1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389
|
/*
* HeroPoolProcessor.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "HeroPoolProcessor.h"
#include "TurnOrderProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/StartInfo.h"
#include "../../lib/entities/hero/CHeroClass.h"
#include "../../lib/entities/hero/CHero.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/gameState/TavernHeroesPool.h"
#include "../../lib/gameState/TavernSlot.h"
#include "../../lib/IGameSettings.h"
HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
: gameHandler(gameHandler)
{
}
TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
{
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroes = heroesPool->getHeroesFor(player);
// if tavern has empty slot - use it
if (heroes.size() == 0)
return TavernHeroSlot::NATIVE;
if (heroes.size() == 1)
return TavernHeroSlot::RANDOM;
// try to find "better" slot to overwrite
// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroTypeID());
auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroTypeID());
if (roleLeft > roleRight)
return TavernHeroSlot::RANDOM;
if (roleLeft < roleRight)
return TavernHeroSlot::NATIVE;
// both slots are equal in "value", so select randomly
if (getRandomGenerator(player).nextInt(100) > 50)
return TavernHeroSlot::RANDOM;
else
return TavernHeroSlot::NATIVE;
}
void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
{
SetAvailableHero sah;
sah.roleID = TavernSlotRole::SURRENDERED;
sah.slotID = selectSlotForRole(color, sah.roleID);
sah.player = color;
sah.hid = hero->getHeroTypeID();
sah.replenishPoints = false;
gameHandler->sendAndApply(sah);
}
void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
{
SetAvailableHero sah;
sah.roleID = TavernSlotRole::RETREATED;
sah.slotID = selectSlotForRole(color, sah.roleID);
sah.player = color;
sah.hid = hero->getHeroTypeID();
sah.army.clearSlots();
sah.army.setCreature(SlotID(0), hero->getHeroType()->initialArmy.at(0).creature, 1);
sah.replenishPoints = false;
gameHandler->sendAndApply(sah);
}
void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
{
SetAvailableHero sah;
sah.player = color;
sah.roleID = TavernSlotRole::NONE;
sah.slotID = slot;
sah.hid = HeroTypeID::NONE;
sah.replenishPoints = false;
gameHandler->sendAndApply(sah);
}
void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
{
SetAvailableHero sah;
sah.player = color;
sah.slotID = slot;
sah.replenishPoints = true;
CGHeroInstance *newHero = (nextHero == HeroTypeID::NONE) ? pickHeroFor(needNativeHero, color) : gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero];
if (newHero)
{
sah.hid = newHero->getHeroTypeID();
if (giveArmy)
{
sah.roleID = TavernSlotRole::FULL_ARMY;
newHero->initArmy(getRandomGenerator(color), &sah.army);
}
else
{
sah.roleID = TavernSlotRole::SINGLE_UNIT;
sah.army.clearSlots();
sah.army.setCreature(SlotID(0), newHero->getHeroType()->initialArmy[0].creature, 1);
}
}
else
{
sah.hid = HeroTypeID::NONE;
}
gameHandler->sendAndApply(sah);
}
void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
{
clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
}
bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
{
const PlayerState * playerState = gameHandler->getPlayerState(player);
const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
const CGTownInstance * town = gameHandler->getTown(objectID);
const auto & heroesPool = gameHandler->gameState()->heroesPool;
if (!mapObject && gameHandler->complain("Invalid map object!"))
return false;
if (!playerState && gameHandler->complain("Invalid player!"))
return false;
if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
return false;
if (gameHandler->getHeroCount(player, false) >= gameHandler->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
return false;
if (gameHandler->getHeroCount(player, true) >= gameHandler->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
return false;
if (nextHero != HeroTypeID::NONE) // player attempts to invite next hero
{
if(!gameHandler->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE) && gameHandler->complain("Inviting heroes not allowed!"))
return false;
if(!heroesPool->unusedHeroesFromPool().count(nextHero) && gameHandler->complain("Cannot invite specified hero!"))
return false;
if(!heroesPool->isHeroAvailableFor(nextHero, player) && gameHandler->complain("Cannot invite specified hero!"))
