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vcmi/lib/mapObjects/CGHeroInstance.cpp
Ivan Savenko e06db2365d Fixes #1096 - do not propose banned skills on levelup
Remove possibility to get banned skill on levelup as "obligatory skill"
if all other such skills have been learned before.

May happen under some conditions, e.g. if hero quickly learns other
magic schools - in witch hut/university, leading to case where banned
skill is the only obligatory skill that can be offered on levelup
2022-11-14 17:16:49 +02:00

1635 lines
45 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 <vcmi/ServerCallback.h>
#include <vcmi/spells/Spell.h>
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CModHandler.h"
#include "../CSoundBase.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "CObjectClassesHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../CCreatureHandler.h"
#include "../CTownHandler.h"
#include "../mapping/CMap.h"
#include "CGTownInstance.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../StringConstants.h"
#include "../battle/Unit.h"
VCMI_LIB_NAMESPACE_BEGIN
///helpers
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID = 0)
{
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 = 0)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
static int lowestSpeed(const CGHeroInstance * chi)
{
static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_" + std::to_string((si32)Bonus::STACKS_SPEED);
if(!chi->stacksCount())
{
if(chi->commander && chi->commander->alive)
{
return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
}
logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->name);
return 20;
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
for(; i != chi->Slots().end(); i++)
ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
return ret;
}
ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
{
int64_t ret = GameConstants::BASE_MOVEMENT_COST;
//if there is road both on dest and src tiles - use road movement cost
if(dest.roadType->id && from.roadType->id)
{
ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
}
else if(ti->nativeTerrain != from.terType->id &&//the terrain is not native
ti->nativeTerrain != Terrain::ANY_TERRAIN && //no special creature bonus
!ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->id)) //no special movement bonus
{
ret = VLC->heroh->terrCosts[from.terType->id];
ret -= ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
return (ui32)ret;
}
TerrainId 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?
TerrainId nativeTerrain = Terrain::BORDER;
for(auto stack : stacks)
{
TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
if(stackNativeTerrain == Terrain::BORDER) //where does this value come from?
continue;
if(nativeTerrain == Terrain::BORDER)
nativeTerrain = stackNativeTerrain;
else if(nativeTerrain != stackNativeTerrain)
return Terrain::BORDER;
}
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;
}
}
BattleField CGHeroInstance::getBattlefield() const
{
return BattleField::NONE;
}
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));
updateSkillBonus(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->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
elem.second = 3;
}
updateSkillBonus(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(this);
return maxMovePointsCached(onLand, &ti);
}
int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
{
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 = UNINITIALIZED_MANA;
movement = UNINITIALIZED_MOVEMENT;
portrait = UNINITIALIZED_PORTRAIT;
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));
}
PlayerColor CGHeroInstance::getOwner() const
{
return tempOwner;
}
void CGHeroInstance::initHero(CRandomGenerator & rand, HeroTypeID SUBID)
{
subID = SUBID.getNum();
initHero(rand);
}
void CGHeroInstance::setType(si32 ID, si32 subID)
{
assert(ID == Obj::HERO); // just in case
type = VLC->heroh->objects[subID];
portrait = type->imageIndex;
CGObjectInstance::setType(ID, type->heroClass->getIndex()); // to find object handler we must use heroClass->id
this->subID = subID; // after setType subID used to store unique hero identify id. Check issue 2277 for details
randomizeArmy(type->heroClass->faction);
}
void CGHeroInstance::initHero(CRandomGenerator & rand)
{
assert(validTypes(true));
if(!type)
type = VLC->heroh->objects[subID];
if (ID == Obj::HERO)
appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->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(rand);
}
assert(validTypes());
if(exp == 0xffffffff)
{
initExp(rand);
}
else
{
levelUpAutomatically(rand);
}
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(CRandomGenerator & rand, IArmyDescriptor * dst)
{
if(!dst)
dst = this;
int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
int pom = rand.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 = rand.nextInt(stack.minAmount, stack.maxAmount);
const CCreature * creature = stack.creature.toCreature();
if(creature == nullptr)
{
logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
continue;
}
if(creature->warMachine != ArtifactID::NONE) //war machine
{
warMachinesGiven++;
if(dst != this)
continue;
ArtifactID aid = creature->warMachine;
const CArtifact * art = aid.toArtifact();
if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
{
//TODO: should we try another possible slots?
ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
if(!getArt(slot))
putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
else
logGlobal->warn("Hero %s already has artifact at %d, omitting giving artifact %d", name, slot.toEnum(), aid.toEnum());
}
else
{
logGlobal->error("Hero %s has invalid war machine in initial army", name);
}
}
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)//free hero slot
{
//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);
}
}
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;
}
CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo()
{
rand.setSeed(0);
magicSchoolCounter = 1;
wisdomCounter = 1;
}
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 1;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 1;
}
void CGHeroInstance::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(!type)
initHero(rand); //TODO: set up everything for prison before specialties are configured
skillsInfo.rand.setSeed(rand.nextInt());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
if (ID != Obj::PRISON)
{
auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->getIndex())->getOverride(terrain, this);
if (customApp)
appearance = customApp;
}
//copy active (probably growing) bonuses from hero prototype to hero object
for(std::shared_ptr<Bonus> b : type->specialty)
addNewBonus(b);
//dito for old-style bonuses -> compatibility for old savegames
for(SSpecialtyBonus & sb : type->specialtyDeprecated)
for(std::shared_ptr<Bonus> b : sb.bonuses)
addNewBonus(b);
for(SSpecialtyInfo & spec : type->specDeprecated)
for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, type->ID.getNum()))
addNewBonus(b);
//initialize bonuses
recreateSecondarySkillsBonuses();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
type->name = name;
}
void CGHeroInstance::recreateSecondarySkillsBonuses()
{
auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
for(auto bonus : *secondarySkillsBonuses)
removeBonus(bonus);
for(auto skill_info : secSkills)
if(skill_info.second > 0)
updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
}
void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
{
removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
for (auto b : skillBonus)
addNewBonus(std::make_shared<Bonus>(*b));
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::PRIMARY_STACK_COUNT)
setStackCount(SlotID(0), val);
}
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 (TExpType)(exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0);
}
int32_t CGHeroInstance::getCasterUnitId() const
{
return -1; //TODO: special value for attacker/defender hero
}
int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
{
int32_t skill = -1; //skill level
spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
{
int32_t thisSchool = std::max<int32_t>(
valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
if(thisSchool > skill)
{
skill = thisSchool;
if(outSelectedSchool)
*outSelectedSchool = (ui8)cnf.id;
}
});
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
vstd::amax(skill, 0); //in case we don't know any school
vstd::amin(skill, 3);
return skill;
}
int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
{
//applying sorcery secondary skill
base = (int64_t)(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
int maxSchoolBonus = 0;
spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
{
vstd::amax(maxSchoolBonus, valOfBonuses(cnf.damagePremyBonus));
});
base = (int64_t)(base * (100 + maxSchoolBonus) / 100.0);
if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
base = (int64_t)(base * double(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
return base;
}
int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
{
base = (int64_t)(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
return base;
}
int32_t CGHeroInstance::getEffectLevel(const spells::Spell * spell) const
{
if(hasBonusOfType(Bonus::MAXED_SPELL, spell->getIndex()))
return 3;//todo: recheck specialty from where this bonus is. possible bug
else
return getSpellSchoolLevel(spell);
}
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(Bonus::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.addReplacement(name);
}
void CGHeroInstance::getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const
{
const bool singleTarget = attacked.size() == 1;
const int textIndex = singleTarget ? 195 : 196;
text.addTxt(MetaString::GENERAL_TXT, textIndex);
getCasterName(text);
text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
if(singleTarget)
attacked.at(0)->addNameReplacement(text, true);
}
void CGHeroInstance::spendMana(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(Bonus::SPELL, spell->getIndex());
bool schoolBonus = false;
spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
{
if(hasBonusOfType(cnf.knoledgeBonus))
{
schoolBonus = stop = true;
}
});
const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
if(spell->isSpecial())
{
if(inSpellBook)
{//hero has this spell in spellbook
logGlobal->error("Special spell %s in spellbook.", spell->getName());
}
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->getName());
}
return inSpellBook || specificBonus || schoolBonus || levelBonus;
}
else
{
return inSpellBook || schoolBonus || specificBonus || levelBonus;
}
}
bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) 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->getName());
return false;//special spells can not be learned
}
if(spell->isCreatureAbility())
{
logGlobal->warn("Hero %s try to learn creature spell %s", nodeName(), spell->getName());
return false;//creature abilities can not be learned
}
if(!IObjectInterface::cb->isAllowed(0, spell->getIndex()))
{
logGlobal->warn("Hero %s try to learn banned spell %s", nodeName(), spell->getName());
return false;//banned spells should not be learned
}
return true;
}
/**
* Calculates what creatures and how many to be raised from a battle.
