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@ -1,10 +1,11 @@
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# script to fix loyalty cascade, when you order your militia to kill friendly units
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def fixunit(u)
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return if u.race != df.ui.race_id or u.civ_id != df.ui.civ_id
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links = u.hist_figure_tg.entity_links
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def fixunit(unit)
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return if unit.race != df.ui.race_id or unit.civ_id != df.ui.civ_id
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links = unit.hist_figure_tg.entity_links
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fixed = false
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# check if the unit is a civ renegade
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if i1 = links.index { |l|
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l.kind_of?(DFHack::HistfigEntityLinkFormerMemberst) and
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l.entity_id == df.ui.civ_id
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@ -17,9 +18,10 @@ def fixunit(u)
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links.delete_at i2
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links.delete_at i1
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links << DFHack::HistfigEntityLinkMemberst.cpp_new(:entity_id => df.ui.civ_id, :link_strength => 100)
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df.add_announcement "fixloyalty: #{u.name} is now a member of #{df.ui.civ_tg.name} again"
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df.add_announcement "fixloyalty: #{unit.name} is now a member of #{df.ui.civ_tg.name} again"
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end
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# check if the unit is a group renegade
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if i1 = links.index { |l|
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l.kind_of?(DFHack::HistfigEntityLinkFormerMemberst) and
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l.entity_id == df.ui.group_id
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@ -32,20 +34,29 @@ def fixunit(u)
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links.delete_at i2
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links.delete_at i1
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links << DFHack::HistfigEntityLinkMemberst.cpp_new(:entity_id => df.ui.group_id, :link_strength => 100)
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df.add_announcement "fixloyalty: #{u.name} is now a member of #{df.ui.group_tg.name} again"
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df.add_announcement "fixloyalty: #{unit.name} is now a member of #{df.ui.group_tg.name} again"
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end
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# fix the 'is an enemy' cache matrix (mark to be recalculated by the game when needed)
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if fixed and unit.unknown8.enemy_status_slot != -1
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i = unit.unknown8.enemy_status_slot
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unit.unknown8.enemy_status_slot = -1
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df.world.enemy_status_cache.slot_used[i] = false
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df.world.enemy_status_cache.rel_map[i].map! { -1 }
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df.world.enemy_status_cache.rel_map.each { |a| a[i] = -1 }
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end
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# return true if we actually fixed the unit
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fixed
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end
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fixed = 0
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count = 0
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df.unit_citizens.each { |u|
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fixed += 1 if fixunit(u)
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count += 1 if fixunit(u)
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}
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if fixed > 0
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df.popup_announcement "Fixed a loyalty cascade, you should save and reload now"
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puts "loyalty cascade fixed (#{fixed} dwarves), you should save and reload"
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if count > 0
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puts "loyalty cascade fixed (#{count} dwarves)"
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else
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puts "no loyalty cascade found"
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end
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