Add fixpositions plugin - adds Elven Diplomats and Human Merchant Nobles to existing worlds
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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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using df::global::world;
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command_result df_fixdiplomats (Core *c, 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(c);
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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.size(); j++)
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{
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pos = ent->positions[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.push_back(pos);
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pos->code = "DIPLOMAT";
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pos->id = ent->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::anon_1);
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pos->flags.set(entity_position_flags::anon_3);
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pos->flags.set(entity_position_flags::anon_4);
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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->position_assignment.size(); j++)
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{
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if (ent->position_assignment[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->position_assignment.push_back(asn);
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asn->id = ent->next_position_assignment_id++;
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asn->histfig = -1;
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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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asn->anon_1 = -1;
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asn->anon_2 = -1;
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asn->anon_3 = -1;
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}
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if (update || assign)
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fixed++;
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}
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c->con.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 (Core *c, 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(c);
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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.size(); j++)
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{
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pos = ent->positions[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.push_back(pos);
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pos->code = "GUILD_REPRESENTATIVE";
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pos->id = ent->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::anon_1);
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pos->flags.set(entity_position_flags::anon_3);
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pos->flags.set(entity_position_flags::anon_4);
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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->position_assignment.size(); j++)
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{
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if (ent->position_assignment[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->position_assignment.push_back(asn);
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asn->id = ent->next_position_assignment_id++;
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asn->histfig = -1;
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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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asn->anon_1 = -1;
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asn->anon_2 = -1;
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asn->anon_3 = -1;
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}
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if (update || assign)
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fixed++;
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}
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c->con.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 const char * plugin_name ( void )
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{
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return "fixpositions";
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}
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DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
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{
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commands.clear();
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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 ( Core * c )
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{
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return CR_OK;
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}
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