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// Triggers a strange mood using (mostly) the same logic used in-game
# include "Core.h"
# include "Console.h"
# include "Export.h"
# include "PluginManager.h"
# include "modules/Gui.h"
# include "modules/Units.h"
# include "modules/Items.h"
# include "modules/Job.h"
# include "modules/Translation.h"
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# include "modules/Random.h"
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# include "DataDefs.h"
# include "df/d_init.h"
# include "df/world.h"
# include "df/ui.h"
# include "df/unit.h"
# include "df/unit_soul.h"
# include "df/unit_skill.h"
# include "df/unit_preference.h"
# include "df/map_block.h"
# include "df/job.h"
# include "df/job_item.h"
# include "df/historical_entity.h"
# include "df/entity_raw.h"
# include "df/builtin_mats.h"
# include "df/general_ref_unit_workerst.h"
using std : : string ;
using std : : vector ;
using namespace DFHack ;
using namespace df : : enums ;
using df : : global : : world ;
using df : : global : : ui ;
using df : : global : : d_init ;
using df : : global : : created_item_count ;
using df : : global : : created_item_type ;
using df : : global : : created_item_subtype ;
using df : : global : : created_item_mattype ;
using df : : global : : created_item_matindex ;
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Random : : MersenneRNG rng ;
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bool isUnitMoodable ( df : : unit * unit )
{
if ( ! Units : : isCitizen ( unit ) )
return false ;
if ( ! unit - > status2 . limbs_grasp_count )
return false ;
if ( unit - > mood ! = mood_type : : None )
return false ;
if ( ! ENUM_ATTR ( profession , moodable , unit - > profession ) )
return false ;
return true ;
}
df : : job_skill getMoodSkill ( df : : unit * unit )
{
if ( ! unit - > status . current_soul )
return job_skill : : STONECRAFT ;
df : : historical_entity * civ = df : : historical_entity : : find ( unit - > civ_id ) ;
df : : unit_soul * soul = unit - > status . current_soul ;
vector < df : : job_skill > skills ;
df : : skill_rating level = skill_rating : : Dabbling ;
for ( size_t i = 0 ; i < soul - > skills . size ( ) ; i + + )
{
df : : unit_skill * skill = soul - > skills [ i ] ;
switch ( skill - > id )
{
case job_skill : : MINING :
case job_skill : : CARPENTRY :
case job_skill : : DETAILSTONE :
case job_skill : : MASONRY :
case job_skill : : TANNER :
case job_skill : : WEAVING :
case job_skill : : CLOTHESMAKING :
case job_skill : : FORGE_WEAPON :
case job_skill : : FORGE_ARMOR :
case job_skill : : FORGE_FURNITURE :
case job_skill : : CUTGEM :
case job_skill : : ENCRUSTGEM :
case job_skill : : WOODCRAFT :
case job_skill : : STONECRAFT :
case job_skill : : METALCRAFT :
case job_skill : : GLASSMAKER :
case job_skill : : LEATHERWORK :
case job_skill : : BONECARVE :
case job_skill : : BOWYER :
case job_skill : : MECHANICS :
if ( skill - > rating > level )
{
skills . clear ( ) ;
level = skill - > rating ;
}
if ( skill - > rating = = level )
skills . push_back ( skill - > id ) ;
break ;
}
}
if ( ! skills . size ( ) & & civ )
{
if ( civ - > entity_raw - > jobs . permitted_skill [ job_skill : : WOODCRAFT ] )
skills . push_back ( job_skill : : WOODCRAFT ) ;
if ( civ - > entity_raw - > jobs . permitted_skill [ job_skill : : STONECRAFT ] )
skills . push_back ( job_skill : : STONECRAFT ) ;
if ( civ - > entity_raw - > jobs . permitted_skill [ job_skill : : BONECARVE ] )
skills . push_back ( job_skill : : BONECARVE ) ;
}
if ( ! skills . size ( ) )
skills . push_back ( job_skill : : STONECRAFT ) ;
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return skills [ rng . df_trandom ( skills . size ( ) ) ] ;
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}
int getCreatedMetalBars ( int32_t idx )
{
for ( size_t i = 0 ; i < created_item_type - > size ( ) ; i + + )
{
if ( created_item_type - > at ( i ) = = item_type : : BAR & &
created_item_subtype - > at ( i ) = = - 1 & &
created_item_mattype - > at ( i ) = = 0 & &
created_item_matindex - > at ( i ) = = idx )
return created_item_count - > at ( i ) ;
}
return 0 ;
}
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void selectWord ( const df : : language_word_table & table , int32_t & word , df : : enum_field < df : : part_of_speech , int16_t > & part , int mode )
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{
if ( table . parts [ mode ] . size ( ) )
{
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int offset = rng . df_trandom ( table . parts [ mode ] . size ( ) ) ;
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word = table . words [ mode ] [ offset ] ;
part = table . parts [ mode ] [ offset ] ;
}
else
{
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word = rng . df_trandom ( world - > raws . language . words . size ( ) ) ;
part = ( df : : part_of_speech ) ( rng . df_trandom ( 9 ) ) ;
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Core : : getInstance ( ) . getConsole ( ) . printerr ( " Impoverished Word Selector " ) ;
}
}
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void generateName ( df : : language_name & output , int language , int mode , const df : : language_word_table & table1 , const df : : language_word_table & table2 )
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{
for ( int i = 0 ; i < 100 ; i + + )
{
if ( mode ! = 8 & & mode ! = 9 )
{
output = df : : language_name ( ) ;
if ( language = = - 1 )
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language = rng . df_trandom ( world - > raws . language . translations . size ( ) ) ;