* @param battleResult The results of the battle.
* @return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
// need skill or cloak of undead king - lesser artifacts don't work without skill
if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
{
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
// figure out what to raise - pick strongest creature meeting requirements
CreatureID creatureTypeRaised = CreatureID::SKELETON;
int requiredCasualtyLevel = 1;
TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
if(!improvedNecromancy->empty())
{
auto getCreatureID = [necromancyLevel](std::shared_ptr<Bonus> bonus) -> CreatureID
{
const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
};
int maxCasualtyLevel = 1;
for(auto & casualty : casualties)
vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
// pick best bonus available
std::shared_ptr<Bonus> topPick;
for(std::shared_ptr<Bonus> newPick : *improvedNecromancy)
{
// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
if(newPick->additionalInfo[0] > necromancyLevel || newPick->additionalInfo[1] > maxCasualtyLevel)
continue;
if(!topPick)
{
topPick = newPick;
}
else
{
auto quality = [getCreatureID](std::shared_ptr<Bonus> pick) -> std::tuple<int, int, int>
{
const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
};
if(quality(topPick) < quality(newPick))
topPick = newPick;
}
}
if(topPick)
{
creatureTypeRaised = getCreatureID(topPick);
requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
}
}
// raise upgraded creature (at 2/3 rate) if no space available otherwise
if(getSlotFor(creatureTypeRaised) == SlotID())
{
for(CreatureID upgraded : VLC->creh->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]->MaxHealth();
double raisedUnits = 0;
for(auto & casualty : casualties)
{
const CCreature * c = VLC->creh->objects[casualty.first];
double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
if(c->level < requiredCasualtyLevel)
raisedFromCasualty *= 0.5;
raisedUnits += raisedFromCasualty;
}
return CStackBasicDescriptor(creatureTypeRaised, std::max(static_cast<int>(raisedUnits), 1));
}
return CStackBasicDescriptor();
}
/**
* Show the necromancy dialog with information about units raised.
* @param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount.
*/
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const
{
InfoWindow iw;
iw.soundID = soundBase::pickup01 + rand.nextInt(6);
iw.player = tempOwner;
iw.components.push_back(Component(raisedStack));
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 145);
iw.text.addReplacement(raisedStack.count);
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 146);
}
iw.text.addReplacement(raisedStack);
cb->showInfoDialog(&iw);
}
/*
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}*/
int CGHeroInstance::getSightRadius() const
{
return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
}
si32 CGHeroInstance::manaRegain() const
{
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
return manaLimit();
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::MYSTICISM) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
si32 CGHeroInstance::getManaNewTurn() const
{
if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
{
//if hero starts turn in town with mage guild - restore all mana
return std::max(mana, manaLimit());
}
si32 res = mana + manaRegain();
res = std::min(res, manaLimit());
res = std::max(res, mana);
res = std::max(res, 0);
return res;
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
// CArtifact * const artifact = VLC->arth->objects[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)
};
}
int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
{
return sp->getCost(getSpellSchoolLevel(sp));
}
void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
{
assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
}
EAlignment::EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGHeroInstance::initExp(CRandomGenerator & rand)
{
exp = rand.nextInt(40, 89);
}
std::string CGHeroInstance::nodeName() const
{
return "Hero " + name;
}
void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
{
assert(!getArt(pos));
art->putAt(ArtifactLocation(this, pos));
}
void CGHeroInstance::putInBackpack(CArtifactInstance *art)
{
putArtifact(art->firstBackpackSlot(this), art);
}
bool CGHeroInstance::hasSpellbook() const
{
return getArt(ArtifactPosition::SPELLBOOK);
}
void CGHeroInstance::addSpellToSpellbook(SpellID spell)
{
spells.insert(spell);
}
void CGHeroInstance::removeSpellFromSpellbook(SpellID spell)
{
spells.erase(spell);
}
