Merge branch 'develop' of https://github.com/DFHack/dfhack into develop
commit
3dcd3e14f0
@ -0,0 +1,13 @@
|
||||
df::enums::dfhack_knowledge_scholar_flag::dfhack_knowledge_scholar_flag value()
|
||||
{
|
||||
int32_t value = category * 32;
|
||||
for (int32_t i = 0; i < 32; i++)
|
||||
{
|
||||
if (flags & (1 << i))
|
||||
{
|
||||
value += i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return df::enums::dfhack_knowledge_scholar_flag::dfhack_knowledge_scholar_flag(value);
|
||||
}
|
@ -1 +1 @@
|
||||
Subproject commit d3182b7f9a241d75e556937cad1f2c8824845b4f
|
||||
Subproject commit d48de9e904150c4cd0e8502b6edf246737849607
|
@ -1,244 +0,0 @@
|
||||
// Fix Entity Positions - make sure Elves have diplomats and Humans have guild representatives
|
||||
|
||||
#include "Core.h"
|
||||
#include <Console.h>
|
||||
#include <Export.h>
|
||||
#include <PluginManager.h>
|
||||
|
||||
#include <DataDefs.h>
|
||||
#include "df/world.h"
|
||||
#include "df/historical_entity.h"
|
||||
#include "df/entity_raw.h"
|
||||
#include "df/entity_position.h"
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||||
#include "df/entity_position_responsibility.h"
|
||||
#include "df/entity_position_assignment.h"
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||||
|
||||
using std::string;
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||||
using std::vector;
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using namespace DFHack;
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||||
using namespace df::enums;
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||||
|
||||
DFHACK_PLUGIN("fixpositions");
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||||
REQUIRE_GLOBAL(world);
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||||
|
||||
command_result df_fixdiplomats (color_ostream &out, vector<string> ¶meters)
|
||||
{
|
||||
if (!parameters.empty())
|
||||
return CR_WRONG_USAGE;
|
||||
|
||||
CoreSuspender suspend;
|
||||
|
||||
int checked = 0, fixed = 0;
|
||||
for (int i = 0; i < world->entities.all.size(); i++)
|
||||
{
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||||
df::historical_entity *ent = world->entities.all[i];
|
||||
// only work with civilizations - ignore groups and religions
|
||||
if (ent->type != 0)
|
||||
continue;
|
||||
// only add diplomats for tree cap diplomacy
|
||||
if (!ent->entity_raw->flags.is_set(entity_raw_flags::TREE_CAP_DIPLOMACY))
|
||||
continue;
|
||||
checked++;
|
||||
|
||||
bool update = true;
|
||||
df::entity_position *pos = NULL;
|
||||
// see if we need to add a new position or modify an existing one
|
||||
for (int j = 0; j < ent->positions.own.size(); j++)
|
||||
{
|
||||
pos = ent->positions.own[j];
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||||
if (pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] &&
|
||||
pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] &&
|
||||
pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS])
|
||||
{
|
||||
// a diplomat position exists with the proper responsibilities - skip to the end
|
||||
update = false;
|
||||
break;
|
||||
}
|
||||
// Diplomat position already exists, but has the wrong options - modify it instead of creating a new one
|
||||
if (pos->code == "DIPLOMAT")
|
||||
break;
|
||||
pos = NULL;
|
||||
}
|
||||
if (update)
|
||||
{
|
||||
// either there's no diplomat, or there is one and it's got the wrong responsibilities
|
||||
if (!pos)
|
||||
{
|
||||
// there was no diplomat - create it
|
||||
pos = new df::entity_position;
|
||||
ent->positions.own.push_back(pos);
|
||||
|
||||
pos->code = "DIPLOMAT";
|
||||
pos->id = ent->positions.next_position_id++;
|
||||
pos->flags.set(entity_position_flags::DO_NOT_CULL);
|
||||
pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
|
||||
pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
|
||||
pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
|
||||
pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
|
||||
pos->flags.set(entity_position_flags::DUTY_BOUND);
|
||||
pos->flags.set(entity_position_flags::COLOR);
