-- Allow humans to make trade agreements --[[=begin fix/merchants ============= Adds the Guild Representative position to all Human civilizations, allowing them to make trade agreements. This was the default behaviour in ``0.28.181.40d`` and earlier. =end]] checked = 0 fixed = 0 function add_guild_rep(pos, ent) -- there was no guild rep - create it pos = df.entity_position:new() ent.positions.own:insert('#', pos) pos.code = "GUILD_REPRESENTATIVE" pos.id = ent.positions.next_position_id + 1 pos.flags.DO_NOT_CULL = true pos.flags.MENIAL_WORK_EXEMPTION = true pos.flags.SLEEP_PRETENSION = true pos.flags.PUNISHMENT_EXEMPTION = true pos.flags.ACCOUNT_EXEMPT = true pos.flags.DUTY_BOUND = true pos.flags.COLOR = true pos.flags.HAS_RESPONSIBILITIES = true pos.flags.IS_DIPLOMAT = true pos.flags.IS_LEADER = true -- not sure what these flags do, but the game sets them for a valid guild rep pos.flags.unk_12 = true pos.flags.unk_1a = true pos.flags.unk_1b = true pos.name[0] = "Guild Representative" pos.name[1] = "Guild Representatives" pos.precedence = 40 pos.color[0] = 7 pos.color[1] = 0 pos.color[2] = 1 return pos end for _,ent in pairs(df.global.world.entities.all) do if ent.type == 0 and ent.entity_raw.flags.MERCHANT_NOBILITY then checked = checked + 1 update = true -- see if we need to add a new position or modify an existing one for _,pos in pairs(ent.positions.own) do if pos.responsibilities.TRADE then -- a guild rep exists with the proper responsibilities - skip to the end update = false break end -- Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one if pos.code == "GUILD_REPRESENTATIVE" then break end pos = nil end if update then -- either there's no guild rep, or there is one and it's got the wrong responsibilities if not pos then pos = add_guild_rep(pos, ent) end -- assign responsibilities pos.responsibilities.ESTABLISH_COLONY_TRADE_AGREEMENTS = true end -- make sure the guild rep position, whether we created it or not, is set up for proper assignment assign = true for _,p in pairs(ent.positions.assignments) do if p.position_id == pos.id then -- it is - nothing more to do here assign = false break end end if assign then -- it isn't - set it up asn = df.entity_position_assignment:new() ent.positions.assignments:insert('#', asn) asn.id = ent.positions.next_assignment_id ent.positions.next_assignment_id = asn.id + 1 asn.position_id = pos.id asn.flags:resize(math.max(32, #asn.flags)) -- make room for 32 flags asn.flags[0] = true -- and set the first one end if update or assign then fixed = fixed + 1 end end end print("Added merchant nobility for "..fixed.." of "..checked.." civilizations.")