::SKILL_QUANTITY;i++)
if (cb->isAllowed(2,i))
none.insert(SecondarySkill(i));
for(auto & elem : secSkills)
{
if(elem.second < SecSkillLevel::EXPERT)
basicAndAdv.insert(elem.first);
else
expert.insert(elem.first);
none.erase(elem.first);
}
for (auto s : obligatorySkills) //don't duplicate them
{
none.erase (s);
basicAndAdv.erase (s);
expert.erase (s);
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
if (canLearnSkill() && obligatorySkills.size() > 0)
{
skills.push_back (obligatorySkills[0]);
}
else if(none.size() && canLearnSkill()) //hero have free skill slot
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
none.erase(skills.back());
}
else if(!basicAndAdv.empty())
{
skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
basicAndAdv.erase(skills.back());
}
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if(!basicAndAdv.empty())
{
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
skills.push_back(s);
basicAndAdv.erase(s);
}
else if (canLearnSkill() && obligatorySkills.size() > 1)
{
skills.push_back (obligatorySkills[1]);
}
else if(none.size() && canLearnSkill())
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
none.erase(skills.back());
}
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() const
{
assert(gainsLevel());
int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
{
pom += skillChances[primarySkill];
if(randomValue < pom)
{
break;
}
}
logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
}
boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
{
assert(gainsLevel());
boost::optional<SecondarySkill> chosenSecondarySkill;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
if(!proposedSecondarySkills.empty())
{
std::vector<SecondarySkill> learnedSecondarySkills;
for(auto secondarySkill : proposedSecondarySkills)
{
if(getSecSkillLevel(secondarySkill) > 0)
{
learnedSecondarySkills.push_back(secondarySkill);
}
}
auto & rand = cb->gameState()->getRandomGenerator();
if(learnedSecondarySkills.empty())
{
// there are only new skills to learn, so choose anyone of them
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
}
else
{
// preferably upgrade a already learned secondary skill
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
}
}
return chosenSecondarySkill;
}
void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
{
if(primarySkill < PrimarySkill::EXPERIENCE)
{
Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
.And(Selector::subtype(primarySkill))
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
assert(skill);
if(abs)
{
skill->val = value;
}
else
{
skill->val += value;
}
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;
}
}
//specialty
Updatespecialty();
}
void CGHeroInstance::levelUpAutomatically()
{
while(gainsLevel())
{
const auto primarySkill = nextPrimarySkill();
setPrimarySkill(primarySkill, 1, false);
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
const auto secondarySkill = nextSecondarySkill();
if(secondarySkill)
{
setSecSkillLevel(*secondarySkill, 1, false);
}
//TODO why has the secondary skills to be passed to the method?
levelUp(proposedSecondarySkills);
}
}
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);
}