Replace fixdiplomats, fixmerchants with scripts
parent
50f2851772
commit
acac839371
@ -1,244 +0,0 @@
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// Fix Entity Positions - make sure Elves have diplomats and Humans have guild representatives
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <DataDefs.h>
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#include "df/world.h"
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#include "df/historical_entity.h"
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#include "df/entity_raw.h"
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#include "df/entity_position.h"
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#include "df/entity_position_responsibility.h"
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#include "df/entity_position_assignment.h"
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using std::string;
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using std::vector;
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using namespace DFHack;
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using namespace df::enums;
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DFHACK_PLUGIN("fixpositions");
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REQUIRE_GLOBAL(world);
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command_result df_fixdiplomats (color_ostream &out, vector<string> ¶meters)
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{
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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CoreSuspender suspend;
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int checked = 0, fixed = 0;
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for (int i = 0; i < world->entities.all.size(); i++)
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{
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df::historical_entity *ent = world->entities.all[i];
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// only work with civilizations - ignore groups and religions
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if (ent->type != 0)
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continue;
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// only add diplomats for tree cap diplomacy
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if (!ent->entity_raw->flags.is_set(entity_raw_flags::TREE_CAP_DIPLOMACY))
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continue;
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checked++;
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bool update = true;
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df::entity_position *pos = NULL;
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// see if we need to add a new position or modify an existing one
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for (int j = 0; j < ent->positions.own.size(); j++)
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{
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pos = ent->positions.own[j];
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if (pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] &&
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pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] &&
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pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS])
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{
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// a diplomat position exists with the proper responsibilities - skip to the end
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update = false;
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break;
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}
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// Diplomat position already exists, but has the wrong options - modify it instead of creating a new one
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if (pos->code == "DIPLOMAT")
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break;
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pos = NULL;
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}
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if (update)
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{
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// either there's no diplomat, or there is one and it's got the wrong responsibilities
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if (!pos)
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{
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// there was no diplomat - create it
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pos = new df::entity_position;
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ent->positions.own.push_back(pos);
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pos->code = "DIPLOMAT";
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pos->id = ent->positions.next_position_id++;
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pos->flags.set(entity_position_flags::DO_NOT_CULL);
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pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
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pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
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pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
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pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
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pos->flags.set(entity_position_flags::DUTY_BOUND);
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pos->flags.set(entity_position_flags::COLOR);
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pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
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pos->flags.set(entity_position_flags::IS_DIPLOMAT);
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pos->flags.set(entity_position_flags::IS_LEADER);
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// not sure what these flags do, but the game sets them for a valid diplomat
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pos->flags.set(entity_position_flags::unk_12);
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pos->flags.set(entity_position_flags::unk_1a);
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pos->flags.set(entity_position_flags::unk_1b);
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pos->name[0] = "Diplomat";
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pos->name[1] = "Diplomats";
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pos->precedence = 70;
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pos->color[0] = 7;
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pos->color[1] = 0;
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pos->color[2] = 1;
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}
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// assign responsibilities
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pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] = true;
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pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] = true;
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pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS] = true;
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}
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// make sure the diplomat position, whether we created it or not, is set up for proper assignment
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bool assign = true;
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for (int j = 0; j < ent->positions.assignments.size(); j++)
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{
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if (ent->positions.assignments[j]->position_id == pos->id)
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{
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// it is - nothing more to do here
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assign = false;
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break;
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}
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}
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if (assign)
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{
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// it isn't - set it up
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df::entity_position_assignment *asn = new df::entity_position_assignment;
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ent->positions.assignments.push_back(asn);
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asn->id = ent->positions.next_assignment_id++;
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asn->position_id = pos->id;
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asn->flags.extend(0x1F); // make room for 32 flags
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asn->flags.set(0); // and set the first one
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}
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if (update || assign)
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fixed++;
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}
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out.print("Fixed %d of %d civilizations to enable tree cap diplomacy.\n", fixed, checked);
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return CR_OK;
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}
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command_result df_fixmerchants (color_ostream &out, vector<string> ¶meters)
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{
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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CoreSuspender suspend;
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int checked = 0, fixed = 0;
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for (int i = 0; i < world->entities.all.size(); i++)
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{
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df::historical_entity *ent = world->entities.all[i];
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// only work with civilizations - ignore groups and religions
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if (ent->type != 0)
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continue;
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// only add guild reps for merchant nobility
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if (!ent->entity_raw->flags.is_set(entity_raw_flags::MERCHANT_NOBILITY))
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continue;
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checked++;
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bool update = true;
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df::entity_position *pos = NULL;
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// see if we need to add a new position or modify an existing one
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for (int j = 0; j < ent->positions.own.size(); j++)
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{
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pos = ent->positions.own[j];
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if (pos->responsibilities[entity_position_responsibility::TRADE])
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{
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// a guild rep exists with the proper responsibilities - skip to the end
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update = false;
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break;
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}
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// Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one
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if (pos->code == "GUILD_REPRESENTATIVE")
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break;
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pos = NULL;
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}
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if (update)
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{
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// either there's no guild rep, or there is one and it's got the wrong responsibilities
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if (!pos)
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{
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// there was no guild rep - create it
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pos = new df::entity_position;
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ent->positions.own.push_back(pos);
