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663b014eae
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#pragma once
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#include "Export.h"
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#include "DataDefs.h"
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#include "df/squad.h"
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namespace DFHack
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{
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namespace Military
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{
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DFHACK_EXPORT std::string getSquadName(int32_t squad_id);
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DFHACK_EXPORT df::squad* makeSquad(int32_t assignment_id);
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DFHACK_EXPORT void updateRoomAssignments(int32_t squad_id, int32_t civzone_id, df::squad_use_flags flags);
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}
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}
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#include <string>
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#include <vector>
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#include <array>
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#include "MiscUtils.h"
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#include "modules/Military.h"
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#include "modules/Translation.h"
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#include "df/building.h"
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#include "df/building_civzonest.h"
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#include "df/historical_figure.h"
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#include "df/historical_entity.h"
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#include "df/entity_position.h"
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#include "df/entity_position_assignment.h"
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#include "df/plotinfost.h"
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#include "df/squad.h"
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#include "df/squad_position.h"
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#include "df/squad_schedule_order.h"
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#include "df/squad_order.h"
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#include "df/squad_order_trainst.h"
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#include "df/world.h"
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using namespace DFHack;
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using namespace df::enums;
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using df::global::world;
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using df::global::plotinfo;
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std::string Military::getSquadName(int32_t squad_id)
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{
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df::squad *squad = df::squad::find(squad_id);
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if (!squad)
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return "";
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if (squad->alias.size() > 0)
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return squad->alias;
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return Translation::TranslateName(&squad->name, true);
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}
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//only works for making squads for fort mode player controlled dwarf squads
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//could be extended straightforwardly by passing in entity
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df::squad* Military::makeSquad(int32_t assignment_id)
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{
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if (df::global::squad_next_id == nullptr || df::global::plotinfo == nullptr)
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return nullptr;
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df::language_name name;
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name.type = df::language_name_type::Squad;
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for (int i=0; i < 7; i++)
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{
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name.words[i] = -1;
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name.parts_of_speech[i] = df::part_of_speech::Noun;
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}
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df::historical_entity* fort = df::historical_entity::find(df::global::plotinfo->group_id);
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if (fort == nullptr)
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return nullptr;
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df::entity_position_assignment* found_assignment = nullptr;
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for (auto* assignment : fort->positions.assignments)
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{
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if (assignment->id == assignment_id)
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{
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found_assignment = assignment;
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break;
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}
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}
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if (found_assignment == nullptr)
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return nullptr;
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//this function does not attempt to delete or replace squads for assignments
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if (found_assignment->squad_id != -1)
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return nullptr;
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df::entity_position* corresponding_position = nullptr;
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for (auto* position : fort->positions.own)
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{
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if (position->id == found_assignment->position_id)
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{
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corresponding_position = position;
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break;
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}
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}
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if (corresponding_position == nullptr)
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return nullptr;
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df::squad* result = new df::squad();
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result->id = *df::global::squad_next_id;
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result->uniform_priority = result->id + 1; //no idea why, but seems to hold
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result->carry_food = 2;
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result->carry_water = 1;
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result->entity_id = df::global::plotinfo->group_id;
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result->leader_position = corresponding_position->id;
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result->leader_assignment = found_assignment->id;
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result->name = name;
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int16_t squad_size = corresponding_position->squad_size;
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for (int i=0; i < squad_size; i++)
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{
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//construct for squad_position seems to set all the attributes correctly
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df::squad_position* pos = new df::squad_position();
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result->positions.push_back(pos);
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}
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const auto& routines = df::global::plotinfo->alerts.routines;
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for (const auto& routine : routines)
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{
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df::squad_schedule_entry* asched = (df::squad_schedule_entry*)malloc(sizeof(df::squad_schedule_entry) * 12);
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for(int kk=0; kk < 12; kk++)
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{
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new (&asched[kk]) df::squad_schedule_entry;
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for(int jj=0; jj < squad_size; jj++)
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{
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int32_t* order_assignments = new int32_t();
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*order_assignments = -1;
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asched[kk].order_assignments.push_back(order_assignments);
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}
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}
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auto insert_training_order = [asched, squad_size](int month)
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{
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df::squad_schedule_order* order = new df::squad_schedule_order();
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order->min_count = squad_size;
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//assumed
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order->positions.resize(squad_size);
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df::squad_order* s_order = df::allocate<df::squad_order_trainst>();
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s_order->year = *df::global::cur_year;
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s_order->year_tick = *df::global::cur_year_tick;
