Merge pull request #3533 from myk002/myk_noble

port API for unit lookup by noble role from quickfort
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Myk 2023-07-05 19:34:29 -07:00 committed by GitHub
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5 changed files with 86 additions and 2 deletions

@ -43,11 +43,13 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Documentation
## API
- ``Units::getUnitByNobleRole``, ``Units::getUnitsByNobleRole``: unit lookup API by role
## Internals
## Lua
- ``dfhack.items.markForTrade``: new API for marking items for trade
- ``dfhack.units.getUnitByNobleRole``, ``dfhack.units.getUnitsByNobleRole``: unit lookup API by role
## Removed

@ -1438,10 +1438,23 @@ Units module
Note that ``pos2xyz()`` cannot currently be used to convert coordinate objects to
the arguments required by this function.
* ``dfhack.units.getUnitByNobleRole(role_name)``
Returns the unit assigned to the given noble role, if any. ``role_name`` must
be one of the position codes associated with the active fort or civilization
government. For example: ``CAPTAIN_OF_THE_GUARD``, ``MAYOR``, or ``BARON``.
Note that if more than one unit has the role, only the first will be
returned. See ``getUnitsByNobleRole`` below for retrieving all units with a
particular role.
* ``dfhack.units.getUnitsByNobleRole(role_name)``
Returns a list of units (possibly empty) assigned to the given noble role.
* ``dfhack.units.getCitizens([ignore_sanity])``
Returns a table (list) of all citizens, which you would otherwise have to loop over all
units in world and test against ``isCitizen()`` to discover.
Returns a table (list) of all citizens, which you would otherwise have to
loop over all units in world and test against ``isCitizen()`` to discover.
* ``dfhack.units.teleport(unit, pos)``

@ -1833,6 +1833,7 @@ static const LuaWrapper::FunctionReg dfhack_units_module[] = {
WRAPM(Units, multiplyGroupActionTimers),
WRAPM(Units, setActionTimers),
WRAPM(Units, setGroupActionTimers),
WRAPM(Units, getUnitByNobleRole),
{ NULL, NULL }
};
@ -1921,6 +1922,14 @@ static int units_getCitizens(lua_State *L) {
return 0;
}
static int units_getUnitsByNobleRole(lua_State *L) {
std::string role_name = lua_tostring(L, -1);
std::vector<df::unit *> units;
Units::getUnitsByNobleRole(units, role_name);
Lua::PushVector(L, units);
return 1;
}
static int units_getStressCutoffs(lua_State *L)
{
lua_newtable(L);
@ -1935,6 +1944,7 @@ static const luaL_Reg dfhack_units_funcs[] = {
{ "getNoblePositions", units_getNoblePositions },
{ "getUnitsInBox", units_getUnitsInBox },
{ "getCitizens", units_getCitizens },
{ "getUnitsByNobleRole", units_getUnitsByNobleRole},
{ "getStressCutoffs", units_getStressCutoffs },
{ NULL, NULL }
};

@ -148,6 +148,8 @@ DFHACK_EXPORT df::unit *getUnit(const int32_t index);
DFHACK_EXPORT bool getUnitsInBox(std::vector<df::unit*> &units,
int16_t x1, int16_t y1, int16_t z1,
int16_t x2, int16_t y2, int16_t z2);
DFHACK_EXPORT bool getUnitsByNobleRole(std::vector<df::unit *> &units, std::string noble);
DFHACK_EXPORT df::unit *getUnitByNobleRole(std::string noble);
DFHACK_EXPORT bool getCitizens(std::vector<df::unit *> &citizens, bool ignore_sanity = false);
DFHACK_EXPORT int32_t findIndexById(int32_t id);

@ -59,6 +59,7 @@ using namespace std;
#include "df/entity_position_assignment.h"
#include "df/entity_raw.h"
#include "df/entity_raw_flags.h"
#include "df/entity_site_link.h"
#include "df/identity_type.h"
#include "df/game_mode.h"
#include "df/histfig_entity_link_positionst.h"
@ -80,6 +81,8 @@ using namespace std;
#include "df/unit_soul.h"
#include "df/unit_wound.h"
#include "df/world.h"
#include "df/world_data.h"
#include "df/world_site.h"
#include "df/unit_action.h"
#include "df/unit_action_type_group.h"
@ -770,6 +773,60 @@ bool Units::getUnitsInBox (std::vector<df::unit*> &units,
return true;
}
static int32_t get_noble_position_id(const df::historical_entity::T_positions &positions, const string &noble) {
string target_id = toUpper(noble);
for (auto &position : positions.own) {
if (position->code == target_id)
return position->id;
}
return -1;
}
static void add_assigned_noble_units(vector<df::unit *> &units, const df::historical_entity::T_positions &positions, int32_t noble_position_id, size_t limit) {
for (auto &assignment : positions.assignments) {
if (assignment->position_id != noble_position_id)
continue;
auto histfig = df::historical_figure::find(assignment->histfig);
if (!histfig)
continue;
auto unit = df::unit::find(histfig->unit_id);
if (!unit)
continue;
units.emplace_back(unit);
if (limit > 0 && units.size() >= limit)
break;
}
}
static void get_units_by_noble_role(vector<df::unit *> &units, string noble, size_t limit = 0) {
auto &site = df::global::world->world_data->active_site[0];
for (auto &link : site->entity_links) {
auto he = df::historical_entity::find(link->entity_id);
if (!he ||
(he->type != df::historical_entity_type::SiteGovernment &&
he->type != df::historical_entity_type::Civilization))
continue;
int32_t noble_position_id = get_noble_position_id(he->positions, noble);
if (noble_position_id < 0)
continue;
add_assigned_noble_units(units, he->positions, noble_position_id, limit);
}
}
bool Units::getUnitsByNobleRole(vector<df::unit *> &units, std::string noble) {
units.clear();
get_units_by_noble_role(units, noble);
return !units.empty();
}
df::unit *Units::getUnitByNobleRole(string noble) {
vector<df::unit *> units;
get_units_by_noble_role(units, noble, 1);
if (units.empty())
return NULL;
return units[0];
}
bool Units::getCitizens(std::vector<df::unit *> &citizens, bool ignore_sanity) {
for (auto &unit : world->units.active) {
if (isCitizen(unit, ignore_sanity))