From 5d0ba0cac7e29cb1dbca04ef90e0e640b7e44111 Mon Sep 17 00:00:00 2001 From: Raoul XQ Date: Sat, 23 Apr 2011 02:45:18 +0200 Subject: [PATCH] Added switches --revive, -rcs, -rms - Switch -rcs, remove civil skills - Switch -rms, remove military skills (who would want that?) - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible) - More space for "Current Job" --- tools/playground/creature.cpp | 164 ++++++++++++++++++++++++++++------ 1 file changed, 139 insertions(+), 25 deletions(-) diff --git a/tools/playground/creature.cpp b/tools/playground/creature.cpp index c8d54ec70..1232a144b 100644 --- a/tools/playground/creature.cpp +++ b/tools/playground/creature.cpp @@ -18,7 +18,6 @@ * - Filter by last name with -ln * - Add pattern matching (or at least matching) to -n/-fn/-ln * - Set nickname with --setnick (only if -i is given) - * - Revive creature(s) with --revive * - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed * - Make -1 the default for everything but -i * - Imply -i if first argument is a number @@ -28,6 +27,10 @@ * - Switch --listskills, showing first 3 important skills * Done: + * - More space for "Current Job" + * - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible) + * - Switch -rcs, remove civil skills + * - Switch -rms, remove military skills (who would want that?) * - Allow comma separated list of IDs for -i * - '-c all' shows all creatures * - Rename from skillmodify.cpp to creature.cpp @@ -73,7 +76,11 @@ using namespace std; * either dependent on Toady One's implementation (#defining numbers) or * Memory.xml (#defining text). I voted for Toady One's numbers to be more * stable, but could be wrong. + * + * Ideally there would be a flag "is_military" or "is_social" in Memory.xml. */ + +/* Social skills */ #define SKILL_PERSUASION 72 #define SKILL_NEGOTIATION 73 #define SKILL_JUDGING_INTENT 74 @@ -84,6 +91,25 @@ using namespace std; #define SKILL_CONSOLING 83 #define SKILL_PACIFICATION 84 +/* Misc skills */ +#define SKILL_WEAPONSMITHING 27 +#define SKILL_ARMORSMITHING 28 +#define SKILL_RECORD_KEEPING 77 +#define SKILL_WAX_WORKING 115 + +/* Some military skills */ +#define SKILL_COORDINATION 95 +#define SKILL_BALANCE 96 +#define SKILL_LEADERSHIP 97 +#define SKILL_TEACHING 98 +#define SKILL_FIGHTING 99 +#define SKILL_ARCHERY 100 +#define SKILL_WRESTLING 101 +#define SKILL_BITING 102 +#define SKILL_STRIKING 103 +#define SKILL_KICKING 104 +#define SKILL_DODGING 105 + #define LABOR_STONE_HAULING 1 #define LABOR_WOOD_HAULING 2 #define LABOR_BURIAL 3 @@ -95,13 +121,14 @@ using namespace std; #define LABOR_CLEANING 9 #define LABOR_FEED_PATIENTS_PRISONERS 22 #define LABOR_RECOVERING_WOUNDED 23 -#define NOT_SET INT_MIN -#define MAX_MOOD 4 -#define NO_MOOD -1 #define PROFESSION_CHILD 96 #define PROFESSION_BABY 97 +#define NOT_SET INT_MIN +#define MAX_MOOD 4 +#define NO_MOOD -1 + bool quiet=true; bool verbose = false; bool showhauler = true; @@ -123,6 +150,7 @@ int hauler_labors[] = { ,LABOR_FEED_PATIENTS_PRISONERS ,LABOR_RECOVERING_WOUNDED }; + int social_skills[] = { SKILL_PERSUASION @@ -136,6 +164,21 @@ int social_skills[] = ,SKILL_PACIFICATION }; +int military_skills[] = +{ + SKILL_COORDINATION + ,SKILL_BALANCE + ,SKILL_LEADERSHIP + ,SKILL_TEACHING + ,SKILL_FIGHTING + ,SKILL_ARCHERY + ,SKILL_WRESTLING + ,SKILL_BITING + ,SKILL_STRIKING + ,SKILL_KICKING + ,SKILL_DODGING +}; + void usage(int argc, const char * argv[]) { cout @@ -153,17 +196,23 @@ void usage(int argc, const char * argv[]) << "-ll/--listlabors: List available labors" << endl << "--showdead : Also show/modify dead creatures" << endl << "--showallflags : Show all flags of a creature" << endl + << "-ss : Show social skills" << endl + << "+sh : Hide hauler labors" << endl << endl << "Modifying options:" << endl << "-al : Add labor to creature" << endl << "-rl : Remove labor from creature" << endl - << "-ras : Remove all skills from creature" << endl + << "-ras : Remove all skills from creature (i.e. set them to zero)" << endl + << "-rcs : Remove civil skills from creature (i.e. set them to zero)" << endl + << "-rms : Remove military skills from creature (i.e. set them to zero)" << endl << "-ral : Remove all labors from creature" << endl << "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl << "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl // Disabling mood doesn't work as intented << "--setmood : Set mood to n (-1 = no mood, max=4, buggy!)" << endl << "--kill : Kill creature(s) (may need to be called multiple times)" << endl + // Doesn't seem to work + //<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl // Setting happiness doesn't work really, because hapiness is recalculated //<< "--sethappiness : Set happiness to n" << endl << "-f : Force an action" << endl @@ -317,18 +366,22 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in } - string job="No Job"; + string jobid; + stringstream ss; + ss << "(" << creature.current_job.jobId << ")"; + jobid = ss.str(); + + string job="No Job/On Break" + (creature.current_job.jobId == 0 ? "" : jobid); if(creature.current_job.active) { job=mem->getJob(creature.current_job.jobId); + int p=job.size(); while (p>0 && (job[p]==' ' || job[p]=='\t')) p--; - if (p <= 1) + if (p <= 1) // Display numeric jobID if unknown job { - stringstream