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output . unknown = mode ;
output . language = language ;
}
output . has_name = 1 ;
if ( output . language = = - 1 )
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output . language = rng . df_trandom ( world - > raws . language . translations . size ( ) ) ;
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int r , r2 , r3 ;
switch ( mode )
{
case 0 : case 9 : case 10 :
if ( mode ! = 9 )
{
int32_t word ; df : : enum_field < df : : part_of_speech , int16_t > part ;
output . first_name . clear ( ) ;
selectWord ( table1 , word , part , 2 ) ;
if ( word > = 0 & & word < world - > raws . language . words . size ( ) )
output . first_name = * world - > raws . language . translations [ language ] - > words [ word ] ;
}
if ( mode ! = 10 )
{
case 4 : case 37 : // this is not a typo
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if ( rng . df_trandom ( 2 ) )
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{
selectWord ( table2 , output . words [ 0 ] , output . parts_of_speech [ 0 ] , 0 ) ;
selectWord ( table1 , output . words [ 1 ] , output . parts_of_speech [ 1 ] , 1 ) ;
}
else
{
selectWord ( table1 , output . words [ 0 ] , output . parts_of_speech [ 0 ] , 0 ) ;
selectWord ( table2 , output . words [ 1 ] , output . parts_of_speech [ 1 ] , 1 ) ;
}
}
break ;
case 1 : case 13 : case 20 :
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r = rng . df_trandom ( 3 ) ;
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if ( r = = 0 | | r = = 1 )
{
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if ( rng . df_trandom ( 2 ) )
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{
selectWord ( table2 , output . words [ 0 ] , output . parts_of_speech [ 0 ] , 0 ) ;
selectWord ( table1 , output . words [ 1 ] , output . parts_of_speech [ 1 ] , 1 ) ;
}
else
{
selectWord ( table1 , output . words [ 0 ] , output . parts_of_speech [ 0 ] , 0 ) ;
selectWord ( table2 , output . words [ 1 ] , output . parts_of_speech [ 1 ] , 1 ) ;
}
}
if ( r = = 1 | | r = = 2 )
{
case 3 : case 8 : case 11 : // this is not a typo either
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r2 = rng . df_trandom ( 2 ) ;
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if ( r2 )
selectWord ( table1 , output . words [ 5 ] , output . parts_of_speech [ 5 ] , 2 ) ;
else
selectWord ( table2 , output . words [ 5 ] , output . parts_of_speech [ 5 ] , 2 ) ;
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r3 = rng . df_trandom ( 3 ) ;
if ( rng . df_trandom ( 50 ) )
r3 = rng . df_trandom ( 2 ) ;
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switch ( r3 )
{
case 0 :
case 2 :
if ( r3 = = 2 )
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r2 = rng . df_trandom ( 2 ) ;
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if ( r2 )
selectWord ( table2 , output . words [ 6 ] , output . parts_of_speech [ 6 ] , 5 ) ;
else
selectWord ( table1 , output . words [ 6 ] , output . parts_of_speech [ 6 ] , 5 ) ;
if ( r3 = = 0 )
break ;
r2 = - r2 ;
case 1 :
if ( r2 )
selectWord ( table1 , output . words [ 2 ] , output . parts_of_speech [ 2 ] , 3 ) ;
else
selectWord ( table2 , output . words [ 2 ] , output . parts_of_speech [ 2 ] , 3 ) ;
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if ( ! ( rng . df_trandom ( 100 ) ) )
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selectWord ( table1 , output . words [ 3 ] , output . parts_of_speech [ 3 ] , 3 ) ;
break ;
}
}
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if ( rng . df_trandom ( 100 ) )
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{
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if ( rng . df_trandom ( 2 ) )
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selectWord ( table1 , output . words [ 4 ] , output . parts_of_speech [ 4 ] , 4 ) ;
else
selectWord ( table2 , output . words [ 4 ] , output . parts_of_speech [ 4 ] , 4 ) ;
}
if ( ( mode = = 3 ) & & ( output . parts_of_speech [ 5 ] = = part_of_speech : : Noun ) & & ( output . words [ 5 ] ! = - 1 ) & & ( world - > raws . language . words [ output . words [ 5 ] ] - > forms [ 1 ] . length ( ) ) )
output . parts_of_speech [ 5 ] = part_of_speech : : NounPlural ;
break ;
case 2 : case 5 : case 6 : case 12 : case 14 : case 15 : case 16 : case 17 : case 18 : case 19 :
case 21 : case 22 : case 23 : case 24 : case 25 : case 26 : case 27 : case 28 : case 29 : case 30 :
case 31 : case 32 : case 33 : case 34 : case 35 : case 36 : case 38 : case 39 :
selectWord ( table1 , output . words [ 5 ] , output . parts_of_speech [ 5 ] , 2 ) ;
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r3 = rng . df_trandom ( 3 ) ;
if ( rng . df_trandom ( 50 ) )
r3 = rng . df_trandom ( 2 ) ;
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switch ( r3 )
{
case 0 :
case 2 :
selectWord ( table2 , output . words [ 6 ] , output . parts_of_speech [ 6 ] , 5 ) ;
if ( r3 = = 0 )
break ;
case 1 :
selectWord ( table2 , output . words [ 2 ] , output . parts_of_speech [ 2 ] , 3 ) ;
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if ( ! ( rng . df_trandom ( 100 ) ) )
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selectWord ( table2 , output . words [ 3 ] , output . parts_of_speech [ 3 ] , 3 ) ;
break ;
}
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if ( rng . df_trandom ( 100 ) )
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selectWord ( table2 , output . words [ 4 ] , output . parts_of_speech [ 4 ] , 4 ) ;
break ;
case 7 :
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r = rng . df_trandom ( 3 ) ;
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if ( r = = 0 | | r = = 1 )