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order->order = s_order;
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asched[month].orders.push_back(order);
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//wear uniform while training
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asched[month].uniform_mode = 0;
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};
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//Dwarf fortress does do this via a series of string comparisons
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//Off duty: No orders, Sleep/room at will. Equip/orders only
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if (routine->name == "Off duty")
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{
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for (int i=0; i < 12; i++)
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{
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asched[i].sleep_mode = 0;
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asched[i].uniform_mode = 1;
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}
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}
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//Staggered Training: Training orders at months 3 4 5 9 10 11, *or* 0 1 2 6 7 8, sleep/room at will. Equip/orders only, except train months which are equip/always
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else if (routine->name == "Staggered training")
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{
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//this is semi randomised for different squads
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//appears to be something like squad.id & 1, it isn't smart
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//if you alternate squad creation, its 'correctly' staggered
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//but it'll also happily not stagger them if you eg delete a squad and make another
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std::array<int, 6> indices;
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if ((*df::global::squad_next_id) & 1)
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{
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indices = {3, 4, 5, 9, 10, 11};
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}
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else
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{
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indices = {0, 1, 2, 6, 7, 8};
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}
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for (int index : indices)
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{
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insert_training_order(index);
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//still sleep in room at will even when training
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asched[index].sleep_mode = 0;
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}
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}
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//see above, but with all indices
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else if (routine->name == "Constant training")
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{
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for (int i=0; i < 12; i++)
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{
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insert_training_order(i);
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//still sleep in room at will even when training
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asched[i].sleep_mode = 0;
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}
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}
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else if (routine->name == "Ready")
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{
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for (int i=0; i < 12; i++)
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{
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asched[i].sleep_mode = 2;
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asched[i].uniform_mode = 0;
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}
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}
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else
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{
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for (int i=0; i < 12; i++)
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{
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asched[i].sleep_mode = 0;
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asched[i].uniform_mode = 0;
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}
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}
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result->schedule.push_back(reinterpret_cast<df::squad::T_schedule*>(asched));
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}
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//Modify necessary world state
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(*df::global::squad_next_id)++;
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fort->squads.push_back(result->id);
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df::global::world->squads.all.push_back(result);
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found_assignment->squad_id = result->id;
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return result;
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}
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void Military::updateRoomAssignments(int32_t squad_id, int32_t civzone_id, df::squad_use_flags flags)
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{
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df::squad* squad = df::squad::find(squad_id);
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df::building* bzone = df::building::find(civzone_id);
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df::building_civzonest* zone = strict_virtual_cast<df::building_civzonest>(bzone);
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if (squad == nullptr || zone == nullptr)
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return;
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df::squad::T_rooms* room_from_squad = nullptr;
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df::building_civzonest::T_squad_room_info* room_from_building = nullptr;
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for (auto room : squad->rooms)
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{
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if (room->building_id == civzone_id)
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{
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room_from_squad = room;
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break;
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}
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}
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for (auto room : zone->squad_room_info)
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{
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if (room->squad_id == squad_id)
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{
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room_from_building = room;
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break;
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}
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}
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if (flags.whole == 0 && room_from_squad == nullptr && room_from_building == nullptr)
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return;
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//if we're setting 0 flags, and there's no room already, don't set a room
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bool avoiding_squad_roundtrip = flags.whole == 0 && room_from_squad == nullptr;
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if (!avoiding_squad_roundtrip && room_from_squad == nullptr)
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{
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room_from_squad = new df::squad::T_rooms();
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room_from_squad->building_id = civzone_id;
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insert_into_vector(squad->rooms, &df::squad::T_rooms::building_id, room_from_squad);
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}
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if (room_from_building == nullptr)
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{
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room_from_building = new df::building_civzonest::T_squad_room_info();
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room_from_building->squad_id = squad_id;
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insert_into_vector(zone->squad_room_info, &df::building_civzonest::T_squad_room_info::squad_id, room_from_building);
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}
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if (room_from_squad)
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room_from_squad->mode = flags;
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room_from_building->mode = flags;
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if (flags.whole == 0 && !avoiding_squad_roundtrip)
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{
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for (int i=0; i < (int)squad->rooms.size(); i++)
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{
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if (squad->rooms[i]->building_id == civzone_id)
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{
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delete squad->rooms[i];
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squad->rooms.erase(squad->rooms.begin() + i);
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i--;
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}
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}
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}
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}
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