bool CGHeroInstance::spellbookContainsSpell(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, 2 + valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::WISDOM)));
}
void CGHeroInstance::deserializationFix()
{
artDeserializationFix(this);
}
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
{
int ret = 0; //take all MPs by default
bool localTi = false;
if(!ti)
{
localTi = true;
ti = new TurnInfo(this);
}
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
if(localTi)
delete ti;
return ret;
}
EDiggingStatus CGHeroInstance::diggingStatus() const
{
if((int)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) &&
type->heroClass->secSkillProbability[SecondarySkill::WISDOM] > 0)
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) && type->heroClass->secSkillProbability[skill] > 0) //only schools hero doesn't know yet
{
obligatorySkills.push_back(skill);
break; //only one
}
}
}
std::vector<SecondarySkill> skills;
//picking sec. skills for choice
std::set<SecondarySkill> basicAndAdv, expert, none;
for(int i = 0; i < VLC->skillh->size(); i++)
if (cb->isAllowed(2,i) && type->heroClass->secSkillProbability[i] > 0)
none.insert(SecondarySkill(i));
for(auto & elem : secSkills)
{
if(elem.second < SecSkillLevel::EXPERT)
basicAndAdv.insert(elem.first);
else
expert.insert(elem.first);
none.erase(elem.first);
}
for (auto s : obligatorySkills) //don't duplicate them
{
none.erase (s);
basicAndAdv.erase (s);
expert.erase (s);
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
if (canLearnSkill() && obligatorySkills.size() > 0)
{
skills.push_back (obligatorySkills[0]);
}
else if(none.size() && canLearnSkill()) //hero have free skill slot
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
none.erase(skills.back());
}
else if(!basicAndAdv.empty())
{
skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
basicAndAdv.erase(skills.back());
}
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if(!basicAndAdv.empty())
{
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
skills.push_back(s);
basicAndAdv.erase(s);
}
else if (canLearnSkill() && obligatorySkills.size() > 1)
{
skills.push_back (obligatorySkills[1]);
}
else if(none.size() && canLearnSkill())
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
none.erase(skills.back());
}
if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
std::swap(skills[0], skills[1]);
return skills;
}
PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
{
assert(gainsLevel());
int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
const auto 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->identifier);
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>(primarySkill);
}
boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
{
assert(gainsLevel());
boost::optional<SecondarySkill> chosenSecondarySkill;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
if(!proposedSecondarySkills.empty())
{
std::vector<SecondarySkill> learnedSecondarySkills;
for(auto secondarySkill : proposedSecondarySkills)
{
if(getSecSkillLevel(secondarySkill) > 0)
{
learnedSecondarySkills.push_back(secondarySkill);
}
}
if(learnedSecondarySkills.empty())
{
// there are only new skills to learn, so choose anyone of them
chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
}
else
{
// preferably upgrade a already learned secondary skill
chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
}
}
return chosenSecondarySkill;
}
void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
{
if(primarySkill < PrimarySkill::EXPERIENCE)
{
auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
.And(Selector::subtype()(primarySkill))
.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
assert(skill);
if(abs)
{
skill->val = 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(std::vector<SecondarySkill> skills)
{
++level;
//deterministic secondary skills
skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
if(vstd::contains(skills, SecondarySkill::WISDOM))
{
skillsInfo.resetWisdomCounter();
}
SecondarySkill spellSchools[] = {
SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
for(auto skill : spellSchools)
{
if(vstd::contains(skills, skill))
{
skillsInfo.resetMagicSchoolCounter();
break;
}
}
//update specialty and other bonuses that scale with level
treeHasChanged();
}
void CGHeroInstance::levelUpAutomatically(CRandomGenerator & rand)
{
while(gainsLevel())
{
const auto primarySkill = nextPrimarySkill(rand);
setPrimarySkill(primarySkill, 1, false);
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
const auto secondarySkill = nextSecondarySkill(rand);
if(secondarySkill)
{
setSecSkillLevel(*secondarySkill, 1, false);
}
//TODO why has the secondary skills to be passed to the method?