{
selectWord ( table2 , output . words [ 0 ] , output . parts_of_speech [ 0 ] , 0 ) ;
selectWord ( table1 , output . words [ 1 ] , output . parts_of_speech [ 1 ] , 1 ) ;
}
if ( r = = 1 | | r = = 2 )
{
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r2 = rng . df_trandom ( 2 ) ;
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if ( r = = 2 | | r2 = = 1 )
selectWord ( table1 , output . words [ 5 ] , output . parts_of_speech [ 5 ] , 2 ) ;
else
selectWord ( table2 , output . words [ 5 ] , output . parts_of_speech [ 5 ] , 2 ) ;
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r3 = rng . df_trandom ( 3 ) ;
if ( rng . df_trandom ( 50 ) )
r3 = rng . df_trandom ( 2 ) ;
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switch ( r3 )
{
case 0 :
case 2 :
selectWord ( table1 , output . words [ 6 ] , output . parts_of_speech [ 6 ] , 5 ) ;
if ( r3 = = 0 )
break ;
case 1 :
selectWord ( table2 , output . words [ 2 ] , output . parts_of_speech [ 2 ] , 3 ) ;
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if ( ! ( rng . df_trandom ( 100 ) ) )
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selectWord ( table2 , output . words [ 3 ] , output . parts_of_speech [ 3 ] , 3 ) ;
break ;
}
}
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if ( rng . df_trandom ( 100 ) )
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selectWord ( table2 , output . words [ 4 ] , output . parts_of_speech [ 4 ] , 4 ) ;
break ;
}
if ( output . words [ 2 ] ! = - 1 & & output . words [ 3 ] ! = - 1 & &
world - > raws . language . words [ output . words [ 3 ] ] - > adj_dist < world - > raws . language . words [ output . words [ 2 ] ] - > adj_dist )
{
std : : swap ( output . words [ 2 ] , output . words [ 3 ] ) ;
std : : swap ( output . parts_of_speech [ 2 ] , output . parts_of_speech [ 3 ] ) ;
}
bool next = false ;
if ( ( output . parts_of_speech [ 5 ] = = df : : part_of_speech : : NounPlural ) & & ( output . parts_of_speech [ 6 ] = = df : : part_of_speech : : NounPlural ) )
next = true ;
if ( output . words [ 0 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
if ( output . words [ 4 ] = = - 1 ) next = true ;
if ( output . words [ 2 ] = = - 1 ) next = true ;
if ( output . words [ 3 ] = = - 1 ) next = true ;
if ( output . words [ 5 ] = = - 1 ) next = true ;
}
if ( output . words [ 1 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
if ( output . words [ 4 ] = = - 1 ) next = true ;
if ( output . words [ 2 ] = = - 1 ) next = true ;
if ( output . words [ 3 ] = = - 1 ) next = true ;
if ( output . words [ 5 ] = = - 1 ) next = true ;
}
if ( output . words [ 4 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
if ( output . words [ 2 ] = = - 1 ) next = true ;
if ( output . words [ 3 ] = = - 1 ) next = true ;
if ( output . words [ 5 ] = = - 1 ) next = true ;
}
if ( output . words [ 2 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
if ( output . words [ 3 ] = = - 1 ) next = true ;
if ( output . words [ 5 ] = = - 1 ) next = true ;
}
if ( output . words [ 3 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
if ( output . words [ 5 ] = = - 1 ) next = true ;
}
if ( output . words [ 5 ] ! = - 1 )
{
if ( output . words [ 6 ] = = - 1 ) next = true ;
}
if ( ! next )
return ;
}
}
command_result df_strangemood ( color_ostream & out , vector < string > & parameters )
{
if ( ! Translation : : IsValid ( ) )
{
out . printerr ( " Translation data unavailable! \n " ) ;
return CR_FAILURE ;
}
bool force = false ;
df : : unit * unit = NULL ;
df : : mood_type type = mood_type : : None ;
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df : : job_skill skill = job_skill : : NONE ;
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for ( size_t i = 0 ; i < parameters . size ( ) ; i + + )
{
if ( parameters [ i ] = = " help " | | parameters [ i ] = = " ? " )
return CR_WRONG_USAGE ;
else if ( parameters [ i ] = = " -force " )
force = true ;
else if ( parameters [ i ] = = " -unit " )
{
unit = DFHack : : Gui : : getSelectedUnit ( out ) ;
if ( ! unit )
return CR_FAILURE ;
}
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else if ( parameters [ i ] = = " -type " )
{
i + + ;
if ( i = = parameters . size ( ) )
{
out . printerr ( " No mood type specified! \n " ) ;
return CR_WRONG_USAGE ;
}
if ( parameters [ i ] = = " fey " )
type = mood_type : : Fey ;
else if ( parameters [ i ] = = " secretive " )
type = mood_type : : Secretive ;
else if ( parameters [ i ] = = " possessed " )
type = mood_type : : Possessed ;
else if ( parameters [ i ] = = " fell " )
type = mood_type : : Fell ;
else if ( parameters [ i ] = = " macabre " )
type = mood_type : : Macabre ;
else
{
out . printerr ( " Mood type '%s' not recognized! \n " , parameters [ i ] . c_str ( ) ) ;
return CR_WRONG_USAGE ;
}
}
else if ( parameters [ i ] = = " -skill " )
{
i + + ;
if ( i = = parameters . size ( ) )
{
out . printerr ( " No mood skill specified! \n " ) ;
return CR_WRONG_USAGE ;
}
else if ( parameters [ i ] = = " miner " )
skill = job_skill : : MINING ;
else if ( parameters [ i ] = = " carpenter " )
skill = job_skill : : CARPENTRY ;
else if ( parameters [ i ] = = " engraver " )
skill = job_skill : : DETAILSTONE ;
else if ( parameters [ i ] = = " mason " )
skill = job_skill : : MASONRY ;
else if ( parameters [ i ] = = " tanner " )
skill = job_skill : : TANNER ;
else if ( parameters [ i ] = = " weaver " )
skill = job_skill : : WEAVING ;
else if ( parameters [ i ] = = " clothier " )
skill = job_skill : : CLOTHESMAKING ;
else if ( parameters [ i ] = = " weaponsmith " )
skill = job_skill : : FORGE_WEAPON ;
else if ( parameters [ i ] = = " armorsmith " )
skill = job_skill : : FORGE_ARMOR ;
