dfhack/plugins/tweak.cpp

215 lines
6.6 KiB
C++

// A container for random minor tweaks that don't fit anywhere else,
// in order to avoid creating lots of plugins and polluting the namespace.
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Gui.h"
#include "modules/Units.h"
#include "modules/Items.h"
#include "MiscUtils.h"
#include "DataDefs.h"
#include "df/ui.h"
#include "df/world.h"
#include "df/squad.h"
#include "df/unit.h"
#include "df/unit_soul.h"
#include "df/historical_entity.h"
#include "df/historical_figure.h"
#include "df/historical_figure_info.h"
#include "df/assumed_identity.h"
#include "df/language_name.h"
#include "df/death_info.h"
#include "df/criminal_case.h"
#include "df/unit_inventory_item.h"
#include <stdlib.h>
using std::vector;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
using namespace DFHack::Gui;
static command_result tweak(color_ostream &out, vector <string> & parameters);
DFHACK_PLUGIN("tweak");
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"tweak", "Various tweaks for minor bugs.", tweak, false,
" tweak clear-missing\n"
" Remove the missing status from the selected unit.\n"
" tweak clear-ghostly\n"
" Remove the ghostly status from the selected unit.\n"
" Intended to fix the case where you can't engrave memorials for ghosts.\n"
" Note that this is very dirty and possibly dangerous!\n"
" Most probably does not have the positive effect of a proper burial.\n"
" tweak fixmigrant\n"
" Forces the selected unit to become a member or your fortress.\n"
" Intended to fix bugged migrants and merchants who stay at the map edge.\n"
" Only works for units of your own race. Can be used for stealing caravan\n"
" traders and guards, but might result into weirdness during trading.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out)
{
return CR_OK;
}
static command_result lair(color_ostream &out, std::vector<std::string> & params);
// to be called by tweak-fixmigrant
// units forced into the fort by removing the flags do not own their clothes
// which has the result that they drop all their clothes and become unhappy because they are naked
// so we need to make them own their clothes and add them to their uniform
command_result fix_clothing_ownership(color_ostream &out, df::unit* unit)
{
// first, find one owned item to initialize the vtable
bool vt_initialized = false;
size_t numItems = world->items.all.size();
for(size_t i=0; i< numItems; i++)
{
df::item * item = world->items.all[i];
if(Items::getOwner(item))
{
vt_initialized = true;
break;
}
}
if(!vt_initialized)
{
out << "fix_clothing_ownership: could not initialize vtable!" << endl;
return CR_FAILURE;
}
int fixcount = 0;
for(size_t j=0; j<unit->inventory.size(); j++)
{
df::unit_inventory_item* inv_item = unit->inventory[j];
df::item* item = inv_item->item;
if(inv_item->mode == df::unit_inventory_item::T_mode::Worn)
{
// ignore armor?
// it could be leather boots, for example, in which case it would not be nice to forbid ownership
//if(item->getEffectiveArmorLevel() != 0)
// continue;
if(!Items::getOwner(item))
{
if(Items::setOwner(item, unit))
{
// add to uniform, so they know they should wear their clothes
insert_into_vector(unit->military.uniforms[0], item->id);
fixcount++;
}
else
out << "could not change ownership for item!" << endl;
}
}
}
// clear uniform_drop (without this they would drop their clothes and pick them up some time later)
unit->military.uniform_drop.clear();
out << "ownership for " << fixcount << " clothes fixed" << endl;
return CR_OK;
}
static command_result tweak(color_ostream &out, vector <string> &parameters)
{
CoreSuspender suspend;
if (parameters.empty())
return CR_WRONG_USAGE;
string cmd = parameters[0];
if (cmd == "clear-missing")
{
df::unit *unit = getSelectedUnit(out);
if (!unit)
return CR_FAILURE;
auto death = df::death_info::find(unit->counters.death_id);
if (death)
{
death->flags.bits.discovered = true;
auto crime = df::criminal_case::find(death->crime_id);
if (crime)
crime->flags.bits.discovered = true;
}
}
else if (cmd == "clear-ghostly")
{
df::unit *unit = getSelectedUnit(out);
if (!unit)
return CR_FAILURE;
// don't accidentally kill non-ghosts!
if (unit->flags3.bits.ghostly)
{
// remove ghostly, set to dead instead
unit->flags3.bits.ghostly = 0;
unit->flags1.bits.dead = 1;
}
else
{
out.print("That's not a ghost!\n");
return CR_FAILURE;
}
}
else if (cmd == "fixmigrant")
{
df::unit *unit = getSelectedUnit(out);
if (!unit)
{
out << "No unit selected!" << endl;
return CR_FAILURE;
}
if(unit->race != df::global::ui->race_id)
{
out << "Selected unit does not belong to your race!" << endl;
return CR_FAILURE;
}
// case #1: migrants who have the resident flag set
// see http://dffd.wimbli.com/file.php?id=6139 for a save
if (unit->flags2.bits.resident)
unit->flags2.bits.resident = 0;
// case #2: migrants who have the merchant flag
// happens on almost all maps after a few migrant waves
if(unit->flags1.bits.merchant)
unit->flags1.bits.merchant = 0;
// this one is a cheat, but bugged migrants usually have the same civ_id
// so it should not be triggered in most cases
// if it happens that the player has 'foreign' units of the same race
// (vanilla df: dwarves not from mountainhome) on his map, just grab them
if(unit->civ_id != df::global::ui->civ_id)
unit->civ_id = df::global::ui->civ_id;
return fix_clothing_ownership(out, unit);
}
else
return CR_WRONG_USAGE;
return CR_OK;
}