Retrieve goal string values from enum attributes and add new Units methods to Lua API and docs

develop
Ryan Bennitt 2020-08-07 22:07:48 +01:00
parent 9510dd52e1
commit a85b77e6f1
4 changed files with 37 additions and 36 deletions

@ -1277,6 +1277,30 @@ Units module
Retrieves the profession color for the given race/caste using raws. Retrieves the profession color for the given race/caste using raws.
* ``dfhack.units.getGoalType(unit[,goalIndex])``
Retrieves the goal type of the dream that the given unit has.
By default the goal of the first dream is returned.
The goalIndex parameter may be used to retrieve additional dream goals.
Currently only one dream per unit is supported by Dwarf Fortress.
Support for multiple dreams may be added in future versions of Dwarf Fortress.
* ``dfhack.units.getGoalName(unit[,goalIndex])``
Retrieves the short name describing the goal of the dream that the given unit has.
By default the goal of the first dream is returned.
The goalIndex parameter may be used to retrieve additional dream goals.
Currently only one dream per unit is supported by Dwarf Fortress.
Support for multiple dreams may be added in future versions of Dwarf Fortress.
* ``dfhack.units.isGoalAchieved(unit[,goalIndex])``
Checks if given unit has achieved the goal of the dream.
By default the status of the goal of the first dream is returned.
The goalIndex parameter may be used to check additional dream goals.
Currently only one dream per unit is supported by Dwarf Fortress.
Support for multiple dreams may be added in future versions of Dwarf Fortress.
* ``dfhack.units.getStressCategory(unit)`` * ``dfhack.units.getStressCategory(unit)``
Returns a number from 0-6 indicating stress. 0 is most stressed; 6 is least. Returns a number from 0-6 indicating stress. 0 is most stressed; 6 is least.

@ -1604,6 +1604,9 @@ static const LuaWrapper::FunctionReg dfhack_units_module[] = {
WRAPM(Units, getCasteProfessionName), WRAPM(Units, getCasteProfessionName),
WRAPM(Units, getProfessionColor), WRAPM(Units, getProfessionColor),
WRAPM(Units, getCasteProfessionColor), WRAPM(Units, getCasteProfessionColor),
WRAPM(Units, getGoalType),
WRAPM(Units, getGoalName),
WRAPM(Units, isGoalAchieved),
WRAPM(Units, getSquadName), WRAPM(Units, getSquadName),
WRAPM(Units, isWar), WRAPM(Units, isWar),
WRAPM(Units, isHunter), WRAPM(Units, isHunter),

@ -61,6 +61,7 @@ using namespace std;
#include "df/identity_type.h" #include "df/identity_type.h"
#include "df/game_mode.h" #include "df/game_mode.h"
#include "df/histfig_entity_link_positionst.h" #include "df/histfig_entity_link_positionst.h"
#include "df/histfig_relationship_type.h"
#include "df/historical_entity.h" #include "df/historical_entity.h"
#include "df/historical_figure.h" #include "df/historical_figure.h"
#include "df/historical_figure_info.h" #include "df/historical_figure_info.h"
@ -1457,42 +1458,16 @@ std::string Units::getGoalName(df::unit *unit, int goalIndex)
df::goal_type goal = getGoalType(unit, goalIndex); df::goal_type goal = getGoalType(unit, goalIndex);
bool achieved_goal = isGoalAchieved(unit, goalIndex); bool achieved_goal = isGoalAchieved(unit, goalIndex);
switch (goal) std::string goal_name = achieved_goal ? ENUM_ATTR(goal_type, achieved_short_name, goal) : ENUM_ATTR(goal_type, short_name, goal);
{ if (goal == df::goal_type::START_A_FAMILY) {
default: std::string parent = ENUM_KEY_STR(histfig_relationship_type, histfig_relationship_type::Parent);
case df::goal_type::STAY_ALIVE: size_t start_pos = goal_name.find(parent);
return achieved_goal ? "Stayed Alive" : "Stay Alive"; if (start_pos != std::string::npos) {
case df::goal_type::MAINTAIN_ENTITY_STATUS: df::histfig_relationship_type parent_type = isFemale(unit) ? histfig_relationship_type::Mother : histfig_relationship_type::Father;
return achieved_goal ? "Maintained Status" : "Maintain Status"; goal_name.replace(start_pos, parent.length(), ENUM_KEY_STR(histfig_relationship_type, parent_type));
case df::goal_type::START_A_FAMILY: }
return isFemale(unit) ?
(achieved_goal ? "Is a Mother" : "Be a Mother") :
(achieved_goal ? "Is a Father" : "Be a Father");
case df::goal_type::RULE_THE_WORLD:
return achieved_goal ? "Ruled the World" : "Rule the World";
case df::goal_type::CREATE_A_GREAT_WORK_OF_ART:
return achieved_goal ? "Made Great Artwork" : "Create Great Artwork";
case df::goal_type::CRAFT_A_MASTERWORK:
return achieved_goal ? "Crafted a Masterwork" : "Craft a Masterwork";
case df::goal_type::BRING_PEACE_TO_THE_WORLD:
return achieved_goal ? "Brought World Peace" : "Bring Peace to World";
case df::goal_type::BECOME_A_LEGENDARY_WARRIOR:
return achieved_goal ? "Is Legendary Warrior" : "Be Legendary Warrior";
case df::goal_type::MASTER_A_SKILL:
return achieved_goal ? "Mastered a Skill" : "Master a Skill";
case df::goal_type::FALL_IN_LOVE:
return achieved_goal ? "Fell in Love" : "Fall in Love";
case df::goal_type::SEE_THE_GREAT_NATURAL_SITES:
return achieved_goal ? "Saw Natural Wonders" : "See Natural Wonders";
case df::goal_type::IMMORTALITY:
return achieved_goal ? "Immortal" : "Immortality";
case df::goal_type::MAKE_A_GREAT_DISCOVERY:
return achieved_goal ? "Made Great Discovery" : "Make Great Discovery";
case df::goal_type::ATTAINING_RANK_IN_SOCIETY:
return achieved_goal ? "Attained Social Rank" : "Attain Social Rank";
case df::goal_type::BATHING_THE_WORLD_IN_CHAOS:
return achieved_goal ? "World is in Chaos" : "Bathe World in Chaos";
} }
return goal_name;
} }
bool Units::isGoalAchieved(df::unit *unit, int goalIndex) bool Units::isGoalAchieved(df::unit *unit, int goalIndex)

@ -37,7 +37,6 @@
#include "uicommon.h" #include "uicommon.h"
#include "listcolumn.h" #include "listcolumn.h"
#include "manipulator.h"
using std::stringstream; using std::stringstream;
using std::set; using std::set;