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@ -26,6 +26,9 @@
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#include "df/entity_raw.h"
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#include "df/builtin_mats.h"
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#include "df/general_ref_unit_workerst.h"
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#include "df/creature_raw.h"
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#include "df/caste_raw.h"
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#include "df/caste_raw_flags.h"
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using std::string;
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using std::vector;
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@ -46,6 +49,17 @@ using df::global::debug_nomoods;
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Random::MersenneRNG rng;
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static bool casteFlagSet(int race, int caste, df::caste_raw_flags flag)
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{
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auto creature = df::creature_raw::find(race);
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if (!creature)
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return false;
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auto craw = vector_get(creature->caste, caste);
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if (!craw)
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return false;
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return craw->flags.is_set(flag);
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}
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bool isUnitMoodable (df::unit *unit)
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{
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if (!Units::isCitizen(unit))
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@ -56,6 +70,8 @@ bool isUnitMoodable (df::unit *unit)
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return false;
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if (!ENUM_ATTR(profession,moodable,unit->profession))
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return false;
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if (!casteFlagSet(unit->race, unit->caste, caste_raw_flags::STRANGE_MOODS))
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return false;
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return true;
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}
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@ -104,11 +120,11 @@ df::job_skill getMoodSkill (df::unit *unit)
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}
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if (!skills.size() && civ)
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{
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if (civ->entity_raw->jobs.permitted_job[profession::WOODCRAFTER])
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if (civ->resources.permitted_skill[job_skill::WOODCRAFT])
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skills.push_back(job_skill::WOODCRAFT);
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if (civ->entity_raw->jobs.permitted_job[profession::STONECRAFTER])
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if (civ->resources.permitted_skill[job_skill::STONECRAFT])
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skills.push_back(job_skill::STONECRAFT);
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if (civ->entity_raw->jobs.permitted_job[profession::BONE_CARVER])
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if (civ->resources.permitted_skill[job_skill::BONECARVE])
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skills.push_back(job_skill::BONECARVE);
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}
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if (!skills.size())
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@ -728,6 +744,8 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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case job_skill::WOODCRAFT:
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case job_skill::STONECRAFT:
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case job_skill::BONECARVE:
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case job_skill::PAPERMAKING: // These aren't actually moodable skills
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case job_skill::BOOKBINDING: // but the game still checks for them anyways
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job->job_type = job_type::StrangeMoodCrafter;
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break;
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case job_skill::TANNER:
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@ -861,6 +879,8 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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case job_skill::CARPENTRY:
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case job_skill::WOODCRAFT:
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case job_skill::BOWYER:
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case job_skill::PAPERMAKING:
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case job_skill::BOOKBINDING:
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job->job_items.push_back(item = new df::job_item());
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item->item_type = item_type::WOOD;
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item->quantity = base_item_count;
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@ -960,6 +980,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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case job_skill::FORGE_WEAPON:
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case job_skill::FORGE_ARMOR:
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// there are actually 2 distinct cases here, but they're identical
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case job_skill::FORGE_FURNITURE:
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case job_skill::METALCRAFT:
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filter = NULL;
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@ -990,7 +1011,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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item->item_type = item_type::BAR;
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item->mat_type = filter->getMaterial();
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item->mat_index = filter->getMaterialIndex();
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item->quantity = base_item_count * 150;
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item->quantity = base_item_count * 150; // BUGFIX - the game does not adjust here!
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item->min_dimension = 150;
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}
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else
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@ -1012,7 +1033,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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}
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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;
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item->quantity = base_item_count * 150; // BUGFIX - the game does not adjust here!
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item->min_dimension = 150;
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}
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break;
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@ -1264,12 +1285,12 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
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item->quantity = 1;
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if (item_type == item_type::BAR)
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{
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item->quantity *= 150;
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item->quantity *= 150; // BUGFIX - the game does not adjust here!
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item->min_dimension = 150;
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}
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if (item_type == item_type::CLOTH)
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{
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item->quantity *= 10000;
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item->quantity *= 10000; // BUGFIX - the game does not adjust here!
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item->min_dimension = 10000;
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}
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}
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