278 lines
11 KiB
Ruby
278 lines
11 KiB
Ruby
module DFHack
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class << self
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# return an Unit
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# with no arg, return currently selected unit in df UI ('v' or 'k' menu)
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# with numeric arg, search unit by unit.id
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# with an argument that respond to x/y/z (eg cursor), find first unit at this position
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def unit_find(what=:selected, y=nil, z=nil)
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if what == :selected
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return world.units.all.binsearch(df.get_selected_unit_id)
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elsif what.kind_of?(Integer)
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# search by id
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return world.units.all.binsearch(what) if not z
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# search by coords
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x = what
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world.units.all.find { |u| u.pos.x == x and u.pos.y == y and u.pos.z == z }
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elsif what.respond_to?(:x) or what.respond_to?(:pos)
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world.units.all.find { |u| same_pos?(what, u) }
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else
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raise "what what?"
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end
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end
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# returns an Array of all units that are current fort citizen (dwarves, on map, not hostile)
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def unit_citizens
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world.units.active.find_all { |u|
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unit_iscitizen(u)
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}
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end
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def unit_testflagcurse(u, flag)
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return false if u.curse.rem_tags1.send(flag)
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return true if u.curse.add_tags1.send(flag)
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return false if u.caste < 0
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u.race_tg.caste[u.caste].flags[flag]
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end
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def unit_isfortmember(u)
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# RE from viewscreen_unitlistst ctor
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return false if df.gamemode != :DWARF or
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u.mood == :Berserk or
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unit_testflagcurse(u, :CRAZED) or
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unit_testflagcurse(u, :OPPOSED_TO_LIFE) or
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u.enemy.undead or
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u.flags3.ghostly or
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u.flags1.marauder or u.flags1.active_invader or u.flags1.invader_origin or
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u.flags1.forest or
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u.flags1.merchant or u.flags1.diplomat
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return true if u.flags1.tame
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return false if u.flags2.underworld or u.flags2.resident or
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u.flags2.visitor_uninvited or u.flags2.visitor or
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u.civ_id == -1 or
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u.civ_id != df.ui.civ_id
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true
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end
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# return the page in viewscreen_unitlist where the unit would appear
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def unit_category(u)
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return if u.flags1.left or u.flags1.incoming
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# return if hostile & unit_invisible(u) (hidden_in_ambush or caged+mapblock.hidden or caged+holder.ambush
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return :Dead if u.flags1.dead
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return :Dead if u.flags3.ghostly # hostile ?
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return :Others if !unit_isfortmember(u)
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casteflags = u.race_tg.caste[u.caste].flags if u.caste >= 0
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return :Livestock if casteflags and (casteflags[:PET] or casteflags[:PET_EXOTIC])
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return :Citizens if unit_testflagcurse(u, :CAN_SPEAK)
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:Livestock
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# some other stuff with ui.race_id ? (jobs only?)
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end
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# merchant: df.ui.caravans.find { |cv| cv.entity == u.civ_id }
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# diplomat: df.ui.dip_meeting_info.find { |m| m.diplomat_id == u.hist_figure_id or m.diplomat_id2 == u.hist_figure_id }
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def unit_nemesis(u)
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if ref = u.general_refs.find { |r| r.kind_of?(DFHack::GeneralRefIsNemesisst) }
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ref.nemesis_tg
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end
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end
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# return the subcategory for :Others (from vs_unitlist)
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def unit_other_category(u)
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# comment is actual code returned by the df function
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return :Berserk if u.mood == :Berserk # 5
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return :Berserk if unit_testflagcurse(u, :CRAZED) # 14
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return :Undead if unit_testflagcurse(u, :OPPOSED_TO_LIFE) # 1
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return :Undead if u.flags3.ghostly # 15
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if df.gamemode == :ADVENTURE
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return :Hostile if u.civ_id == -1 # 2
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if u.animal.population.region_x == -1
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return :Wild if u.flags2.roaming_wilderness_population_source_not_a_map_feature # 0
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else
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return :Hostile if u.flags2.important_historical_figure and n = unit_nemesis(u) and n.flags[:ACTIVE_ADVENTURER] # 2
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end
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return :Hostile if u.flags2.resident # 3
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return :Hostile # 4
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end
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return :Invader if u.flags1.active_invader or u.flags1.invader_origin # 6
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return :Friendly if u.flags1.forest or u.flags1.merchant or u.flags1.diplomat # 8
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return :Hostile if u.flags1.tame # 7
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if u.civ_id != -1
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return :Unsure if u.civ_id != df.ui.civ_id or u.flags1.resident or u.flags1.visitor or u.flags1.visitor_uninvited # 10
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return :Hostile # 7
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elsif u.animal.population.region_x == -1
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return :Friendly if u.flags2.visitor # 8
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return :Uninvited if u.flags2.visitor_uninvited # 12
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return :Underworld if r = u.race_tg and r.underground_layer_min == 5 # 9
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return :Resident if u.flags2.resident # 13
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return :Friendly # 8
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else
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return :Friendly if u.flags2.visitor # 8
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return :Underworld if r = u.race_tg and r.underground_layer_min == 5 # 9
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return :Wild if u.animal.population.feature_idx == -1 and u.animal.population.cave_id == -1 # 0
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return :Wild # 11
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end
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end
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def unit_iscitizen(u)
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unit_category(u) == :Citizens
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end
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def unit_hostiles
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world.units.active.find_all { |u|
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unit_ishostile(u)
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}
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end
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# returns if an unit is openly hostile
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# does not include ghosts / wildlife
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def unit_ishostile(u)
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# return true if u.flags3.ghostly and not u.flags1.dead
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return unless unit_category(u) == :Others
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case unit_other_category(u)
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when :Berserk, :Undead, :Hostile, :Invader, :Underworld
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# XXX :Resident, :Uninvited?
