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