else if ( parameters [ i ] = = " metalsmith " )
skill = job_skill : : FORGE_FURNITURE ;
else if ( parameters [ i ] = = " gemcutter " )
skill = job_skill : : CUTGEM ;
else if ( parameters [ i ] = = " gemsetter " )
skill = job_skill : : ENCRUSTGEM ;
else if ( parameters [ i ] = = " woodcrafter " )
skill = job_skill : : WOODCRAFT ;
else if ( parameters [ i ] = = " stonecrafter " )
skill = job_skill : : STONECRAFT ;
else if ( parameters [ i ] = = " metalcrafter " )
skill = job_skill : : METALCRAFT ;
else if ( parameters [ i ] = = " glassmaker " )
skill = job_skill : : GLASSMAKER ;
else if ( parameters [ i ] = = " leatherworker " )
skill = job_skill : : LEATHERWORK ;
else if ( parameters [ i ] = = " bonecarver " )
skill = job_skill : : BONECARVE ;
else if ( parameters [ i ] = = " bowyer " )
skill = job_skill : : BOWYER ;
else if ( parameters [ i ] = = " mechanic " )
skill = job_skill : : MECHANICS ;
else
{
out . printerr ( " Mood skill '%s' not recognized! \n " , parameters [ i ] . c_str ( ) ) ;
return CR_WRONG_USAGE ;
}
}
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else
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{
out . printerr ( " Unrecognized parameter: %s \n " , parameters [ i ] . c_str ( ) ) ;
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return CR_WRONG_USAGE ;
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}
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}
CoreSuspender suspend ;
// First, check if moods are enabled at all
if ( ! d_init - > flags4 . is_set ( d_init_flags4 : : ARTIFACTS ) )
{
out . printerr ( " ARTIFACTS are not enabled! \n " ) ;
return CR_FAILURE ;
}
if ( * df : : global : : debug_nomoods )
{
out . printerr ( " Strange moods disabled via debug flag! \n " ) ;
return CR_FAILURE ;
}
if ( ui - > mood_cooldown & & ! force )
{
out . printerr ( " Last strange mood happened too recently! \n " ) ;
return CR_FAILURE ;
}
// Also, make sure there isn't a mood already running
for ( size_t i = 0 ; i < world - > units . active . size ( ) ; i + + )
{
df : : unit * cur = world - > units . active [ i ] ;
if ( Units : : isCitizen ( cur ) & & cur - > flags1 . bits . has_mood )
{
ui - > mood_cooldown = 1000 ;
out . printerr ( " A strange mood is already in progress! \n " ) ;
return CR_FAILURE ;
}
}
// See which units are eligible to enter moods
vector < df : : unit * > moodable_units ;
bool mood_available = false ;
for ( size_t i = 0 ; i < world - > units . active . size ( ) ; i + + )
{
df : : unit * cur = world - > units . active [ i ] ;
if ( ! isUnitMoodable ( cur ) )
continue ;
if ( ! cur - > flags1 . bits . had_mood )
mood_available = true ;
moodable_units . push_back ( cur ) ;
}
if ( ! mood_available )
{
out . printerr ( " No dwarves are available to enter a mood! \n " ) ;
return CR_FAILURE ;
}
// If unit was manually selected, redo checks explicitly
if ( unit )
{
if ( ! isUnitMoodable ( unit ) )
{
out . printerr ( " Selected unit is not eligible to enter a strange mood! \n " ) ;
return CR_FAILURE ;
}
if ( unit - > flags1 . bits . had_mood )
{
out . printerr ( " Selected unit has already had a strange mood! \n " ) ;
return CR_FAILURE ;
}
}
// Obey in-game mood limits
if ( ! force )
{
if ( moodable_units . size ( ) < 20 )
{
out . printerr ( " Fortress is not eligible for a strange mood at this time - not enough moodable units. \n " ) ;
return CR_FAILURE ;
}
int num_items = 0 ;
for ( size_t i = 0 ; i < created_item_count - > size ( ) ; i + + )
num_items + = created_item_count - > at ( i ) ;
int num_revealed_tiles = 0 ;
for ( size_t i = 0 ; i < world - > map . map_blocks . size ( ) ; i + + )
{
df : : map_block * blk = world - > map . map_blocks [ i ] ;
for ( int x = 0 ; x < 16 ; x + + )
for ( int y = 0 ; y < 16 ; y + + )
if ( blk - > designation [ x ] [ y ] . bits . subterranean & & ! blk - > designation [ x ] [ y ] . bits . hidden )
num_revealed_tiles + + ;
}
if ( num_revealed_tiles / 2304 < ui - > tasks . num_artifacts )
{
out . printerr ( " Fortress is not eligible for a strange mood at this time - not enough subterranean tiles revealed. \n " ) ;
return CR_FAILURE ;
}
if ( num_items / 200 < ui - > tasks . num_artifacts )
{
out . printerr ( " Fortress is not eligible for a strange mood at this time - not enough items created \n " ) ;
return CR_FAILURE ;
}
}
// Randomly select a unit to enter a mood
if ( ! unit )
{
vector < int32_t > tickets ;
for ( size_t i = 0 ; i < moodable_units . size ( ) ; i + + )
{
df : : unit * cur = moodable_units [ i ] ;
if ( cur - > flags1 . bits . had_mood )
continue ;
if ( cur - > relations . dragger_id ! = - 1 )
continue ;
if ( cur - > relations . draggee_id ! = - 1 )
continue ;
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tickets . push_back ( i ) ;
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for ( int j = 0 ; j < 5 ; j + + )
tickets . push_back ( i ) ;
switch ( cur - > profession )
{
case profession : : WOODWORKER :
case profession : : CARPENTER :
case profession : : BOWYER :
case profession : : STONEWORKER :
case profession : : MASON :
for ( int j = 0 ; j < 5 ; j + + )
tickets . push_back ( i ) ;
break ;
case profession : : METALSMITH :
case profession : : WEAPONSMITH :
case profession : : ARMORER :
case profession : : BLACKSMITH :
case profession : : METALCRAFTER :
case profession : : JEWELER :
case profession : : GEM_CUTTER :
case profession : : GEM_SETTER :
case profession : : CRAFTSMAN :
case profession : : WOODCRAFTER :
case profession : : STONECRAFTER :
case profession : : LEATHERWORKER :
case profession : : BONE_CARVER :
case profession : : WEAVER :
case profession : : CLOTHIER :