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pos->code = "GUILD_REPRESENTATIVE";
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pos->id = ent->positions.next_position_id++;
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pos->flags.set(entity_position_flags::DO_NOT_CULL);
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pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
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pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
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pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
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pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
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pos->flags.set(entity_position_flags::DUTY_BOUND);
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pos->flags.set(entity_position_flags::COLOR);
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pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
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pos->flags.set(entity_position_flags::IS_DIPLOMAT);
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pos->flags.set(entity_position_flags::IS_LEADER);
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// not sure what these flags do, but the game sets them for a valid guild rep
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pos->flags.set(entity_position_flags::unk_12);
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pos->flags.set(entity_position_flags::unk_1a);
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pos->flags.set(entity_position_flags::unk_1b);
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pos->name[0] = "Guild Representative";
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pos->name[1] = "Guild Representatives";
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pos->precedence = 40;
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pos->color[0] = 7;
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pos->color[1] = 0;
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pos->color[2] = 1;
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}
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// assign responsibilities
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pos->responsibilities[entity_position_responsibility::TRADE] = true;
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}
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// make sure the guild rep position, whether we created it or not, is set up for proper assignment
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bool assign = true;
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for (int j = 0; j < ent->positions.assignments.size(); j++)
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{
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if (ent->positions.assignments[j]->position_id == pos->id)
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{
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// it is - nothing more to do here
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assign = false;
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break;
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}
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}
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if (assign)
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{
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// it isn't - set it up
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df::entity_position_assignment *asn = new df::entity_position_assignment;
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ent->positions.assignments.push_back(asn);
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asn->id = ent->positions.next_assignment_id++;
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asn->position_id = pos->id;
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asn->flags.extend(0x1F); // make room for 32 flags
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asn->flags.set(0); // and set the first one
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}
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if (update || assign)
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fixed++;
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}
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out.print("Fixed %d of %d civilizations to enable merchant nobility.\n", fixed, checked);
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return CR_OK;
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}
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DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"fixdiplomats", "Add Diplomat position to Elven civilizations for tree cap diplomacy.",
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df_fixdiplomats, false));
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commands.push_back(PluginCommand(
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"fixmerchants", "Add Guild Representative position to Human civilizations for merchant nobility.",
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df_fixmerchants, false));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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return CR_OK;
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}
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@ -0,0 +1,100 @@
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-- Add Elven diplomats to negotiate tree caps
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--[[=begin
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fix/diplomats
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=============
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Adds a Diplomat position to all Elven civilizations, allowing them to negotiate
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tree cutting quotas - and you to violate them and start wars.
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This was vanilla behaviour until ``0.31.12``, in which the "bug" was "fixed".
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=end]]
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function update_pos(pos, ent)
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pos = df.entity_position:new()
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ent.positions.own:insert('#', pos)
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pos.code = "DIPLOMAT"
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pos.id = ent.positions.next_position_id + 1
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pos.flags.DO_NOT_CULL = true
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pos.flags.MENIAL_WORK_EXEMPTION = true
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pos.flags.SLEEP_PRETENSION = true
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pos.flags.PUNISHMENT_EXEMPTION = true
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pos.flags.ACCOUNT_EXEMPT = true
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pos.flags.DUTY_BOUND = true
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pos.flags.COLOR = true
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pos.flags.HAS_RESPONSIBILITIES = true
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pos.flags.IS_DIPLOMAT = true
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pos.flags.IS_LEADER = true
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-- not sure what these flags do, but the game sets them for a valid diplomat
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pos.flags.unk_12 = true
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pos.flags.unk_1a = true
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pos.flags.unk_1b = true
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pos.name[0] = "Diplomat"
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pos.name[1] = "Diplomats"
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pos.precedence = 70
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pos.color[0] = 7
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pos.color[1] = 0
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pos.color[2] = 1
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return pos
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end
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checked = 0
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fixed = 0
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for _,ent in pairs(df.global.world.entities.all) do
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if ent.type == 0 and ent.entity_raw.flags.TREE_CAP_DIPLOMACY then
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checked = checked + 1
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update = true
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-- see if we need to add a new position or modify an existing one
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for _,pos in pairs(ent.positions.own) do
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if pos.responsibilities.MAKE_INTRODUCTIONS and
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pos.responsibilities.MAKE_PEACE_AGREEMENTS and
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pos.responsibilities.MAKE_TOPIC_AGREEMENTS then
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-- a diplomat position exists with the proper responsibilities - skip to the end
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update = false
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break
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end
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-- Diplomat position already exists, but has the wrong options - modify it instead of creating a new one
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if pos.code == "DIPLOMAT" then break end
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pos = nil
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end
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if update then
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-- either there's no diplomat, or there is one and it's got the wrong responsibilities
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if not pos then
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pos = add_guild_rep(pos, ent)
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end
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-- assign responsibilities
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pos.responsibilities.MAKE_INTRODUCTIONS = true
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pos.responsibilities.MAKE_PEACE_AGREEMENTS = true
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pos.responsibilities.MAKE_TOPIC_AGREEMENTS = true
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end
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-- make sure the diplomat position, whether we created it or not, is set up for proper assignment
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assign = true
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for _,p in pairs(ent.positions.assignments) do
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if p.position_id == pos.id then -- it is - nothing more to do here
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assign = false
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break
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end
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end
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if assign then -- it isn't - set it up
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asn = df.entity_position_assignment:new()
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ent.positions.assignments:insert('#', asn);
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asn.id = ent.positions.next_assignment_id
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ent.positions.next_assignment_id = asn.id + 1
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asn.position_id = pos.id
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asn.flags:resize(math.max(32, #asn.flags)) -- make room for 32 flags
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asn.flags[0] = true -- and set the first one
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end
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if update or assign then
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fixed = fixed + 1
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end
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end
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end
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print("Enabled tree cap diplomacy for "..fixed.." of "..checked.." civilizations.")
