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@ -3,16 +3,12 @@ from collections import namedtuple
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from pydfhackflags import *
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from pydfhackflags import *
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from enum import *
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from enum import *
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Position3D = namedtuple("Position3D", "x, y, z")
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libdfhack = cdll.libdfhack
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Rectangle = namedtuple("Rectangle", "x1, y1, x2, y2")
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Note = namedtuple("Note", "symbol, foreground, background, name, position")
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int_ptr = POINTER(c_int)
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Settlement = namedtuple("Settlement", "origin, name, world_pos, local_pos")
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uint_ptr = POINTER(c_uint)
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Attribute = namedtuple("Attribute", "level, field_4, field_8, field_C, leveldiff, field_14, field_18");
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Skill = namedtuple("Skill", "id, experience, rating")
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_arr_create_func = CFUNCTYPE(c_void_p, c_int)
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CreatureCaste = namedtuple("CreatureCaste", "rawname, singular, plural, adjective")
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CreatureTypeEx = namedtuple("CreatureTypeEx", "rawname, castes, tile_character, tilecolor")
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TileColor = namedtuple("TileColor", "fore, back, bright")
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Name = namedtuple("Name", "first_name, nickname, language, has_name, words, parts_of_speech")
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TileTypes40d = ((c_int * 16) * 16)
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TileTypes40d = ((c_int * 16) * 16)
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BiomeIndices40d = c_ubyte * 16
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BiomeIndices40d = c_ubyte * 16
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@ -62,12 +58,6 @@ class SpatterVein(Structure):
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("intensity", ((c_ubyte * 16) * 16)),
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("intensity", ((c_ubyte * 16) * 16)),
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("address_of", c_uint)]
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("address_of", c_uint)]
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class Soul(object):
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def __init__(self, *args, **kwds):
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if kwds:
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for k, v in kwds.iteritems():
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self.__dict__[k] = v
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class MapBlock40d(Structure):
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class MapBlock40d(Structure):
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_fields_ = [("tiletypes", TileTypes40d),
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_fields_ = [("tiletypes", TileTypes40d),
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("designation", Designations40d),
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("designation", Designations40d),
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@ -139,3 +129,130 @@ class Tree(Structure):
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("y", c_ushort),
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("y", c_ushort),
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("z", c_ushort),
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("z", c_ushort),
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("address", c_uint)]
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("address", c_uint)]
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class Material(Structure):
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_fields_ = [("itemType", c_short),
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("subType", c_short),
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("subIndex", c_short),
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("index", c_int),
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("flags", c_uint)]
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class Skill(Structure):
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_fields_ = [("id", c_ushort),
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("experience", c_uint),
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("rating", c_ushort)]
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class Job(Structure):
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_fields_ = [("active", c_byte),
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("jobId", c_uint),
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("jobType", c_ubyte),
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("occupationPtr", c_uint)]
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class Like(Structure):
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_fields_ = [("type", c_short),
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("itemClass", c_short),
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("itemIndex", c_short),
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("material", MatglossPair),
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("active", c_byte)]
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class Attribute(Structure):
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_fields_ = [("level", c_uint),
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("field_4", c_uint),
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("field_8", c_uint),
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("field_C", c_uint),
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("leveldiff", c_uint),
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("field_14", c_uint),
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("field_18", c_uint)]
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class Name(Structure):
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_fields_ = [("first_name", (c_char * 128)),
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("nickname", (c_char * 128)),
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("words", (c_int * 7)),
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("parts_of_speech", (c_ushort * 7)),
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("language", c_uint),
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("has_name", c_byte)]
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class Note(Structure):
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_fields_ = [("symbol", c_char),
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("foreground", c_ushort),
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("background", c_ushort),
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("name", (c_char * 128)),
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("x", c_ushort),
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("y", c_ushort),
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("z", c_ushort)]
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class Settlement(Structure):
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_fields_ = [("origin", c_uint),
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("name", Name),
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("world_x", c_short),
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("world_y", c_short),
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("local_x1", c_short),
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("local_x2", c_short),
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("local_y1", c_short),
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("local_y2", c_short)]
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_NUM_CREATURE_TRAITS = 30
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_NUM_CREATURE_LABORS = 102
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class Soul(Structure):
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_fields_ = [("numSkills", c_ubyte),
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("skills", (Skill * 256)),
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("traits", (c_ushort * _NUM_CREATURE_TRAITS)),
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("analytical_ability", Attribute),
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("focus", Attribute),
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("willpower", Attribute),
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("creativity", Attribute),
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("intuition", Attribute),
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("patience", Attribute),
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("memory", Attribute),
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("linguistic_ability", Attribute),
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("spatial_sense", Attribute),
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("musicality", Attribute),
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("kinesthetic_sense", Attribute),
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("empathy", Attribute),
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("social_awareness", Attribute)]
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_MAX_COLORS = 15
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class Creature(Structure):
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_fields_ = [("origin", c_uint),
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("x", c_ushort),
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("y", c_ushort),
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("z", c_ushort),
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("race", c_uint),
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("civ", c_int),
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("flags1", CreatureFlags1),
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("flags2", CreatureFlags2),
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("name", Name),
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("mood", c_short),
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("mood_skill", c_short),
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("artifact_name", Name),
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("profession", c_ubyte),
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("custom_profession", (c_char * 128)),
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("labors", (c_ubyte * _NUM_CREATURE_LABORS)),
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("current_job", Job),
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("happiness", c_uint),
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("id", c_uint),
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("strength", Attribute),
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("agility", Attribute),
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("toughness", Attribute),
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("endurance", Attribute),
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("recuperation", Attribute),
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("disease_resistance", Attribute),
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("squad_leader_id", c_int),
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("sex", c_ubyte),
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("caste", c_ushort),
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("pregnancy_timer", c_uint),
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("has_default_soul", c_byte),
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("defaultSoul", Soul),
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("nbcolors", c_uint),
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("color", (c_uint * _MAX_COLORS))]
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class CreatureExtract(Structure):
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_fields_ = [("rawname", (c_char * 128))]
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class BodyPart(Structure):
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_fields_ = [("id", (c_char * 128)),
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("category", (c_char * 128)),
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("single", (c_char * 128)),
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("plural", (c_char * 128))]
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