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@ -19,6 +19,8 @@
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#include "df/unit.h"
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#include "df/unit_soul.h"
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#include "df/unit_skill.h"
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#include "df/creature_raw.h"
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#include "df/caste_raw.h"
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using std::set;
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using std::vector;
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@ -32,6 +34,40 @@ using df::global::ui;
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using df::global::gps;
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using df::global::enabler;
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typedef struct
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{
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char *name;
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int points;
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char abbrev;
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} SkillLevel;
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#define NUM_SKILL_LEVELS (sizeof(skill_levels) / sizeof(SkillLevel))
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// The various skill rankings. Zero skill is hardcoded to "Not" and '-'.
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const SkillLevel skill_levels[] = {
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{"Dabbling", 500, '0'},
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{"Novice", 600, '1'},
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{"Adequate", 700, '2'},
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{"Competent", 800, '3'},
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{"Skilled", 900, '4'},
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{"Proficient", 1000, '5'},
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{"Talented", 1100, '6'},
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{"Adept", 1200, '7'},
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{"Expert", 1300, '8'},
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{"Professional",1400, '9'},
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{"Accomplished",1500, 'A'},
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{"Great", 1600, 'B'},
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{"Master", 1700, 'C'},
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{"High Master", 1800, 'D'},
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{"Grand Master",1900, 'E'},
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{"Legendary", 2000, 'U'},
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{"Legendary+1", 2100, 'V'},
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{"Legendary+2", 2200, 'W'},
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{"Legendary+3", 2300, 'X'},
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{"Legendary+4", 2400, 'Y'},
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{"Legendary+5", 0, 'Z'}
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};
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typedef struct
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{
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df::profession profession;
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@ -41,12 +77,10 @@ typedef struct
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bool special; // specified labor is mutually exclusive with all other special labors
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} SkillColumn;
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// Types:
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// 0 - Normal skill toggle
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// 1 - Special skill toggle - turning on one of these turns off all others
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#define NUM_COLUMNS (sizeof(columns) / sizeof(SkillColumn))
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// All of the skill/labor columns we want to display. Includes profession (for color), labor (-1 if none), skill (-1 if none), and 2 character label
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SkillColumn columns[] = {
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// All of the skill/labor columns we want to display. Includes profession (for color), labor, skill, and 2 character label
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const SkillColumn columns[] = {
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// Mining
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{profession::MINER, unit_labor::MINE, job_skill::MINING, "Mi", true},
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// Woodworking
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@ -198,8 +232,6 @@ SkillColumn columns[] = {
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{profession::ADMINISTRATOR, unit_labor::NONE, job_skill::MAGIC_NATURE, "Dr"},
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};
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#define NUM_COLUMNS (sizeof(columns) / sizeof(SkillColumn))
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DFHACK_PLUGIN("manipulator");
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#define FILTER_NONWORKERS 0x0001
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@ -394,7 +426,7 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
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if (events->count(interface_key::SELECT) && editable[sel_row] && (columns[sel_column].labor != unit_labor::NONE))
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{
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df::unit *cur = units[sel_row];
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SkillColumn &col = columns[sel_column];
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const SkillColumn &col = columns[sel_column];
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if (col.special)
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{
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if (!cur->status.labors[col.labor])
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@ -463,8 +495,8 @@ void viewscreen_unitlaborsst::render()
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profession = ENUM_ATTR_STR(profession, caption, unit->profession);
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profession.resize(prof_width);
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if (row_offset != sel_row)
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fg = ENUM_ATTR(profession, color, unit->profession);
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bg = 0;
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Screen::paintString(Screen::Pen(' ', fg, bg), 1 + prof_width + 1, 3 + row, profession);
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// Print unit's skills and labor assignments
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@ -483,19 +515,86 @@ void viewscreen_unitlaborsst::render()
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df::unit_skill *skill = binsearch_in_vector<df::unit_skill,df::enum_field<df::job_skill,int16_t>>(unit->status.current_soul->skills, &df::unit_skill::id, columns[col_offset].skill);
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if ((skill != NULL) && (skill->experience))
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{
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if (skill->rating < 10)
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c = '0' + skill->rating;
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else if (skill->rating < 36)
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c = 'A' + skill->rating - 10;
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else
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c = 'Z';
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int level = skill->rating;
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if (level > NUM_SKILL_LEVELS - 1)
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level = NUM_SKILL_LEVELS - 1;
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c = skill_levels[level].abbrev;
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}
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}
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Screen::paintTile(Screen::Pen(c, fg, bg), 1 + name_width + 1 + prof_width + 1 + col, 3 + row);
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}
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}
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// TODO - print unit summary, skill summary, and command info
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df::unit *unit = units[sel_row];
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if (unit != NULL)
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{
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string str = Translation::TranslateName(&unit->name, true);
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if (str.length())
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{
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str += ", ";
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if (unit->custom_profession.length())
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str += unit->custom_profession;
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else
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str += ENUM_ATTR_STR(profession, caption, unit->profession);
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str += ":";
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}
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else
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{
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if (unit->profession == profession::TRAINED_HUNTER)
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str = "Hunting " + Translation::capitalize(world->raws.creatures.all[unit->race]->caste[unit->caste]->caste_name[0]);
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else if (unit->profession == profession::TRAINED_WAR)
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str = "War " + Translation::capitalize(world->raws.creatures.all[unit->race]->caste[unit->caste]->caste_name[0]);
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else if (unit->profession == profession::STANDARD)
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str = Translation::capitalize(world->raws.creatures.all[unit->race]->caste[unit->caste]->caste_name[0]);
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else
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str = Translation::capitalize(world->raws.creatures.all[unit->race]->caste[unit->caste]->caste_name[2]) + " " + ENUM_ATTR_STR(profession, caption, unit->profession);
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str += ":";
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}
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Screen::paintString(Screen::Pen(' ', 15, 0), 1, 3 + height + 2, str);
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int y = 1 + str.length() + 1;
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if (columns[sel_column].skill == job_skill::NONE)
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{
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str = ENUM_ATTR_STR(unit_labor, caption, columns[sel_column].labor);
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if (unit->status.labors[columns[sel_column].labor])
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str += " Enabled";
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else
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str += " Not Enabled";
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Screen::paintString(Screen::Pen(' ', 9, 0), y, 3 + height + 2, str);
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}
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else
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{
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df::unit_skill *skill = binsearch_in_vector<df::unit_skill,df::enum_field<df::job_skill,int16_t>>(unit->status.current_soul->skills, &df::unit_skill::id, columns[sel_column].skill);
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if (skill)
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{
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char buf[16];
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int level = skill->rating;
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if (level > NUM_SKILL_LEVELS - 1)
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level = NUM_SKILL_LEVELS - 1;
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str = skill_levels[level].name;
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str += " ";
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str += ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill);
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if (level != NUM_SKILL_LEVELS - 1)
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{
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str += " (";
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str += itoa(skill->experience, buf, 10);
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str += "/";
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str += itoa(skill_levels[level].points, buf, 10);
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str += ")";
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}
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}
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else
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{
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str = "Not ";
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str += ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill);
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str += " (0/500)";
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}
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Screen::paintString(Screen::Pen(' ', 9, 0), y, 3 + height + 2, str);
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}
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}
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// TODO - print command info
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}
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struct unitlist_hook : df::viewscreen_unitlistst {
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