case profession : : GLASSMAKER :
for ( int j = 0 ; j < 15 ; j + + )
tickets . push_back ( i ) ;
break ;
}
}
if ( ! tickets . size ( ) )
{
out . printerr ( " No units are eligible to enter a mood! \n " ) ;
return CR_FAILURE ;
}
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unit = moodable_units [ tickets [ rng . df_trandom ( tickets . size ( ) ) ] ] ;
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}
df : : unit_soul * soul = unit - > status . current_soul ;
// Cancel selected unit's current job
if ( unit - > job . current_job )
{
// TODO: cancel job
out . printerr ( " Chosen unit '%s' has active job, cannot start mood! \n " , Translation : : TranslateName ( & unit - > name , false ) . c_str ( ) ) ;
return CR_FAILURE ;
}
ui - > mood_cooldown = 1000 ;
// If no mood type was specified, pick one randomly
if ( type = = mood_type : : None )
{
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if ( rng . df_trandom ( 100 ) > unit - > status . happiness )
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{
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switch ( rng . df_trandom ( 2 ) )
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{
case 0 : type = mood_type : : Fell ; break ;
case 1 : type = mood_type : : Macabre ; break ;
}
}
else
{
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 : type = mood_type : : Fey ; break ;
case 1 : type = mood_type : : Secretive ; break ;
case 2 : type = mood_type : : Possessed ; break ;
}
}
}
// Display announcement and start setting up the mood job
int color = 0 ;
bool bright = false ;
string msg = Translation : : TranslateName ( & unit - > name , false ) + " , " + Units : : getProfessionName ( unit ) ;
switch ( type )
{
case mood_type : : Fey :
color = 7 ;
bright = true ;
msg + = " is taken by a fey mood! " ;
break ;
case mood_type : : Secretive :
color = 7 ;
bright = false ;
msg + = " withdraws from society... " ;
break ;
case mood_type : : Possessed :
color = 5 ;
bright = true ;
msg + = " has been possessed! " ;
break ;
case mood_type : : Macabre :
color = 0 ;
bright = true ;
msg + = " begins to stalk and brood... " ;
break ;
case mood_type : : Fell :
color = 5 ;
bright = false ;
msg + = " looses a roaring laughter, fell and terrible! " ;
break ;
default :
out . printerr ( " Invalid mood type selected? \n " ) ;
return CR_FAILURE ;
}
unit - > mood = type ;
unit - > relations . mood_copy = unit - > mood ;
Gui : : showAutoAnnouncement ( announcement_type : : STRANGE_MOOD , unit - > pos , msg , color , bright ) ;
unit - > status . happiness = 100 ;
// TODO: make sure unit drops any wrestle items
unit - > job . mood_timeout = 50000 ;
unit - > flags1 . bits . has_mood = true ;
unit - > flags1 . bits . had_mood = true ;
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if ( skill = = job_skill : : NONE )
skill = getMoodSkill ( unit ) ;
unit - > job . mood_skill = skill ;
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df : : job * job = new df : : job ( ) ;
Job : : linkIntoWorld ( job ) ;
// Choose the job type
if ( unit - > mood = = mood_type : : Fell )
job - > job_type = job_type : : StrangeMoodFell ;
else if ( unit - > mood = = mood_type : : Macabre )
job - > job_type = job_type : : StrangeMoodBrooding ;
else
{
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switch ( skill )
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{
case job_skill : : MINING :
case job_skill : : MASONRY :
job - > job_type = job_type : : StrangeMoodMason ;
break ;
case job_skill : : CARPENTRY :
job - > job_type = job_type : : StrangeMoodCarpenter ;
break ;
case job_skill : : DETAILSTONE :
case job_skill : : WOODCRAFT :
case job_skill : : STONECRAFT :
case job_skill : : BONECARVE :
job - > job_type = job_type : : StrangeMoodCrafter ;
break ;
case job_skill : : TANNER :
case job_skill : : LEATHERWORK :
job - > job_type = job_type : : StrangeMoodTanner ;
break ;
case job_skill : : WEAVING :
case job_skill : : CLOTHESMAKING :
job - > job_type = job_type : : StrangeMoodWeaver ;
break ;
case job_skill : : FORGE_WEAPON :
case job_skill : : FORGE_ARMOR :
case job_skill : : FORGE_FURNITURE :
case job_skill : : METALCRAFT :
job - > job_type = job_type : : StrangeMoodForge ;
break ;
case job_skill : : CUTGEM :
case job_skill : : ENCRUSTGEM :
job - > job_type = job_type : : StrangeMoodJeweller ;
break ;
case job_skill : : GLASSMAKER :
job - > job_type = job_type : : StrangeMoodGlassmaker ;
break ;
case job_skill : : BOWYER :
job - > job_type = job_type : : StrangeMoodBowyer ;
break ;
case job_skill : : MECHANICS :
job - > job_type = job_type : : StrangeMoodMechanics ;
break ;
}
}
// Check which types of glass are available - we'll need this information later
bool have_glass [ 3 ] = { false , false , false } ;
for ( size_t i = 0 ; i < created_item_type - > size ( ) ; i + + )
{
if ( created_item_type - > at ( i ) = = item_type : : ROUGH )
{
switch ( created_item_mattype - > at ( i ) )
{
case builtin_mats : : GLASS_GREEN :
have_glass [ 0 ] = true ;
break ;
case builtin_mats : : GLASS_CLEAR :
have_glass [ 1 ] = true ;
break ;
case builtin_mats : : GLASS_CRYSTAL :
have_glass [ 2 ] = true ;
break ;
}
}
}
// The dwarf will want 1-3 of the base material
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int base_item_count = 1 + rng . df_trandom ( 3 ) ;
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// Gem Cutters and Gem Setters have a 50% chance of using only one base item
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if ( ( ( skill = = job_skill : : CUTGEM ) | | ( skill = = job_skill : : ENCRUSTGEM ) ) & & ( rng . df_trandom ( 2 ) ) )
