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@ -3,51 +3,30 @@ def self.buildbedhere
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suspend {
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raise 'where to ?' if cursor.x < 0
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# TODO tweak that more
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item = world.items.all.find { |i|
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i.kind_of?(ItemBedst) and
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i.itemrefs.empty? and
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i.jobs.empty?
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!i.flags.in_job
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}
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raise 'no free bed, build more !' if not item
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puts 'alloc c++'
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job = Job.cpp_new
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joblink = JobListLink.cpp_new
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jobitemref = JobItemRef.cpp_new
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refbuildingholder = GeneralRefBuildingHolderst.cpp_new
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building = BuildingBedst.cpp_new
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itemtjobs = Item_TJobs.cpp_new
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itemjob = SpecificRef.cpp_new
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puts 'update global counters'
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# TODO
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buildingid = world.buildings.all[-1].id + 1
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jobid = df.job_next_id
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df.job_next_id = jobid+1
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buildingid = df.building_next_id
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df.building_next_id += 1
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puts 'init objects'
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job.id = jobid
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job.list_link = joblink
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job.job_type = :ConstructBuilding
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job.unk2 = -1 # XXX
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job.pos = cursor
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job.completion_timer = -1
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# unk4a/4b uninit
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job.mat_type = item.mat_type
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job.mat_index = item.mat_index
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job.unk5 = -1
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job.unk6 = -1
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job.item_subtype = -1
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job.hist_figure_id = -1
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job.items << jobitemref
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job.references << refbuildingholder
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lastjob = world.job_list
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lastjob = lastjob.next while lastjob.next
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lastjob.next = joblink
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joblink.prev = lastjob
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joblink.item = job
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jobitemref.item = item
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jobitemref.role = :Hauled
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jobitemref.job_item_idx = -1
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@ -62,26 +41,18 @@ def self.buildbedhere
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building.race = ui.race_id
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building.id = buildingid
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building.jobs << job
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building.anon_3 = -1
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building.anon_4 = -1
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building.specific_squad = -1
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itemtjobs.unk1 = 2
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itemtjobs.job = job
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itemjob.type = :JOB
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itemjob.job = job
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item.flags.in_job = true
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item.jobs << itemtjobs
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item.specific_refs << itemjob
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puts 'update vectors'
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map_block_at(cursor).occupancy[cursor.x%16][cursor.y%16].building = :Planned
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link_job job
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world.buildings.all << building
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# XXX
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world.buildings.other[0] << building
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world.buildings.other[4] << building
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world.buildings.other[8] << building
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world.buildings.other[9] << building
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world.buildings.other[10] << building
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world.buildings.other[32] << building
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# not in bad
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building.categorize(true)
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}
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end
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end
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