levelUp(proposedSecondarySkills);
}
}
bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
{
//VISIONS spell support
const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
if (visionsMultiplier > 0)
vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
const int distance = static_cast<int>(target->pos.dist2d(getPosition(false)));
//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
return (distance < visionsRange) && (target->pos.z == pos.z);
}
std::string CGHeroInstance::getHeroTypeName() const
{
if(ID == Obj::HERO || ID == Obj::PRISON)
{
if(type)
{
return type->identifier;
}
else
{
return VLC->heroh->objects[subID]->identifier;
}
}
return "";
}
void CGHeroInstance::afterAddToMap(CMap * map)
{
if(ID == Obj::HERO)
map->heroesOnMap.push_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->modh->identifiers.getIdentifier("core", "hero", identifier);
if(rawId)
subID = rawId.get();
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", biography);
handler.serializeInt("experience", exp, 0);
if (!handler.saving)
{
while (gainsLevel())
{
++level;
}
}
handler.serializeString("name", name);
handler.serializeBool<ui8>("female", sex, 1, 0, 0xFF);
{
const int legacyHeroes = static_cast<int>(VLC->modh->settings.data["textData"]["hero"].Integer());
const int moddedStart = legacyHeroes + GameConstants::HERO_PORTRAIT_SHIFT;
if(handler.saving)
{
if(portrait >= 0)
{
if(portrait < legacyHeroes || portrait >= moddedStart)
handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
else
handler.serializeInt("portrait", portrait, -1);
}
}
else
{
const JsonNode & portraitNode = handler.getCurrent()["portrait"];
if(portraitNode.getType() == JsonNode::JsonType::DATA_STRING)
handler.serializeId<si32, si32, HeroTypeID>("portrait", portrait, -1);
else
handler.serializeInt("portrait", portrait, -1);
}
}
//primary skills
if(handler.saving)
{
const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
if(haveSkills)
{
auto primarySkills = handler.enterStruct("primarySkills");
for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
{
int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
handler.serializeInt(PrimarySkill::names[i], value, 0);
}
}
}
else
{
auto primarySkills = handler.enterStruct("primarySkills");
if(handler.getCurrent().getType() == JsonNode::JsonType::DATA_STRUCT)
{
for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
{
int value = 0;
handler.serializeInt(PrimarySkill::names[i], value, 0);
pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
}
}
}
//secondary skills
if(handler.saving)
{
//does hero have default skills?
bool defaultSkills = false;
bool normalSkills = false;
for(const auto & p : secSkills)
{
if(p.first == SecondarySkill(SecondarySkill::DEFAULT))
defaultSkills = true;
else
normalSkills = true;
}
if(defaultSkills && normalSkills)
logGlobal->error("Mixed default and normal secondary skills");
//in json default skills means no field/null
if(!defaultSkills)
{
//enter structure here as handler initialize it
auto secondarySkills = handler.enterStruct("secondarySkills");
for(auto & p : secSkills)
{
const si32 rawId = p.first.num;
if(rawId < 0 || rawId >= VLC->skillh->size())
logGlobal->error("Invalid secondary skill %d", rawId);
handler.serializeEnum((*VLC->skillh)[SecondarySkill(rawId)]->identifier, p.second, 0, NSecondarySkill::levels);
}
}
}
else
{
auto secondarySkills = handler.enterStruct("secondarySkills");
const JsonNode & skillMap = handler.getCurrent();
secSkills.clear();
if(skillMap.getType() == JsonNode::JsonType::DATA_NULL)
{
secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1));
}
else
{
for(const auto & p : skillMap.Struct())
{
const std::string skillId = p.first;
const std::string levelId = p.second.String();
const int rawId = CSkillHandler::decodeSkill(skillId);
if(rawId < 0)
{
logGlobal->error("Invalid secondary skill %s", skillId);
continue;
}
const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
if(level < 0)
{
logGlobal->error("Invalid secondary skill level%s", levelId);
continue;
}
secSkills.push_back(std::pair<SecondarySkill,ui8>(SecondarySkill(rawId), level));
}
}
}
handler.serializeIdArray("spellBook", spells);
if(handler.saving)
CArtifactSet::serializeJsonArtifacts(handler, "artifacts", nullptr);
}
void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
serializeCommonOptions(handler);
serializeJsonOwner(handler);
if(ID == Obj::HERO || ID == Obj::PRISON)
{
std::string typeName;
if(handler.saving)
typeName = getHeroTypeName();
handler.serializeString("type", typeName);
if(!handler.saving)
setHeroTypeName(typeName);
}
CCreatureSet::serializeJson(handler, "army", 7);
handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
{
static const int NO_PATROLING = -1;
int rawPatrolRadius = NO_PATROLING;
if(handler.saving)
{
rawPatrolRadius = patrol.patrolling ? patrol.patrolRadius : NO_PATROLING;
}
handler.serializeInt("patrolRadius", rawPatrolRadius, NO_PATROLING);
if(!handler.saving)
{
patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
patrol.initialPos = convertPosition(pos, false);
patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
}
}
}
void CGHeroInstance::serializeJsonDefinition(JsonSerializeFormat & handler)
{
serializeCommonOptions(handler);
}
bool CGHeroInstance::isMissionCritical() const
{
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
{
if(event.trigger.test([&](const EventCondition & condition)
{
if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
{
auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
return (hero != this);
}
else if(condition.condition == EventCondition::IS_HUMAN)
{
return true;
}
return false;
}))
{
return true;
}
}
return false;
}
VCMI_LIB_NAMESPACE_END