|
||||
pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
|
||||
pos->flags.set(entity_position_flags::IS_DIPLOMAT);
|
||||
pos->flags.set(entity_position_flags::IS_LEADER);
|
||||
// not sure what these flags do, but the game sets them for a valid diplomat
|
||||
pos->flags.set(entity_position_flags::unk_12);
|
||||
pos->flags.set(entity_position_flags::unk_1a);
|
||||
pos->flags.set(entity_position_flags::unk_1b);
|
||||
pos->name[0] = "Diplomat";
|
||||
pos->name[1] = "Diplomats";
|
||||
pos->precedence = 70;
|
||||
pos->color[0] = 7;
|
||||
pos->color[1] = 0;
|
||||
pos->color[2] = 1;
|
||||
}
|
||||
// assign responsibilities
|
||||
pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] = true;
|
||||
pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] = true;
|
||||
pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS] = true;
|
||||
}
|
||||
|
||||
// make sure the diplomat position, whether we created it or not, is set up for proper assignment
|
||||
bool assign = true;
|
||||
for (int j = 0; j < ent->positions.assignments.size(); j++)
|
||||
{
|
||||
if (ent->positions.assignments[j]->position_id == pos->id)
|
||||
{
|
||||
// it is - nothing more to do here
|
||||
assign = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (assign)
|
||||
{
|
||||
// it isn't - set it up
|
||||
df::entity_position_assignment *asn = new df::entity_position_assignment;
|
||||
ent->positions.assignments.push_back(asn);
|
||||
|
||||
asn->id = ent->positions.next_assignment_id++;
|
||||
asn->position_id = pos->id;
|
||||
asn->flags.extend(0x1F); // make room for 32 flags
|
||||
asn->flags.set(0); // and set the first one
|
||||
}
|
||||
if (update || assign)
|
||||
fixed++;
|
||||
}
|
||||
out.print("Fixed %d of %d civilizations to enable tree cap diplomacy.\n", fixed, checked);
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
command_result df_fixmerchants (color_ostream &out, vector<string> ¶meters)
|
||||
{
|
||||
if (!parameters.empty())
|
||||
return CR_WRONG_USAGE;
|
||||
|
||||
CoreSuspender suspend;
|
||||
|
||||
int checked = 0, fixed = 0;
|
||||
for (int i = 0; i < world->entities.all.size(); i++)
|
||||
{
|
||||
df::historical_entity *ent = world->entities.all[i];
|
||||
// only work with civilizations - ignore groups and religions
|
||||
if (ent->type != 0)
|
||||
continue;
|
||||
// only add guild reps for merchant nobility
|
||||
if (!ent->entity_raw->flags.is_set(entity_raw_flags::MERCHANT_NOBILITY))
|
||||
continue;
|
||||
checked++;
|
||||
|
||||
bool update = true;
|
||||
df::entity_position *pos = NULL;
|
||||
// see if we need to add a new position or modify an existing one
|
||||
for (int j = 0; j < ent->positions.own.size(); j++)
|
||||
{
|
||||
pos = ent->positions.own[j];
|
||||
if (pos->responsibilities[entity_position_responsibility::TRADE])
|
||||
{
|
||||
// a guild rep exists with the proper responsibilities - skip to the end
|
||||
update = false;
|
||||
break;
|
||||
}
|
||||
// Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one
|
||||
if (pos->code == "GUILD_REPRESENTATIVE")
|
||||
break;
|
||||
pos = NULL;
|
||||
}
|
||||
if (update)
|
||||
{
|
||||
// either there's no guild rep, or there is one and it's got the wrong responsibilities
|
||||
if (!pos)
|
||||
{
|
||||
// there was no guild rep - create it
|
||||
pos = new df::entity_position;
|
||||
ent->positions.own.push_back(pos);
|
||||
|
||||
pos->code = "GUILD_REPRESENTATIVE";
|
||||
pos->id = ent->positions.next_position_id++;
|
||||
pos->flags.set(entity_position_flags::DO_NOT_CULL);
|
||||
pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
|
||||
pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
|
||||
pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
|
||||
pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
|
||||
pos->flags.set(entity_position_flags::DUTY_BOUND);
|
||||
pos->flags.set(entity_position_flags::COLOR);
|
||||
pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
|
||||
pos->flags.set(entity_position_flags::IS_DIPLOMAT);
|
||||
pos->flags.set(entity_position_flags::IS_LEADER);
