diff --git a/Memory.xml b/Memory.xml
index 8b3c5617a..a315c4e8b 100644
--- a/Memory.xml
+++ b/Memory.xml
@@ -316,10 +316,10 @@
-
+
-
-
+
+
@@ -331,19 +331,19 @@
-
+
-
-
-
-
+
+
+
+
-
+
@@ -358,7 +358,7 @@
-
+
@@ -428,7 +428,7 @@
-
+
diff --git a/tools/playground/CMakeLists.txt b/tools/playground/CMakeLists.txt
index b86d05940..06006bc96 100644
--- a/tools/playground/CMakeLists.txt
+++ b/tools/playground/CMakeLists.txt
@@ -79,13 +79,13 @@ DFHACK_TOOL(dfprinttiletypes printtiletypes.cpp)
# Will have many options in the future.
DFHACK_TOOL(dfhellhole hellhole.cpp)
-# dfcreature
+# dfcreaturemanager
# Author: raoulxq
-# - Display creatures
+# - Display creatures (overview & detail)
# - Modify skills and labors of creatures
# - Kill creatures
# - Etc.
-DFHACK_TOOL(dfcreature creature.cpp)
+DFHACK_TOOL(dfcreaturemanager creaturemanager.cpp)
# digpattern
# Author: raoulxq
diff --git a/tools/playground/creature.cpp b/tools/playground/creaturemanager.cpp
similarity index 84%
rename from tools/playground/creature.cpp
rename to tools/playground/creaturemanager.cpp
index 1aa49797e..1232a144b 100644
--- a/tools/playground/creature.cpp
+++ b/tools/playground/creaturemanager.cpp
@@ -18,16 +18,19 @@
* - 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
* - Search for nick/profession if first argument is a string without - (i.e. no switch)
- * - Switch --showhappy
+ * - Switch --showhappy (show dwarf's experiences which make her un-/happy)
* - Switch --makefriendly
* - 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
@@ -153,41 +196,58 @@ 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
- // Setting happiness doesn't work, because hapiness is recalculated
+ // 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
<< endl
- << "Example 1: Show all dwarfs" << endl
+ << "Examples:" << endl
+ << endl
+ << "Show all dwarfs:" << endl
<< argv[0] << " -c Dwarf" << endl
<< endl
- << "Example 2: Show all Yaks" << endl
- << argv[0] << " -c Yak" << endl
+ << "Show summary of all creatures (spoiler: includes unknown creatures):" << endl
+ << argv[0] << " -1 -c all" << endl
<< endl
- << "Example 3: Remove all skills from dwarfs 15 and 32" << endl
+ << "Kill that nasty ogre" << endl
+ << argv[0] << " -i 52 --kill" << endl
+ << endl
+ << "Check that the ogre is really dead" << endl
+ << argv[0] << " -c ogre --showdead" << endl
+ << endl
+ << "Remove all skills from dwarfs 15 and 32:" << endl
<< argv[0] << " -i 15,32 -ras" << endl
<< endl
- << "Example 4: Remove all skills and labors from dwarfs with no custom nickname" << endl
+ << "Remove all skills and labors from dwarfs with no custom nickname:" << endl
<< argv[0] << " -c DWARF -nn -ras -ral" << endl
<< endl
- << "Example 5: Add hauling labors to all migrants" << endl
+ << "Add hauling labors to all dwarfs without nickname (e.g. migrants):" << endl
<< argv[0] << " -c DWARF -nn -ah" << endl
<< endl
- << "Example 6: Show list of labor ids" << endl
+ << "Show list of labor ids:" << endl
<< argv[0] << " -c DWARF -ll" << endl
<< endl
- << "Example 7: Add engraving labor to all migrants (get the id from the list of labor ids)" << endl
+ << "Add engraving labor to all dwarfs without nickname (get the labor id from the list above):" << endl
<< argv[0] << " -c DWARF -nn -al 13" << endl
+ << endl
+ << "Make Urist, Stodir and Ingish miners:" << endl
+ << argv[0] << " -i 31,42,77 -al 0" << endl
;
if (quiet == false) {
cout << "Press any key to continue" << endl;
@@ -306,18 +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;
}
}
@@ -325,9 +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)
{
@@ -520,8 +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;
@@ -590,6 +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;
@@ -647,6 +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;
@@ -773,8 +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;
@@ -802,10 +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
);
@@ -830,7 +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]
@@ -858,6 +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;
@@ -868,12 +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))
{
@@ -906,16 +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) {