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base_item_count = 1 ;
// Choose the base material
df : : job_item * item ;
if ( job - > job_type = = job_type : : StrangeMoodFell )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : CORPSE ;
item - > flags1 . bits . allow_buryable = true ;
item - > flags1 . bits . murdered = true ;
item - > quantity = 1 ;
item - > vector_id = job_item_vector_id : : ANY_MURDERED ;
}
else if ( job - > job_type = = job_type : : StrangeMoodBrooding )
{
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : REMAINS ;
item - > flags1 . bits . allow_buryable = true ;
item - > quantity = 1 ;
break ;
case 1 :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags1 . bits . allow_buryable = true ;
item - > flags2 . bits . bone = true ;
item - > flags2 . bits . body_part = true ;
item - > quantity = 1 ;
break ;
case 2 :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags1 . bits . allow_buryable = true ;
item - > flags2 . bits . totemable = true ;
item - > flags2 . bits . body_part = true ;
item - > quantity = base_item_count ;
break ;
}
}
else
{
df : : item * filter ;
bool found_pref ;
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switch ( skill )
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{
case job_skill : : MINING :
case job_skill : : DETAILSTONE :
case job_skill : : MASONRY :
case job_skill : : STONECRAFT :
case job_skill : : MECHANICS :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : BOULDER ;
item - > quantity = base_item_count ;
item - > flags3 . bits . hard = true ;
found_pref = false ;
if ( soul )
{
for ( size_t i = 0 ; i < soul - > preferences . size ( ) ; i + + )
{
df : : unit_preference * pref = soul - > preferences [ i ] ;
if ( pref - > active = = 1 & &
pref - > type = = df : : unit_preference : : T_type : : LikeMaterial & &
pref - > mattype = = builtin_mats : : INORGANIC )
{
item - > mat_type = pref - > mattype ;
found_pref = true ;
break ;
}
}
}
if ( ! found_pref )
item - > mat_type = builtin_mats : : INORGANIC ;
break ;
case job_skill : : CARPENTRY :
case job_skill : : WOODCRAFT :
case job_skill : : BOWYER :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : WOOD ;
item - > quantity = base_item_count ;
break ;
case job_skill : : TANNER :
case job_skill : : LEATHERWORK :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : SKIN_TANNED ;
item - > quantity = base_item_count ;
break ;
case job_skill : : WEAVING :
case job_skill : : CLOTHESMAKING :
filter = NULL ;
// TODO: do proper search through world->items.other[items_other_id::ANY_GENERIC35] for item_type CLOTH, mat_type 0, flags2.deep_material, and min_dimension 10000
for ( size_t i = 0 ; i < world - > items . other [ items_other_id : : ANY_GENERIC35 ] . size ( ) ; i + + )
{
filter = world - > items . other [ items_other_id : : ANY_GENERIC35 ] [ i ] ;
if ( filter - > getType ( ) ! = item_type : : CLOTH )
{
filter = NULL ;
continue ;
}
if ( filter - > getMaterial ( ) ! = 0 )
{
filter = NULL ;
continue ;
}
if ( filter - > getTotalDimension ( ) < 10000 )
{
filter = NULL ;
continue ;
}
MaterialInfo mat ( filter - > getMaterial ( ) , filter - > getMaterialIndex ( ) ) ;
if ( ! mat . inorganic - > flags . is_set ( inorganic_flags : : DEEP_SPECIAL ) )
{
filter = NULL ;
continue ;
}
}
if ( filter )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : CLOTH ;
item - > mat_type = filter - > getMaterial ( ) ;
item - > mat_index = filter - > getMaterialIndex ( ) ;
item - > quantity = base_item_count * 10000 ;
item - > min_dimension = 10000 ;
}
else
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : CLOTH ;
bool found_pref = false ;
if ( soul )
{
for ( size_t i = 0 ; i < soul - > preferences . size ( ) ; i + + )
{
df : : unit_preference * pref = soul - > preferences [ i ] ;
if ( pref - > active = = 1 & &
pref - > type = = df : : unit_preference : : T_type : : LikeMaterial )
{
MaterialInfo mat ( pref - > mattype , pref - > matindex ) ;
if ( mat . material - > flags . is_set ( material_flags : : SILK ) )
item - > flags2 . bits . silk = true ;
else if ( mat . material - > flags . is_set ( material_flags : : THREAD_PLANT ) )
item - > flags2 . bits . plant = true ;
else if ( mat . material - > flags . is_set ( material_flags : : YARN ) )
item - > flags2 . bits . yarn = true ;
else
continue ;
found_pref = true ;
break ;
}
}
}
if ( ! found_pref )
{
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 :
item - > flags2 . bits . silk = true ;
break ;
case 1 :
item - > flags2 . bits . plant = true ;
break ;
case 2 :
item - > flags2 . bits . yarn = true ;
break ;
}
}
item - > quantity = base_item_count * 10000 ;
item - > min_dimension = 10000 ;
}
break ;
case job_skill : : FORGE_WEAPON :
case job_skill : : FORGE_ARMOR :
case job_skill : : FORGE_FURNITURE :
case job_skill : : METALCRAFT :
filter = NULL ;
// TODO: do proper search through world->items.other[items_other_id::ANY_GENERIC35] for item_type BAR, mat_type 0, and flags2.deep_material
for ( size_t i = 0 ; i < world - > items . other [ items_other_id : : ANY_GENERIC35 ] . size ( ) ; i + + )
{
filter = world - > items . other [ items_other_id : : ANY_GENERIC35 ] [ i ] ;
if ( filter - > getType ( ) ! = item_type : : BAR )
{
filter = NULL ;
continue ;
}
if ( filter - > getMaterial ( ) ! = 0 )
{
filter = NULL ;
continue ;
}
MaterialInfo mat ( filter - > getMaterial ( ) , filter - > getMaterialIndex ( ) ) ;
if ( ! mat . inorganic - > flags . is_set ( inorganic_flags : : DEEP_SPECIAL ) )
{
filter = NULL ;
continue ;
}
}
if ( filter )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : BAR ;
item - > mat_type = filter - > getMaterial ( ) ;
item - > mat_index = filter - > getMaterialIndex ( ) ;