return false;
}
if(town) //tavern in town
{
if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
return false;
if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
return false;
if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
return false;
}
if(mapObject->ID == Obj::TAVERN)
{
const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
if (!visitor || visitor->getOwner() != player)
{
gameHandler->complain("Can't buy hero in tavern not being visited!");
return false;
}
if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
return false;
}
auto recruitableHeroes = heroesPool->getHeroesFor(player);
const CGHeroInstance * recruitedHero = nullptr;
for(const auto & hero : recruitableHeroes)
{
if(hero->getHeroTypeID() == heroToRecruit)
recruitedHero = hero;
}
if(!recruitedHero)
{
gameHandler->complain("Hero is not available for hiring!");
return false;
}
const auto targetPos = mapObject->visitablePos();
HeroRecruited hr;
hr.tid = mapObject->id;
hr.hid = recruitedHero->getHeroTypeID();
hr.player = player;
hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
{
//Create a new boat for hero
gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
hr.boatId = gameHandler->getTopObj(targetPos)->id;
}
// apply netpack -> this will remove hired hero from pool
gameHandler->sendAndApply(hr);
if(recruitableHeroes[0] == recruitedHero)
selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
else
selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
if(town)
gameHandler->objectVisited(town, recruitedHero);
// If new hero has scouting he might reveal more terrain than we saw before
gameHandler->changeFogOfWar(recruitedHero->getSightCenter(), recruitedHero->getSightRadius(), player, ETileVisibility::REVEALED);
return true;
}
std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
{
std::vector<const CHeroClass *> result;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
for(const auto & elem : heroesPool->unusedHeroesFromPool())
{
if (vstd::contains(result, elem.second->getHeroClass()))
continue;
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0;
if(heroAvailable && !heroClassBanned)
result.push_back(elem.second->getHeroClass());
}
return result;
}
std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
{
std::vector<CGHeroInstance *> result;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
for(const auto & elem : heroesPool->unusedHeroesFromPool())
{
assert(!vstd::contains(result, elem.second));
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
bool heroClassMatches = elem.second->getHeroClass() == heroClass;
if(heroAvailable && heroClassMatches)
result.push_back(elem.second);
}
return result;
}
const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
{
if(!player.isValidPlayer())
{
logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.toString());
return nullptr;
}
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & currentTavern = heroesPool->getHeroesFor(player);
std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
std::vector<const CHeroClass *> possibleClasses;
if(potentialClasses.empty())
{
logGlobal->error("There are no heroes available for player %s!", player.toString());
return nullptr;
}
for(const auto & heroClass : potentialClasses)
{
if (isNative && heroClass->faction != factionID)
continue;
bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
return hero->getHeroClass() == heroClass;
});
if (hasSameClass)
continue;
possibleClasses.push_back(heroClass);
}
if (possibleClasses.empty())
{
logGlobal->error("Cannot pick native hero for %s. Picking any...", player.toString());
possibleClasses = potentialClasses;
}
int totalWeight = 0;
for(const auto & heroClass : possibleClasses)
totalWeight += heroClass->tavernProbability(factionID);
int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
for(const auto & heroClass : possibleClasses)
{
roll -= heroClass->tavernProbability(factionID);
if(roll < 0)
return heroClass;
}
return *possibleClasses.rbegin();
}
CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
{
const CHeroClass * heroClass = pickClassFor(isNative, player);
if(!heroClass)
return nullptr;
std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
assert(!possibleHeroes.empty());
if(possibleHeroes.empty())
return nullptr;
return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
}
vstd::RNG & HeroPoolProcessor::getHeroSkillsRandomGenerator(const HeroTypeID & hero)
{
if (heroSeed.count(hero) == 0)
{
int seed = gameHandler->getRandomGenerator().nextInt();
heroSeed.emplace(hero, std::make_unique<CRandomGenerator>(seed));
}
return *heroSeed.at(hero);
}
vstd::RNG & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
{
if (playerSeed.count(player) == 0)
{
int seed = gameHandler->getRandomGenerator().nextInt();
playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
}
return *playerSeed.at(player);
}
|