diggingInvaders: cleaned up pick creation.

develop
expwnent 2013-06-09 17:20:23 -04:00
parent 638affee06
commit d26b11eb40
1 changed files with 62 additions and 58 deletions

@ -3,6 +3,7 @@
#include "modules/Buildings.h" #include "modules/Buildings.h"
#include "modules/Items.h" #include "modules/Items.h"
#include "modules/Job.h" #include "modules/Job.h"
#include "modules/Materials.h"
#include "df/building.h" #include "df/building.h"
#include "df/coord.h" #include "df/coord.h"
@ -11,6 +12,7 @@
#include "df/general_ref_unit.h" #include "df/general_ref_unit.h"
//#include "df/general_ref_unit_holderst.h" //#include "df/general_ref_unit_holderst.h"
#include "df/general_ref_unit_workerst.h" #include "df/general_ref_unit_workerst.h"
#include "df/historical_entity.h"
#include "df/item.h" #include "df/item.h"
#include "df/itemdef_weaponst.h" #include "df/itemdef_weaponst.h"
#include "df/item_quality.h" #include "df/item_quality.h"
@ -19,8 +21,12 @@
#include "df/job.h" #include "df/job.h"
#include "df/job_skill.h" #include "df/job_skill.h"
#include "df/job_type.h" #include "df/job_type.h"
#include "df/reaction_product_itemst.h"
#include "df/reaction_reagent.h"
#include "df/ui.h"
#include "df/unit.h" #include "df/unit.h"
#include "df/unit_inventory_item.h" #include "df/unit_inventory_item.h"
#include "df/world_site.h"
void getRidOfOldJob(df::unit* unit) { void getRidOfOldJob(df::unit* unit) {
if ( unit->job.current_job == NULL ) { if ( unit->job.current_job == NULL ) {
@ -202,66 +208,64 @@ int32_t assignJob(color_ostream& out, Edge firstImportantEdge, unordered_map<df:
break; break;
} }
if ( !hasPick ) { if ( hasPick )
//based on createitem return firstInvader->id;
//df::reaction_product_itemst *prod
#if 1
//create and give a pick
df::item_weaponst* pick = new df::item_weaponst;
pick->pos = firstInvader->pos;
pick->flags.bits.forbid = 1;
pick->flags.bits.on_ground = 1;
pick->id = (*df::global::item_next_id)++;
pick->ignite_point = -1;
pick->heatdam_point = -1;
pick->colddam_point = -1;
pick->boiling_point = 11000;
pick->melting_point = 10500;
pick->fixed_temp = -1;
pick->weight = 0;
pick->weight_fraction = 0;
pick->stack_size = 1;
pick->temperature.whole = 10059;
pick->temperature.fraction = 0;
pick->mat_type = 0;
pick->mat_index = 5;
pick->maker_race = 0; //hehe
pick->quality = (df::enums::item_quality::item_quality)0;
pick->skill_used = (df::enums::job_skill::job_skill)0;
pick->maker = -1;
df::itemdef_weaponst* itemdef = NULL;
for ( size_t a = 0; a < df::global::world->raws.itemdefs.weapons.size(); a++ ) {
df::itemdef_weaponst* candidate = df::global::world->raws.itemdefs.weapons[a];
if ( candidate->skill_melee != df::enums::job_skill::MINING )
continue;
itemdef = candidate; //create and give a pick
} //based on createitem.cpp
if ( itemdef == NULL ) { df::reaction_product_itemst *prod = NULL;
out.print("%s, %d: null itemdef.\n", __FILE__, __LINE__); //TODO: consider filtering based on entity/civ stuff
return -1; for ( size_t a = 0; a < df::global::world->raws.itemdefs.weapons.size(); a++ ) {
} df::itemdef_weaponst* oldType = df::global::world->raws.itemdefs.weapons[a];
pick->subtype = itemdef; if ( oldType->skill_melee != df::enums::job_skill::MINING )
pick->sharpness = 5000; continue;
pick->categorize(true); prod = df::allocate<df::reaction_product_itemst>();
prod->item_type = df::item_type::WEAPON;
prod->item_subtype = a;
break;
}
if ( prod == NULL ) {
out.print("%s, %d: no valid item.\n", __FILE__, __LINE__);
return -1;
}
int32_t part = -1; DFHack::MaterialInfo material;
part = firstInvader->body.weapon_bp; //weapon_bp if ( !material.find("WATER") ) {
if ( part == -1 ) { out.print("%s, %d: no water.\n", __FILE__, __LINE__);
out.print("%s, %d: no grasp part.\n", __FILE__, __LINE__); return -1;
return -1; }
} prod->mat_type = material.type;
//check for existing item there prod->mat_index = material.index;
for ( size_t a = 0; a < firstInvader->inventory.size(); a++ ) { prod->probability = 100;
df::unit_inventory_item* inv_item = firstInvader->inventory[a]; prod->count = 1;
if ( false || inv_item->body_part_id == part ) { prod->product_dimension = 1;
//throw it on the GROUND
Items::moveToGround(cache, inv_item->item, firstInvader->pos); vector<df::item*> out_items;
} vector<df::reaction_reagent*> in_reag;
vector<df::item*> in_items;
prod->produce(firstInvader, &out_items, &in_reag, &in_items, 1, df::job_skill::NONE,
df::historical_entity::find(firstInvader->civ_id),
df::world_site::find(df::global::ui->site_id));
if ( out_items.size() != 1 ) {
out.print("%s, %d: wrong size: %d.\n", __FILE__, __LINE__, out_items.size());
return -1;
}
out_items[0]->moveToGround(firstInvader->pos.x, firstInvader->pos.y, firstInvader->pos.z);
#if 0
//check for existing item there
for ( size_t a = 0; a < firstInvader->inventory.size(); a++ ) {
df::unit_inventory_item* inv_item = firstInvader->inventory[a];
if ( false || inv_item->body_part_id == part ) {
//throw it on the ground
Items::moveToGround(cache, inv_item->item, firstInvader->pos);
} }
#endif
Items::moveToInventory(cache, pick, firstInvader, df::unit_inventory_item::T_mode::Weapon, part);
} }
#endif
Items::moveToInventory(cache, out_items[0], firstInvader, df::unit_inventory_item::T_mode::Weapon, firstInvader->body.weapon_bp);
delete prod;
} }
} }