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item - > quantity = base_item_count * 150 ;
item - > min_dimension = 150 ;
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}
else
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : BAR ;
item - > mat_type = 0 ;
vector < int32_t > mats ;
if ( soul )
{
for ( size_t i = 0 ; i < soul - > preferences . size ( ) ; i + + )
{
df : : unit_preference * pref = soul - > preferences [ i ] ;
if ( pref - > active = = 1 & &
pref - > type = = df : : unit_preference : : T_type : : LikeMaterial & &
pref - > mattype = = 0 & & getCreatedMetalBars ( pref - > matindex ) > 0 )
mats . push_back ( pref - > matindex ) ;
}
}
if ( mats . size ( ) )
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item - > mat_index = mats [ rng . df_trandom ( mats . size ( ) ) ] ;
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item - > quantity = base_item_count * 150 ;
item - > min_dimension = 150 ;
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}
break ;
case job_skill : : CUTGEM :
case job_skill : : ENCRUSTGEM :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : ROUGH ;
item - > mat_type = 0 ;
item - > quantity = base_item_count ;
break ;
case job_skill : : GLASSMAKER :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : ROUGH ;
found_pref = false ;
if ( soul )
{
for ( size_t i = 0 ; i < soul - > preferences . size ( ) ; i + + )
{
df : : unit_preference * pref = soul - > preferences [ i ] ;
if ( pref - > active = = 1 & &
pref - > type = = df : : unit_preference : : T_type : : LikeMaterial & &
( ( pref - > mattype = = builtin_mats : : GLASS_GREEN ) | |
( pref - > mattype = = builtin_mats : : GLASS_CLEAR & & have_glass [ 1 ] ) | |
( pref - > mattype = = builtin_mats : : GLASS_CRYSTAL & & have_glass [ 2 ] ) ) )
{
item - > mat_type = pref - > mattype ;
item - > mat_index = pref - > matindex ;
found_pref = true ;
}
}
}
if ( ! found_pref )
{
vector < int32_t > mats ;
mats . push_back ( builtin_mats : : GLASS_GREEN ) ;
if ( have_glass [ 1 ] )
mats . push_back ( builtin_mats : : GLASS_CLEAR ) ;
if ( have_glass [ 2 ] )
mats . push_back ( builtin_mats : : GLASS_CRYSTAL ) ;
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item - > mat_type = mats [ rng . df_trandom ( mats . size ( ) ) ] ;
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}
item - > quantity = base_item_count ;
break ;
case job_skill : : BONECARVE :
found_pref = false ;
if ( soul )
{
for ( size_t i = 0 ; i < soul - > preferences . size ( ) ; i + + )
{
df : : unit_preference * pref = soul - > preferences [ i ] ;
if ( pref - > active = = 1 & &
pref - > type = = df : : unit_preference : : T_type : : LikeMaterial )
{
MaterialInfo mat ( pref - > mattype , pref - > matindex ) ;
if ( mat . material - > flags . is_set ( material_flags : : BONE ) )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags2 . bits . bone = true ;
item - > flags2 . bits . body_part = true ;
found_pref = true ;
break ;
}
else if ( mat . material - > flags . is_set ( material_flags : : SHELL ) )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags2 . bits . shell = true ;
item - > flags2 . bits . body_part = true ;
found_pref = true ;
break ;
}
}
}
}
if ( ! found_pref )
{
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags2 . bits . bone = true ;
item - > flags2 . bits . body_part = true ;
found_pref = true ;
}
item - > quantity = base_item_count ;
break ;
}
}
// Choose additional mood materials
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// Gem cutters/setters using a single gem require nothing else, and fell moods need only their corpse
if ( ! (
( ( ( skill = = job_skill : : CUTGEM ) | | ( skill = = job_skill : : ENCRUSTGEM ) ) & & base_item_count = = 1 ) | |
( job - > job_type = = job_type : : StrangeMoodFell )
) )
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{
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int extra_items = std : : min ( rng . df_trandom ( ( ui - > tasks . num_artifacts * 20 + moodable_units . size ( ) ) / 20 + 1 ) , 7 ) ;
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df : : item_type avoid_type = item_type : : NONE ;
int avoid_glass = 0 ;
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switch ( skill )
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{
case job_skill : : MINING :
case job_skill : : DETAILSTONE :
case job_skill : : MASONRY :
case job_skill : : STONECRAFT :
avoid_type = item_type : : BLOCKS ;
break ;
case job_skill : : CARPENTRY :
case job_skill : : WOODCRAFT :
case job_skill : : BOWYER :
avoid_type = item_type : : WOOD ;
break ;
case job_skill : : TANNER :
case job_skill : : LEATHERWORK :
avoid_type = item_type : : SKIN_TANNED ;
break ;
case job_skill : : WEAVING :
case job_skill : : CLOTHESMAKING :
avoid_type = item_type : : CLOTH ;
break ;
case job_skill : : FORGE_WEAPON :
case job_skill : : FORGE_ARMOR :
case job_skill : : FORGE_FURNITURE :
case job_skill : : METALCRAFT :
avoid_type = item_type : : BAR ;
break ;
case job_skill : : CUTGEM :
case job_skill : : ENCRUSTGEM :
avoid_type = item_type : : SMALLGEM ;
case job_skill : : GLASSMAKER :
avoid_glass = 1 ;
break ;
}
for ( size_t i = 0 ; i < extra_items ; i + + )
{
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if ( ( job - > job_type = = job_type : : StrangeMoodBrooding ) & & ( rng . df_trandom ( 2 ) ) )
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{
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type : : REMAINS ;
item - > flags1 . bits . allow_buryable = true ;
item - > quantity = 1 ;
break ;
case 1 :
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > flags1 . bits . allow_buryable = true ;