|
||||
// not sure what these flags do, but the game sets them for a valid guild rep
|
||||
pos->flags.set(entity_position_flags::unk_12);
|
||||
pos->flags.set(entity_position_flags::unk_1a);
|
||||
pos->flags.set(entity_position_flags::unk_1b);
|
||||
pos->name[0] = "Guild Representative";
|
||||
pos->name[1] = "Guild Representatives";
|
||||
pos->precedence = 40;
|
||||
pos->color[0] = 7;
|
||||
pos->color[1] = 0;
|
||||
pos->color[2] = 1;
|
||||
}
|
||||
// assign responsibilities
|
||||
pos->responsibilities[entity_position_responsibility::TRADE] = true;
|
||||
}
|
||||
|
||||
// make sure the guild rep position, whether we created it or not, is set up for proper assignment
|
||||
bool assign = true;
|
||||
for (int j = 0; j < ent->positions.assignments.size(); j++)
|
||||
{
|
||||
if (ent->positions.assignments[j]->position_id == pos->id)
|
||||
{
|
||||
// it is - nothing more to do here
|
||||
assign = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (assign)
|
||||
{
|
||||
// it isn't - set it up
|
||||
df::entity_position_assignment *asn = new df::entity_position_assignment;
|
||||
ent->positions.assignments.push_back(asn);
|
||||
|
||||
asn->id = ent->positions.next_assignment_id++;
|
||||
asn->position_id = pos->id;
|
||||
asn->flags.extend(0x1F); // make room for 32 flags
|
||||
asn->flags.set(0); // and set the first one
|
||||
}
|
||||
if (update || assign)
|
||||
fixed++;
|
||||
}
|
||||
out.print("Fixed %d of %d civilizations to enable merchant nobility.\n", fixed, checked);
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
|
||||
{
|
||||
commands.push_back(PluginCommand(
|
||||
"fixdiplomats", "Add Diplomat position to Elven civilizations for tree cap diplomacy.",
|
||||
df_fixdiplomats, false));
|
||||
commands.push_back(PluginCommand(
|
||||
"fixmerchants", "Add Guild Representative position to Human civilizations for merchant nobility.",
|
||||
df_fixmerchants, false));
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
|
||||
{
|
||||
return CR_OK;
|
||||
}
|
@ -1,53 +0,0 @@
|
||||
#include <stdexcept>
|
||||
|
||||
#include "df/viewscreen_createquotast.h"
|
||||
#include "df/manager_order.h"
|
||||
|
||||
using df::global::world;
|
||||
|
||||
struct manager_quantity_hook : df::viewscreen_createquotast {
|
||||
typedef df::viewscreen_createquotast interpose_base;
|
||||
DEFINE_VMETHOD_INTERPOSE(void, feed, (std::set<df::interface_key>* input))
|
||||
{
|
||||
bool cancel = false;
|
||||
bool wanted_quantity = want_quantity;
|
||||
if (want_quantity)
|
||||
{
|
||||
for (auto it = input->begin(); it != input->end(); ++it)
|
||||
{
|
||||
char c = DFHack::Screen::keyToChar(*it);
|
||||
if (c >= '0' && c <= '9')
|
||||
{
|
||||
cancel = true;
|
||||
size_t len = strlen(str_filter);
|
||||
if (len < 5)
|
||||
{
|
||||
str_filter[len] = c;
|
||||
str_filter[len + 1] = '\0';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cancel)
|
||||
return;
|
||||
// Native feed() adds manager order, updates want_quantity, and removes SELECT from input
|
||||
int select = input->count(df::interface_key::SELECT);
|
||||
INTERPOSE_NEXT(feed)(input);
|
||||
if (wanted_quantity && select && strlen(str_filter) > 0)
|
||||
{
|
||||
df::manager_order* order = world->manager_orders[world->manager_orders.size() - 1];
|
||||
int16_t count = 1;
|
||||
try
|
||||
{
|
||||
count = std::stoi(str_filter);
|
||||
}
|
||||
catch (...) { }
|
||||
if (count < 1)
|
||||
count = 1;
|
||||
order->amount_total = count;
|
||||
order->amount_left = count;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
IMPLEMENT_VMETHOD_INTERPOSE(manager_quantity_hook, feed);
|
@ -1 +1 @@
|
||||
Subproject commit 26c60013223e02b5558e31bed8e0625495430995
|
||||
Subproject commit 704aed4447f27ae802dae6994479ebc9c46568cc
|
@ -0,0 +1,106 @@
|
||||
-- Add Elven diplomats to negotiate tree caps
|
||||
--[[=begin
|
||||
|
||||
fix/diplomats
|
||||
=============
|
||||
Adds a Diplomat position to all Elven civilizations, allowing them to negotiate
|
||||
tree cutting quotas - and you to violate them and start wars.