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@ -0,0 +1,95 @@
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-- Allow humans to make trade agreements
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--[[=begin
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fix/merchants
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=============
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Adds the Guild Representative position to all Human civilizations,
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allowing them to make trade agreements. This was the default behaviour in
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``0.28.181.40d`` and earlier.
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=end]]
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checked = 0
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fixed = 0
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function add_guild_rep(pos, ent)
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-- there was no guild rep - create it
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pos = df.entity_position:new()
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ent.positions.own:insert('#', pos)
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pos.code = "GUILD_REPRESENTATIVE"
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pos.id = ent.positions.next_position_id + 1
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pos.flags.DO_NOT_CULL = true
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pos.flags.MENIAL_WORK_EXEMPTION = true
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pos.flags.SLEEP_PRETENSION = true
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pos.flags.PUNISHMENT_EXEMPTION = true
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pos.flags.ACCOUNT_EXEMPT = true
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||||||
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pos.flags.DUTY_BOUND = true
|
||||||
|
pos.flags.COLOR = true
|
||||||
|
pos.flags.HAS_RESPONSIBILITIES = true
|
||||||
|
pos.flags.IS_DIPLOMAT = true
|
||||||
|
pos.flags.IS_LEADER = true
|
||||||
|
-- not sure what these flags do, but the game sets them for a valid guild rep
|
||||||
|
pos.flags.unk_12 = true
|
||||||
|
pos.flags.unk_1a = true
|
||||||
|
pos.flags.unk_1b = true
|
||||||
|
pos.name[0] = "Guild Representative"
|
||||||
|
pos.name[1] = "Guild Representatives"
|
||||||
|
pos.precedence = 40
|
||||||
|
pos.color[0] = 7
|
||||||
|
pos.color[1] = 0
|
||||||
|
pos.color[2] = 1
|
||||||
|
return pos
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
for _,ent in pairs(df.global.world.entities.all) do
|
||||||
|
if ent.type == 0 and ent.entity_raw.flags.MERCHANT_NOBILITY then
|
||||||
|
checked = checked + 1
|
||||||
|
|
||||||
|
update = true
|
||||||
|
-- see if we need to add a new position or modify an existing one
|
||||||
|
for _,pos in pairs(ent.positions.own) do
|
||||||
|
if pos.responsibilities.TRADE then
|
||||||
|
-- a guild rep exists with the proper responsibilities - skip to the end
|
||||||
|
update = false
|
||||||
|
break
|
||||||
|
end
|
||||||
|
-- Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one
|
||||||
|
if pos.code == "GUILD_REPRESENTATIVE" then break end
|
||||||
|
pos = nil
|
||||||
|
end
|
||||||
|
if update then
|
||||||
|
-- either there's no guild rep, or there is one and it's got the wrong responsibilities
|
||||||
|
if not pos then
|
||||||
|
pos = add_guild_rep(pos, ent)
|
||||||
|
end
|
||||||
|
-- assign responsibilities
|
||||||
|
pos.responsibilities.ESTABLISH_COLONY_TRADE_AGREEMENTS = true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- make sure the guild rep position, whether we created it or not, is set up for proper assignment
|
||||||
|
assign = true
|
||||||
|
for _,p in pairs(ent.positions.assignments) do
|
||||||
|
if p.position_id == pos.id then -- it is - nothing more to do here
|
||||||
|
assign = false
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if assign then
|
||||||
|
-- it isn't - set it up
|
||||||
|
asn = df.entity_position_assignment:new()
|
||||||
|
ent.positions.assignments:insert('#', asn)
|
||||||
|
|
||||||
|
asn.id = ent.positions.next_assignment_id
|
||||||
|
ent.positions.next_assignment_id = asn.id + 1
|
||||||
|
asn.position_id = pos.id
|
||||||
|
asn.flags:resize(math.max(32, #asn.flags)) -- make room for 32 flags
|
||||||
|
asn.flags[0] = true -- and set the first one
|
||||||
|
end
|
||||||
|
if update or assign then
|
||||||
|
fixed = fixed + 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
print("Added merchant nobility for "..fixed.." of "..checked.." civilizations.")
|
Loading…
Reference in New Issue