item - > flags2 . bits . bone = true ;
item - > flags2 . bits . body_part = true ;
item - > quantity = 1 ;
break ;
case 2 :
// in older versions, they would request additional skulls
// in 0.34.11, the request becomes "nothing"
break ;
}
}
else
{
df : : item_type item_type ;
int16_t mat_type ;
df : : job_item_flags2 flags2 ;
do
{
item_type = item_type : : NONE ;
mat_type = - 1 ;
flags2 . whole = 0 ;
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switch ( rng . df_trandom ( 10 ) )
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{
case 0 :
item_type = item_type : : WOOD ;
mat_type = - 1 ;
break ;
case 1 :
item_type = item_type : : BAR ;
mat_type = builtin_mats : : INORGANIC ;
break ;
case 2 :
item_type = item_type : : SMALLGEM ;
mat_type = - 1 ;
break ;
case 3 :
item_type = item_type : : BLOCKS ;
mat_type = builtin_mats : : INORGANIC ;
break ;
case 4 :
item_type = item_type : : ROUGH ;
mat_type = builtin_mats : : INORGANIC ;
break ;
case 5 :
item_type = item_type : : BOULDER ;
mat_type = builtin_mats : : INORGANIC ;
break ;
case 6 :
flags2 . bits . bone = true ;
flags2 . bits . body_part = true ;
break ;
case 7 :
item_type = item_type : : SKIN_TANNED ;
mat_type = - 1 ;
break ;
case 8 :
item_type = item_type : : CLOTH ;
mat_type = - 1 ;
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 :
flags2 . bits . plant = true ;
break ;
case 1 :
flags2 . bits . silk = true ;
break ;
case 2 :
flags2 . bits . yarn = true ;
break ;
}
break ;
case 9 :
item_type = item_type : : ROUGH ;
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switch ( rng . df_trandom ( 3 ) )
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{
case 0 :
mat_type = builtin_mats : : GLASS_GREEN ;
break ;
case 1 :
mat_type = builtin_mats : : GLASS_CLEAR ;
break ;
case 2 :
mat_type = builtin_mats : : GLASS_CRYSTAL ;
break ;
}
break ;
}
item = job - > job_items [ 0 ] ;
if ( item - > item_type = = item_type & & item - > mat_type = = mat_type )
continue ;
if ( item_type = = avoid_type )
continue ;
if ( avoid_glass & & ( ( mat_type = = builtin_mats : : GLASS_GREEN ) | | ( mat_type = = builtin_mats : : GLASS_CLEAR ) | | ( mat_type = = builtin_mats : : GLASS_CRYSTAL ) ) )
continue ;
if ( ( mat_type = = builtin_mats : : GLASS_GREEN ) & & ! have_glass [ 0 ] )
continue ;
if ( ( mat_type = = builtin_mats : : GLASS_CLEAR ) & & ! have_glass [ 1 ] )
continue ;
if ( ( mat_type = = builtin_mats : : GLASS_CRYSTAL ) & & ! have_glass [ 2 ] )
continue ;
break ;
} while ( 1 ) ;
job - > job_items . push_back ( item = new df : : job_item ( ) ) ;
item - > item_type = item_type ;
item - > mat_type = mat_type ;
item - > flags2 . whole = flags2 . whole ;
item - > quantity = 1 ;
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if ( item_type = = item_type : : BAR )
{
item - > quantity * = 150 ;
item - > min_dimension = 150 ;
}
if ( item_type = = item_type : : CLOTH )
{
item - > quantity * = 10000 ;
item - > min_dimension = 10000 ;
}
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}
}
}
// Attach the Strange Mood job to the dwarf
unit - > path . dest . x = - 30000 ;
unit - > path . dest . y = - 30000 ;
unit - > path . dest . z = - 30000 ;
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unit - > path . goal = unit_path_goal : : None ;
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unit - > path . path . x . clear ( ) ;
unit - > path . path . y . clear ( ) ;
unit - > path . path . z . clear ( ) ;
job - > flags . bits . special = true ;
df : : general_ref * ref = df : : allocate < df : : general_ref_unit_workerst > ( ) ;
ref - > setID ( unit - > id ) ;
job - > general_refs . push_back ( ref ) ;
unit - > job . current_job = job ;
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job - > wait_timer = 0 ;
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// Generate the artifact's name
if ( type = = mood_type : : Fell | | type = = mood_type : : Macabre )
generateName ( unit - > status . artifact_name , unit - > name . language , 1 , world - > raws . language . word_table [ 0 ] [ 2 ] , world - > raws . language . word_table [ 1 ] [ 2 ] ) ;
else
{
generateName ( unit - > status . artifact_name , unit - > name . language , 1 , world - > raws . language . word_table [ 0 ] [ 1 ] , world - > raws . language . word_table [ 1 ] [ 1 ] ) ;
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if ( ! rng . df_trandom ( 100 ) )
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unit - > status . artifact_name = unit - > name ;
}
unit - > unk_18e = 0 ;
return CR_OK ;
}
DFHACK_PLUGIN ( " strangemood " ) ;
DFhackCExport command_result plugin_init ( color_ostream & out , std : : vector < PluginCommand > & commands )
{
commands . push_back ( PluginCommand ( " strangemood " , " Force a strange mood to happen. \n " , df_strangemood , false ,
" Options: \n "
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" -force - Ignore standard mood preconditions. \n "
" -unit - Use the selected unit instead of picking one randomly. \n "
" -type <type> - Force the mood to be of a specific type. \n "
" Valid types: fey, secretive, possessed, fell, macabre \n "
" -skill <skill> - Force the mood to use a specific skill. \n "
" Skill name must be lowercase and without spaces. \n "
" Example: miner, gemcutter, metalcrafter, bonecarver, mason \n "
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) ) ;
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rng . init ( ) ;
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return CR_OK ;
}
DFhackCExport command_result plugin_shutdown ( color_ostream & out )
{
return CR_OK ;
}