ss; - ss << creature.current_job.jobId; - job = ss.str(); + job = jobid; } } @@ -336,9 +389,9 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in { printf("%3d", index); printf(" %-17s", type.c_str()); - printf(" %-32s", name.c_str()); + printf(" %-24s", name.c_str()); printf(" %-16s", toCaps(profession).c_str()); - printf(" %-30s", job.c_str()); + printf(" %-38s", job.c_str()); printf(" %5d", creature.happiness); if (showdead) { @@ -531,8 +584,11 @@ int main (int argc, const char* argv[]) bool find_nonicks = false; bool find_nicks = false; bool remove_skills = false; + bool remove_civil_skills = false; + bool remove_military_skills = false; bool remove_labors = false; bool kill_creature = false; + bool revive_creature = false; bool make_hauler = false; bool remove_hauler = false; bool add_labor = false; @@ -601,6 +657,14 @@ int main (int argc, const char* argv[]) { remove_skills = true; } + else if(arg_cur == "-rcs") + { + remove_civil_skills = true; + } + else if(arg_cur == "-rms") + { + remove_military_skills = true; + } else if(arg_cur == "-f") { force_massdesignation = true; @@ -658,6 +722,12 @@ int main (int argc, const char* argv[]) showallflags = true; showdead = true; } + else if(arg_cur == "--revive") + { + revive_creature = true; + showdead = true; + showallflags = true; + } else if(arg_cur == "-ral") { remove_labors = true; @@ -784,8 +854,8 @@ int main (int argc, const char* argv[]) { if (showfirstlineonly) { - printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":""); - printf("--- ----------------- -------------------------------- ---------------- ------------------------------ -----%s\n", showdead?" -----":""); + printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":""); + printf("--- ----------------- ------------------------ ---------------- -------------------------------------- -----%s\n", showdead?" -----":""); } vector addrs; @@ -813,10 +883,11 @@ int main (int argc, const char* argv[]) addrs.push_back(creature.origin); bool dochange = ( - remove_skills + remove_skills || remove_civil_skills || remove_military_skills || remove_labors || add_labor || remove_labor || make_hauler || remove_hauler || kill_creature + || revive_creature || set_happiness || set_mood ); @@ -841,7 +912,7 @@ int main (int argc, const char* argv[]) { if(creature.has_default_soul) { - if (kill_creature) + if (kill_creature && !creature.flags1.bits.dead) { /* [quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055] @@ -869,6 +940,25 @@ int main (int argc, const char* argv[]) just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color]. */ + /* This is from an invading creature's flags: + + ID: 560, Crocodile Cave, Nako, Standard, Job: No Job, Happiness: 100 + Flag: Marauder + Flag: Can Swap + Flag: Active Invader + Flag: Invader Origin + Flag: Coward + Flag: Hidden Ambusher + Flag: Invades + Flag: Ridden + Flag: Calculated Nerves + Flag: Calculated Bodyparts + Flag: Calculated Insulation + Flag: Vision Good + Flag: Breathing Good + + */ + DFHack::t_creaturflags1 f1 = creature.flags1; DFHack::t_creaturflags2 f2 = creature.flags2; @@ -879,12 +969,28 @@ int main (int argc, const char* argv[]) f1.bits.hidden_in_ambush = 0; f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */ - cout << "Setting f1.bits.dead = 1" << endl; - cout << "Setting f2.bits.killed = 1" << endl; - cout << "Setting f1.bits.active_invader = 0" << endl; - cout << "Setting f1.bits.hidden_ambusher = 0" << endl; - cout << "Setting f1.bits.hidden_in_ambush = 0" << endl; - cout << "Setting f1.bits.invades = 0" << endl; + cout << "Writing flags..." << endl; + if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole)) + { + cout << "Error writing creature flags!" << endl; + } + // We want the flags to be shown after our modification, but they are not read back + creature.flags1 = f1; + creature.flags2 = f2; + } + + if (revive_creature && creature.flags1.bits.dead) + { + DFHack::t_creaturflags1 f1 = creature.flags1; + DFHack::t_creaturflags2 f2 = creature.flags2; + + f1.bits.dead = 0; + f2.bits.killed = 0; + f1.bits.active_invader = 1; /*!< 17: Active invader (for organized ones) */ + f1.bits.hidden_ambusher = 1; /*!< 21: Active marauder/invader moving inward? */ + f1.bits.hidden_in_ambush = 1; + f1.bits.invades = 1; /*!< 22: Marauder resident/invader moving in all the way */ + cout << "Writing flags..." << endl; if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole)) { @@ -917,16 +1023,24 @@ int main (int argc, const char* argv[]) Creatures->WriteHappiness(creature_idx, set_happiness_n); } - if (remove_skills) + if (remove_skills || remove_civil_skills || remove_military_skills) { DFHack::t_soul & soul = creature.defaultSoul; cout << "Removing skills..." << endl; + for(unsigned int sk = 0; sk < soul.numSkills;sk++) { - soul.skills[sk].rating=0; - soul.skills[sk].experience=0; + bool is_military = is_in(soul.skills[sk].id, military_skills, sizeof(military_skills)/sizeof(military_skills[0])); + if (remove_skills + || (remove_civil_skills && !is_military) + || (remove_military_skills && is_military)) + { + soul.skills[sk].rating=0; + soul.skills[sk].experience=0; + } } + // Doesn't work anyways, so better leave it alone //soul.numSkills=0; if (Creatures->WriteSkills(creature_idx, soul) == true) {