Merge pull request #730 from PeridexisErrant/add-scripts
Add updated emigration script, gui/family-affairsdevelop
commit
2f8f5b071a
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--Allow stressed dwarves to emigrate from the fortress
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-- For 34.11 by IndigoFenix; update and cleanup by PeridexisErrant
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-- old version: http://dffd.bay12games.com/file.php?id=8404
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--[[=begin
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emigration
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==========
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Allows dwarves to emigrate from the fortress when stressed,
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in proportion to how badly stressed they are and adjusted
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for who they would have to leave with - a dwarven merchant
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being more attractive than leaving alone (or with an elf).
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The check is made monthly.
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A happy dwarf (ie with negative stress) will never emigrate.
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Usage: ``emigration enable|disable``
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=end]]
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local args = {...}
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if args[1] == "enable" then
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enabled = true
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elseif args[1] == "disable" then
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enabled = false
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end
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function desireToStay(unit,method,civ_id)
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-- on a percentage scale
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value = 100 - unit.status.current_soul.personality.stress_level / 5000
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if method == 'merchant' or method == 'diplomat' then
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if civ_id ~= unit.civ_id then value = value*2 end end
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if method == 'wild' then
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value = value*5 end
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return value
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end
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function desert(u,method,civ)
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u.relations.following = nil
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local line = dfhack.TranslateName(dfhack.units.getVisibleName(u)) .. " has "
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if method == 'merchant' then
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line = line.."joined the merchants"
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u.flags1.merchant = true
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u.civ_id = civ
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elseif method == 'diplomat' then
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line = line.."followed the diplomat"
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u.flags1.diplomat = true
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u.civ_id = civ
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else
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line = line.."abandoned the settlement in search of a better life."
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u.civ_id = -1
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u.flags1.forest = true
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u.animal.leave_countdown = 2
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end
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print(line)
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dfhack.gui.showAnnouncement(line, COLOR_WHITE)
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end
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function canLeave(unit)
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for _, skill in pairs(unit.status.current_soul.skills) do
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if skill.rating > 14 then return false end
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end
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if unit.flags1.caged
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or u.race ~= df.global.ui.race_id
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or u.civ_id ~= df.global.ui.civ_id
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or dfhack.units.isDead(u)
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or dfhack.units.isOpposedToLife(u)
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or u.flags1.merchant
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or u.flags1.diplomat
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or unit.flags1.chained
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or dfhack.units.getNoblePositions(unit) ~= nil
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or unit.military.squad_id ~= -1
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or dfhack.units.isCitizen(unit)
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or dfhack.units.isSane(unit)
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or unit.profession ~= 103
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or not dfhack.units.isDead(unit)
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then return false end
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return true
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end
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function checkForDeserters(method,civ_id)
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local allUnits = df.global.world.units.active
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for i=#allUnits-1,0,-1 do -- search list in reverse
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local u = allUnits[i]
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if canLeave(u) and math.random(100) < desireToStay(u,method,civ_id) then
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desert(u,method,civ_id)
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end
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end
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end
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function checkmigrationnow()
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local merchant_civ_ids = {}
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local diplomat_civ_ids = {}
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local allUnits = df.global.world.units.active
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for i=0, #allUnits-1 do
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local unit = allUnits[i]
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if dfhack.units.isSane(unit)
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and not dfhack.units.isDead(unit)
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and not dfhack.units.isOpposedToLife(unit)
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and not unit.flags1.tame
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then
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if unit.flags1.merchant then table.insert(merchant_civ_ids, unit.civ_id) end
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if unit.flags1.diplomat then table.insert(diplomat_civ_ids, unit.civ_id) end
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end
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end
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for _, civ_id in pairs(merchant_civ_ids) do checkForDeserters('merchant', civ_id) end
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for _, civ_id in pairs(diplomat_civ_ids) do checkForDeserters('diplomat', civ_id) end
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checkForDeserters('wild', -1)
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end
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local function event_loop()
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checkmigrationnow()
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dfhack.timeout(1, 'months', event_loop)
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end
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dfhack.onStateChange.loadEmigration = function(code)
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if code==SC_MAP_LOADED then
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if enabled then
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print("Emigration enabled.")
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event_loop()
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else
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print("Emigration disabled.")
