211 lines
8.6 KiB
C++
211 lines
8.6 KiB
C++
#include "assignJob.h"
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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 "df/building.h"
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#include "df/coord.h"
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#include "df/general_ref.h"
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#include "df/general_ref_building_holderst.h"
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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/item.h"
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#include "df/itemdef_weaponst.h"
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#include "df/item_quality.h"
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#include "df/item_weaponst.h"
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#include "df/job.h"
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#include "df/job_type.h"
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#include "df/unit.h"
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#include "df/unit_inventory_item.h"
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void getRidOfOldJob(df::unit* unit) {
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if ( unit->job.current_job == NULL ) {
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return;
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}
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df::job* job = unit->job.current_job;
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unit->job.current_job = NULL;
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if ( job->list_link->prev != NULL ) {
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job->list_link->prev->next = job->list_link->next;
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}
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if ( job->list_link->next != NULL ) {
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job->list_link->next->prev = job->list_link->prev;
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}
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//TODO: consider building pointers?
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//for now, just let the memory leak TODO: fix
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//delete job->list_link;
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//delete job;
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}
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int32_t assignJob(color_ostream& out, Edge firstImportantEdge, unordered_map<df::coord,df::coord,PointHash> parentMap, unordered_map<df::coord,int64_t,PointHash>& costMap, vector<df::unit*>& invaders, unordered_set<df::coord,PointHash>& requiresZNeg, unordered_set<df::coord,PointHash>& requiresZPos, MapExtras::MapCache& cache) {
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df::unit* firstInvader = invaders[0];
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//do whatever you need to do at the first important edge
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df::coord pt1 = firstImportantEdge.p1;
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df::coord pt2 = firstImportantEdge.p2;
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if ( costMap[pt1] > costMap[pt2] ) {
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df::coord temp = pt1;
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pt1 = pt2;
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pt2 = temp;
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}
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out.print("first important edge: (%d,%d,%d) -> (%d,%d,%d)\n", pt1.x,pt1.y,pt1.z, pt2.x,pt2.y,pt2.z);
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int32_t jobId = -1;
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df::map_block* block1 = Maps::getTileBlock(pt1);
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df::map_block* block2 = Maps::getTileBlock(pt2);
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bool passable1 = block1->walkable[pt1.x&0x0F][pt1.y&0x0F];
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bool passable2 = block2->walkable[pt2.x&0x0F][pt2.y&0x0F];
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df::building* building = Buildings::findAtTile(pt2);
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df::coord buildingPos = pt2;
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if ( pt1.z > pt2.z ) {
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building = Buildings::findAtTile(df::coord(pt2.x,pt2.y,pt2.z+1));
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buildingPos = df::coord(pt2.x,pt2.y,pt2.z+1);
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}
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if ( building != NULL ) {
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df::coord destroyFrom = parentMap[buildingPos];
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out.print("%s, line %d: Destroying building %d at (%d,%d,%d) from (%d,%d,%d).\n", __FILE__, __LINE__, building->id, buildingPos.x,buildingPos.y,buildingPos.z, destroyFrom.x,destroyFrom.y,destroyFrom.z);
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df::job* job = new df::job;
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job->job_type = df::enums::job_type::DestroyBuilding;
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job->flags.bits.special = 1;
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df::general_ref_building_holderst* buildingRef = new df::general_ref_building_holderst;
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buildingRef->building_id = building->id;
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job->general_refs.push_back(buildingRef);
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df::general_ref_unit_workerst* workerRef = new df::general_ref_unit_workerst;
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workerRef->unit_id = firstInvader->id;
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job->general_refs.push_back(workerRef);
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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firstInvader->path.dest = destroyFrom;
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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building->jobs.clear();
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building->jobs.push_back(job);
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Job::linkIntoWorld(job);
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jobId = job->id;
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} else {
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df::tiletype* type1 = Maps::getTileType(pt1);
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df::tiletype* type2 = Maps::getTileType(pt2);
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df::tiletype_shape shape1 = ENUM_ATTR(tiletype, shape, *type1);
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df::tiletype_shape shape2 = ENUM_ATTR(tiletype, shape, *type2);
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bool construction2 = ENUM_ATTR(tiletype, material, *type2) == df::enums::tiletype_material::CONSTRUCTION;
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if ( construction2 ) {
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df::job* job = new df::job;
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job->job_type = df::enums::job_type::RemoveConstruction;
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df::general_ref_unit_workerst* workerRef = new df::general_ref_unit_workerst;
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workerRef->unit_id = firstInvader->id;
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job->general_refs.push_back(workerRef);
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job->pos = pt2;
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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firstInvader->path.dest = pt1;
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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Job::linkIntoWorld(job);
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jobId = job->id;
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} else {
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//must be a dig job
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bool up = requiresZPos.find(pt2) != requiresZPos.end();
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bool down = requiresZNeg.find(pt2) != requiresZNeg.end();
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df::job* job = new df::job;
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if ( up && down ) {
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job->job_type = df::enums::job_type::CarveUpDownStaircase;
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job->pos = pt2;
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firstInvader->path.dest = pt2;
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} else if ( up && !down ) {
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job->job_type = df::enums::job_type::CarveUpwardStaircase;
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job->pos = pt2;
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firstInvader->path.dest = pt2;
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} else if ( !up && down ) {
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job->job_type = df::enums::job_type::CarveDownwardStaircase;
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job->pos = pt2;
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firstInvader->path.dest = pt2;
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} else {
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job->job_type = df::enums::job_type::Dig;
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job->pos = pt2;
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firstInvader->path.dest = pt1;
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}
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df::general_ref_unit_workerst* ref = new df::general_ref_unit_workerst;
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ref->unit_id = firstInvader->id;
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job->general_refs.push_back(ref);
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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Job::linkIntoWorld(job);
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jobId = job->id;
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//TODO: test if he already has a pick
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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->id == "ITEM_WEAPON_PICK" ) {
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itemdef = candidate;
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break;
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}
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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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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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}
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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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}
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return jobId;
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}
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