|
||||
This was vanilla behaviour until ``0.31.12``, in which the "bug" was "fixed".
|
||||
|
||||
=end]]
|
||||
|
||||
|
||||
function update_pos(ent)
|
||||
local pos = df.entity_position:new()
|
||||
ent.positions.own:insert('#', pos)
|
||||
|
||||
pos.code = "DIPLOMAT"
|
||||
pos.id = ent.positions.next_position_id + 1
|
||||
ent.positions.next_position_id = ent.positions.next_position_id + 1
|
||||
|
||||
pos.flags.DO_NOT_CULL = true
|
||||
pos.flags.MENIAL_WORK_EXEMPTION = true
|
||||
pos.flags.SLEEP_PRETENSION = true
|
||||
pos.flags.PUNISHMENT_EXEMPTION = true
|
||||
pos.flags.ACCOUNT_EXEMPT = true
|
||||
pos.flags.DUTY_BOUND = true
|
||||
pos.flags.COLOR = true
|
||||
pos.flags.HAS_RESPONSIBILITIES = true
|
||||
pos.flags.IS_DIPLOMAT = true
|
||||
pos.flags.IS_LEADER = true
|
||||
-- not sure what these flags do, but the game sets them for a valid diplomat
|
||||
pos.flags.unk_12 = true
|
||||
pos.flags.unk_1a = true
|
||||
pos.flags.unk_1b = true
|
||||
pos.name[0] = "Diplomat"
|
||||
pos.name[1] = "Diplomats"
|
||||
pos.precedence = 70
|
||||
pos.color[0] = 7
|
||||
pos.color[1] = 0
|
||||
pos.color[2] = 1
|
||||
|
||||
return pos
|
||||
end
|
||||
|
||||
|
||||
|
||||
local checked = 0
|
||||
local fixed = 0
|
||||
|
||||
for _,ent in pairs(df.global.world.entities.all) do
|
||||
if ent.type == df.historical_entity_type.Civilization and ent.entity_raw.flags.TREE_CAP_DIPLOMACY then
|
||||
checked = checked + 1
|
||||
|
||||
update = true
|
||||
local found_position
|
||||
-- see if we need to add a new position or modify an existing one
|
||||
for _,pos in pairs(ent.positions.own) do
|
||||
if pos.responsibilities.MAKE_INTRODUCTIONS and
|
||||
pos.responsibilities.MAKE_PEACE_AGREEMENTS and
|
||||
pos.responsibilities.MAKE_TOPIC_AGREEMENTS then
|
||||
-- a diplomat position exists with the proper responsibilities - skip to the end
|
||||
update = false
|
||||
found_position=pos
|
||||
break
|
||||
end
|
||||
-- Diplomat position already exists, but has the wrong options - modify it instead of creating a new one
|
||||
if pos.code == "DIPLOMAT" then
|
||||
found_position=pos
|
||||
break
|
||||
end
|
||||
end
|
||||
if update then
|
||||
-- either there's no diplomat, or there is one and it's got the wrong responsibilities
|
||||
if not found_position then
|
||||
found_position = add_guild_rep( ent )
|
||||
end
|
||||
-- assign responsibilities
|
||||
found_position.responsibilities.MAKE_INTRODUCTIONS = true
|
||||
found_position.responsibilities.MAKE_PEACE_AGREEMENTS = true
|
||||
found_position.responsibilities.MAKE_TOPIC_AGREEMENTS = true
|
||||
end
|
||||
-- make sure the diplomat position, whether we created it or not, is set up for proper assignment
|
||||
local assign = true
|
||||
for _,p in pairs(ent.positions.assignments) do
|
||||
if p.position_id == found_position.id then -- it is - nothing more to do here
|
||||
assign = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if assign then -- it isn't - set it up
|
||||
local asn = df.entity_position_assignment:new()
|
||||
ent.positions.assignments:insert('#', asn);
|
||||
|
||||
asn.id = ent.positions.next_assignment_id
|
||||
ent.positions.next_assignment_id = asn.id + 1
|
||||
asn.position_id = found_position.id
|
||||
asn.flags:resize(math.max(32, #asn.flags)) -- make room for 32 flags
|
||||
asn.flags[0] = true -- and set the first one
|
||||
end
|
||||
if update or assign then
|
||||
fixed = fixed + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
print("Enabled tree cap diplomacy for "..fixed.." of "..checked.." civilizations.")