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end
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end
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end
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if dfhack.isMapLoaded() then
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dfhack.onStateChange.loadEmigration(SC_MAP_LOADED)
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end
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@ -0,0 +1,296 @@
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-- gui/family-affairs
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-- derived from v1.2 @ http://www.bay12forums.com/smf/index.php?topic=147779
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local help = [[=begin
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gui/family-affairs
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==================
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A user-friendly interface to view romantic relationships,
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with the ability to add, remove, or otherwise change them at
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your whim - fantastic for depressed dwarves with a dead spouse
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(or matchmaking players...).
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The target/s must be alive, sane, and in fortress mode.
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.. image:: /docs/images/family-affairs.png
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:align: center
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``gui/family-affairs [unitID]``
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shows GUI for the selected unit, or the specified unit ID
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``gui/family-affairs divorce [unitID]``
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removes all spouse and lover information from the unit
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and it's partner, bypassing almost all checks.
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``gui/family-affairs [unitID] [unitID]``
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divorces the two specificed units and their partners,
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then arranges for the two units to marry, bypassing
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almost all checks. Use with caution.
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=end]]
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local dlg = require ('gui.dialogs')
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function ErrorPopup (msg,color)
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if not tostring(msg) then msg = "Error" end
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if not color then color = COLOR_LIGHTRED end
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dlg.showMessage("Dwarven Family Affairs", msg, color, nil)
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end
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function AnnounceAndGamelog (text,l)
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if not l then l = true end
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dfhack.gui.showAnnouncement(text, _G["COLOR_LIGHTMAGENTA"])
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if l then
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local log = io.open('gamelog.txt', 'a')
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log:write(text.."\n")
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log:close()
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end
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end
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function ListPrompt (msg, choicelist, bool, yes_func)
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dlg.showListPrompt(
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"Dwarven Family Affairs",
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msg,
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COLOR_WHITE,
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choicelist,
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--called if choice is yes
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yes_func,
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--called on cancel
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function() end,
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15,
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bool
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)
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end
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function GetMarriageSummary (source)
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local familystate = ""
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if source.relations.spouse_id ~= -1 then
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if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) then
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familystate = dfhack.TranslateName(source.name).." has a spouse ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
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end
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if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) == false then
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familystate = dfhack.TranslateName(source.name).."'s spouse is dead or not sane, would you like to choose a new one?"
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end
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end
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if source.relations.spouse_id == -1 and source.relations.lover_id ~= -1 then
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if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) then
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familystate = dfhack.TranslateName(source.name).." already has a lover ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
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end
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if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) == false then
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familystate = dfhack.TranslateName(source.name).."'s lover is dead or not sane, would you like that love forgotten?"
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end
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end
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if source.relations.spouse_id == -1 and source.relations.lover_id == -1 then
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familystate = dfhack.TranslateName(source.name).." is not involved in romantic relationships with anyone"
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end
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if source.relations.pregnancy_timer > 0 then
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familystate = familystate.."\nShe is pregnant."
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local father = df.historical_figure.find(source.relations.pregnancy_spouse)
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if father then
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familystate = familystate.." The father is "..dfhack.TranslateName(father.name).."."
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end
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end
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return familystate
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end
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function GetSpouseData (source)
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local spouse = df.unit.find(source.relations.spouse_id)
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local spouse_hf
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if spouse then
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spouse_hf = df.historical_figure.find (spouse.hist_figure_id)
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end
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return spouse,spouse_hf
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end
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function GetLoverData (source)
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local lover = df.unit.find(source.relations.spouse_id)
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local lover_hf
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if lover then
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lover_hf = df.historical_figure.find (lover.hist_figure_id)
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end
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return lover,lover_hf
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end
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function EraseHFLinksLoverSpouse (hf)
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for i = #hf.histfig_links-1,0,-1 do
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if hf.histfig_links[i]._type == df.histfig_hf_link_spousest or hf.histfig_links[i]._type == df.histfig_hf_link_loverst then
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local todelete = hf.histfig_links[i]
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hf.histfig_links:erase(i)
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todelete:delete()
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end
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end
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end
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function Divorce (source)
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local source_hf = df.historical_figure.find(source.hist_figure_id)
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local spouse,spouse_hf = GetSpouseData (source)
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local lover,lover_hf = GetLoverData (source)
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source.relations.spouse_id = -1
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source.relations.lover_id = -1
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if source_hf then
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EraseHFLinksLoverSpouse (source_hf)
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end
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if spouse then
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spouse.relations.spouse_id = -1
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spouse.relations.lover_id = -1
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end
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if lover then