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true
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when :Unsure
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# from df code, with removed duplicate checks already in other_category
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return true if u.enemy.undead or u.flags3.ghostly or u.flags1.marauder
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return false if u.flags1.forest or u.flags1.merchant or u.flags1.diplomat or u.flags2.visitor
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return true if u.flags1.tame or u.flags2.underworld
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if histfig = u.hist_figure_tg
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group = df.ui.group_tg
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case unit_checkdiplomacy_hf_ent(histfig, group)
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when 4, 5
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true
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end
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elsif diplo = u.civ_tg.unknown1b.diplomacy.binsearch(df.ui.group_id, :group_id)
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diplo.relation != 1 and diplo.relation != 5
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else
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u.animal.population.region_x != -1 or u.flags2.resident or u.flags2.visitor_uninvited
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end
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end
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end
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def unit_checkdiplomacy_hf_ent(histfig, group)
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var_3d = var_3e = var_45 = var_46 = var_47 = var_48 = var_49 = nil
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var_3d = 1 if group.type == :Outcast or group.type == :NomadicGroup or
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(group.type == :Civilization and group.entity_raw.flags[:LOCAL_BANDITRY])
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histfig.entity_links.each { |link|
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if link.entity_id == group.id
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case link.getType
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when :MEMBER, :MERCENARY, :SLAVE, :PRISONER, :POSITION, :HERO
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var_47 = 1
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when :FORMER_MEMBER, :FORMER_MERCENARY, :FORMER_SLAVE, :FORMER_PRISONER
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var_48 = 1
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when :ENEMY
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var_49 = 1
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when :CRIMINAL
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var_45 = 1
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end
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else
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case link.getType
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when :MEMBER, :MERCENARY, :SLAVE
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if link_entity = link.entity_tg
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diplo = group.unknown1b.diplomacy.binsearch(link.entity_id, :group_id)
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case diplo.relation
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when 0, 3, 4
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var_48 = 1
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when 1, 5
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var_46 = 1
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end
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var_3e = 1 if link_entity.type == :Outcast or link_entity.type == :NomadicGroup or
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(link_entity.type == :Civilization and link_entity.entity_raw.flags[:LOCAL_BANDITRY])
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end
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end
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end
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}
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if var_49
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4
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elsif var_46
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5
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elsif !var_47 and group.resources.ethic[:KILL_NEUTRAL] == 16
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4
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elsif df.gamemode == :ADVENTURE and !var_47 and (var_3e or !var_3d)
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4
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elsif var_45
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3
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elsif var_47
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2
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elsif var_48
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1
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else
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0
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end
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end
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# list workers (citizen, not crazy / child / inmood / noble)
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def unit_workers
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world.units.active.find_all { |u|
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unit_isworker(u)
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}
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end
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def unit_isworker(u)
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unit_iscitizen(u) and
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u.race == df.ui.race_id and
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u.mood == :None and
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u.profession != :CHILD and
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u.profession != :BABY and
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# TODO MENIAL_WORK_EXEMPTION_SPOUSE
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!unit_entitypositions(u).find { |pos| pos.flags[:MENIAL_WORK_EXEMPTION] }
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end
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# list currently idle workers
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def unit_idlers
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world.units.active.find_all { |u|
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unit_isidler(u)
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}
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end
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def unit_isidler(u)
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unit_isworker(u) and
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# current_job includes eat/drink/sleep/pickupequip
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!u.job.current_job and
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# filter 'attend meeting'
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not u.specific_refs.find { |s| s.type == :ACTIVITY } and
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# filter soldiers (TODO check schedule)
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u.military.squad_id == -1 and
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# filter 'on break'
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not u.status.misc_traits.find { |t| t.id == :OnBreak }
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end
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def unit_entitypositions(unit)
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list = []
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return list if not histfig = unit.hist_figure_tg
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histfig.entity_links.each { |el|
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next if el._rtti_classname != :histfig_entity_link_positionst
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next if not ent = el.entity_tg
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next if not pa = ent.positions.assignments.binsearch(el.assignment_id)
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next if not pos = ent.positions.own.binsearch(pa.position_id)
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list << pos
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}
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list
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end
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end
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class LanguageName
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def to_s(english=false)
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df.translate_name(self, english)
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end
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end
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end
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