|
@ -0,0 +1,104 @@
|
||||
-- Allow humans to make trade agreements
|
||||
--[[=begin
|
||||
|
||||
fix/merchants
|
||||
=============
|
||||
Adds the Guild Representative position to all Human civilizations,
|
||||
allowing them to make trade agreements. This was the default behaviour in
|
||||
``0.28.181.40d`` and earlier.
|
||||
|
||||
=end]]
|
||||
|
||||
|
||||
function add_guild_rep(ent)
|
||||
-- there was no guild rep - create it
|
||||
local pos = df.entity_position:new()
|
||||
ent.positions.own:insert('#', pos)
|
||||
|
||||
pos.code = "GUILD_REPRESENTATIVE"
|
||||
pos.id = ent.positions.next_position_id + 1
|
||||
ent.positions.next_position_id = ent.positions.next_position_id + 1
|
||||
|
||||
pos.flags.DO_NOT_CULL = true
|
||||
pos.flags.MENIAL_WORK_EXEMPTION = true
|
||||
pos.flags.SLEEP_PRETENSION = true
|
||||
pos.flags.PUNISHMENT_EXEMPTION = true
|
||||
pos.flags.ACCOUNT_EXEMPT = true
|
||||
pos.flags.DUTY_BOUND = true
|
||||
pos.flags.COLOR = true
|
||||
pos.flags.HAS_RESPONSIBILITIES = true
|
||||
pos.flags.IS_DIPLOMAT = true
|
||||
pos.flags.IS_LEADER = true
|
||||
-- not sure what these flags do, but the game sets them for a valid guild rep
|
||||
pos.flags.unk_12 = true
|
||||
pos.flags.unk_1a = true
|
||||
pos.flags.unk_1b = true
|
||||
pos.name[0] = "Guild Representative"
|
||||
pos.name[1] = "Guild Representatives"
|
||||
pos.precedence = 40
|
||||
pos.color[0] = 7
|
||||
pos.color[1] = 0
|
||||
pos.color[2] = 1
|
||||
|
||||
return pos
|
||||
end
|
||||
|
||||
local checked = 0
|
||||
local fixed = 0
|
||||
|
||||
for _,ent in pairs(df.global.world.entities.all) do
|
||||
if ent.type == df.historical_entity_type.Civilization and ent.entity_raw.flags.MERCHANT_NOBILITY then
|
||||
checked = checked + 1
|
||||
|
||||
update = true
|
||||
-- see if we need to add a new position or modify an existing one
|
||||
local found_position
|
||||
for _,pos in pairs(ent.positions.own) do
|
||||
if pos.responsibilities.TRADE and pos.responsibilities.ESTABLISH_COLONY_TRADE_AGREEMENTS then
|
||||
-- a guild rep exists with the proper responsibilities - skip to the end
|
||||
update = false
|
||||
found_position=pos
|
||||
break
|
||||
end
|
||||
-- Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one
|
||||
if pos.code == "GUILD_REPRESENTATIVE" then
|
||||
found_position=pos
|
||||
break
|
||||
end
|
||||
end
|
||||
if update then
|
||||
-- either there's no guild rep, or there is one and it's got the wrong responsibilities
|
||||
if not found_position then
|
||||
found_position = add_guild_rep(ent)
|
||||
end
|
||||
-- assign responsibilities
|
||||
found_position.responsibilities.ESTABLISH_COLONY_TRADE_AGREEMENTS = true
|
||||
found_position.responsibilities.TRADE=true
|
||||
end
|
||||
|
||||
-- make sure the guild rep position, whether we created it or not, is set up for proper assignment
|
||||
local assign = true
|
||||
for _,p in pairs(ent.positions.assignments) do
|
||||
if p.position_id == found_position.id then -- it is - nothing more to do here
|
||||
assign = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if assign then
|
||||
-- it isn't - set it up
|
||||
local asn = df.entity_position_assignment:new()
|
||||
ent.positions.assignments:insert('#', asn)
|
||||
|
||||
asn.id = ent.positions.next_assignment_id
|
||||
ent.positions.next_assignment_id = asn.id + 1
|
||||
asn.position_id = found_position.id
|
||||
asn.flags:resize(math.max(32, #asn.flags)) -- make room for 32 flags
|
||||
asn.flags[0] = true -- and set the first one
|
||||
end
|
||||
if update or assign then
|
||||
fixed = fixed + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
print("Added merchant nobility for "..fixed.." of "..checked.." civilizations.")
|
Loading…
Reference in New Issue