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spouse.relations.spouse_id = -1
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spouse.relations.lover_id = -1
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end
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if spouse_hf then
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EraseHFLinksLoverSpouse (spouse_hf)
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end
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if lover_hf then
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EraseHFLinksLoverSpouse (lover_hf)
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end
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local partner = spouse or lover
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if not partner then
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AnnounceAndGamelog(dfhack.TranslateName(source.name).." is now single")
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else
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AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(partner.name).." are now single")
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end
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end
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function Marriage (source,target)
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local source_hf = df.historical_figure.find(source.hist_figure_id)
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local target_hf = df.historical_figure.find(target.hist_figure_id)
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source.relations.spouse_id = target.id
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target.relations.spouse_id = source.id
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local new_link = df.histfig_hf_link_spousest:new() -- adding hf link to source
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new_link.target_hf = target_hf.id
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new_link.link_strength = 100
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source_hf.histfig_links:insert('#',new_link)
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new_link = df.histfig_hf_link_spousest:new() -- adding hf link to target
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new_link.target_hf = source_hf.id
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new_link.link_strength = 100
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target_hf.histfig_links:insert('#',new_link)
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end
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function ChooseNewSpouse (source)
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if not source then
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qerror("no unit") return
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end
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if (source.profession == 103 or source.profession == 104) then
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ErrorPopup("target is too young") return
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end
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if not (source.relations.spouse_id == -1 and source.relations.lover_id == -1) then
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ErrorPopup("target already has a spouse or a lover")
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qerror("source already has a spouse or a lover")
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return
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end
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local choicelist = {}
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targetlist = {}
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for k,v in pairs (df.global.world.units.active) do
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if dfhack.units.isCitizen(v)
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and v.race == source.race
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and v.sex ~= source.sex
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and v.relations.spouse_id == -1
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and v.relations.lover_id == -1
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and not (v.profession == 103 or v.profession == 104)
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then
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table.insert(choicelist,dfhack.TranslateName(v.name)..', '..dfhack.units.getProfessionName(v))
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table.insert(targetlist,v)
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end
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end
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if #choicelist > 0 then
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ListPrompt(
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"Assign new spouse for "..dfhack.TranslateName(source.name),
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choicelist,
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true,
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function(a,b)
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local target = targetlist[a]
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Marriage (source,target)
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AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(target.name).." have married!")
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end)
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else
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ErrorPopup("No suitable candidates")
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end
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end
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function MainDialog (source)
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local familystate = GetMarriageSummary(source)
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familystate = familystate.."\nSelect action:"
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local choicelist = {}
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local on_select = {}
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local child = (source.profession == 103 or source.profession == 104)
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local is_single = source.relations.spouse_id == -1 and source.relations.lover_id == -1
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local ready_for_marriage = single and not child
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if not child then
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table.insert(choicelist,"Remove romantic relationships (if any)")
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table.insert(on_select, Divorce)
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if ready_for_marriage then
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table.insert(choicelist,"Assign a new spouse")
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table.insert(on_select,ChooseNewSpouse)
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end
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if not ready_for_marriage then
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table.insert(choicelist,"[Assign a new spouse]")
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table.insert(on_select,function () ErrorPopup ("Existing relationships must be removed if you wish to assign a new spouse.") end)
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end
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else
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table.insert(choicelist,"Leave this child alone")
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table.insert(on_select,nil)
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end
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ListPrompt(familystate, choicelist, false,
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function(a,b) if on_select[a] then on_select[a](source) end end)
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end
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local args = {...}
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if args[1] == "help" or args[1] == "?" then print(helpstr) return end
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if not df.global.gamemode == 0 then
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print (helpstr) qerror ("invalid gamemode") return
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end
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if args[1] == "divorce" and tonumber(args[2]) then
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local unit = df.unit.find(args[2])
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if unit then Divorce (unit) return end
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end
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if tonumber(args[1]) and tonumber(args[2]) then
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local unit1 = df.unit.find(args[1])
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local unit2 = df.unit.find(args[2])
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if unit1 and unit2 then
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Divorce (unit1)
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Divorce (unit2)
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Marriage (unit1,unit2)
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return
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end
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end
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local selected = dfhack.gui.getSelectedUnit(true)
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if tonumber(args[1]) then
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selected = df.unit.find(tonumber(args[1])) or selected
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end
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if selected then
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if dfhack.units.isCitizen(selected) and dfhack.units.isSane(selected) then
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MainDialog(selected)
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else
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qerror("You must select sane fortress citizen.")
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return
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end
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else
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print (helpstr)
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qerror("select a sane fortress dwarf")
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end
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