1635 lines
43 KiB
C++
1635 lines
43 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2012 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "Internal.h"
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#include <stddef.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <cstring>
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#include <algorithm>
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#include <numeric>
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using namespace std;
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#include "VersionInfo.h"
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#include "MemAccess.h"
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#include "Error.h"
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#include "Types.h"
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// we connect to those
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#include "modules/Units.h"
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#include "modules/Items.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "modules/Translation.h"
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#include "ModuleFactory.h"
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#include "Core.h"
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#include "MiscUtils.h"
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#include "df/activity_entry.h"
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#include "df/burrow.h"
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#include "df/caste_raw.h"
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#include "df/creature_raw.h"
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#include "df/curse_attr_change.h"
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#include "df/entity_position.h"
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#include "df/entity_position_assignment.h"
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#include "df/entity_raw.h"
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#include "df/entity_raw_flags.h"
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#include "df/game_mode.h"
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#include "df/histfig_entity_link_positionst.h"
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#include "df/historical_entity.h"
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#include "df/historical_figure.h"
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#include "df/historical_figure_info.h"
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#include "df/historical_kills.h"
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#include "df/history_event_hist_figure_diedst.h"
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#include "df/identity.h"
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#include "df/job.h"
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#include "df/nemesis_record.h"
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#include "df/squad.h"
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#include "df/ui.h"
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#include "df/unit_inventory_item.h"
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#include "df/unit_misc_trait.h"
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#include "df/unit_relationship_type.h"
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#include "df/unit_skill.h"
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#include "df/unit_soul.h"
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#include "df/unit_wound.h"
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#include "df/world.h"
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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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using df::global::ui;
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using df::global::gamemode;
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int32_t Units::getNumUnits()
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{
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return world->units.all.size();
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}
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df::unit *Units::getUnit (const int32_t index)
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{
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return vector_get(world->units.all, index);
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}
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// returns index of creature actually read or -1 if no creature can be found
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bool Units::getUnitsInBox (std::vector<df::unit*> &units,
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int16_t x1, int16_t y1, int16_t z1,
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int16_t x2, int16_t y2, int16_t z2)
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{
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if (!world)
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return false;
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if (x1 > x2) swap(x1, x2);
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if (y1 > y2) swap(y1, y2);
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if (z1 > z2) swap(z1, z2);
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units.clear();
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for (df::unit *u : world->units.all)
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{
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if (u->pos.x >= x1 && u->pos.x <= x2)
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{
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if (u->pos.y >= y1 && u->pos.y <= y2)
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{
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if (u->pos.z >= z1 && u->pos.z <= z2)
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{
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units.push_back(u);
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}
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}
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}
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}
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return true;
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}
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int32_t Units::findIndexById(int32_t creature_id)
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{
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return df::unit::binsearch_index(world->units.all, creature_id);
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}
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df::coord Units::getPosition(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->flags1.bits.caged)
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{
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auto cage = getContainer(unit);
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if (cage)
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return Items::getPosition(cage);
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}
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return unit->pos;
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}
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df::general_ref *Units::getGeneralRef(df::unit *unit, df::general_ref_type type)
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{
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CHECK_NULL_POINTER(unit);
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return findRef(unit->general_refs, type);
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}
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df::specific_ref *Units::getSpecificRef(df::unit *unit, df::specific_ref_type type)
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{
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CHECK_NULL_POINTER(unit);
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return findRef(unit->specific_refs, type);
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}
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df::item *Units::getContainer(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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return findItemRef(unit->general_refs, general_ref_type::CONTAINED_IN_ITEM);
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}
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static df::identity *getFigureIdentity(df::historical_figure *figure)
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{
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if (figure && figure->info && figure->info->reputation)
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return df::identity::find(figure->info->reputation->cur_identity);
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return NULL;
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}
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df::identity *Units::getIdentity(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
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return getFigureIdentity(figure);
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}
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void Units::setNickname(df::unit *unit, std::string nick)
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{
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CHECK_NULL_POINTER(unit);
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// There are >=3 copies of the name, and the one
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// in the unit is not the authoritative one.
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// This is the reason why military units often
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// lose nicknames set from Dwarf Therapist.
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Translation::setNickname(&unit->name, nick);
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if (unit->status.current_soul)
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Translation::setNickname(&unit->status.current_soul->name, nick);
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df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
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if (figure)
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{
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Translation::setNickname(&figure->name, nick);
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if (auto identity = getFigureIdentity(figure))
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{
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auto id_hfig = df::historical_figure::find(identity->histfig_id);
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if (id_hfig)
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{
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// Even DF doesn't do this bit, because it's apparently
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// only used for demons masquerading as gods, so you
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// can't ever change their nickname in-game.
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Translation::setNickname(&id_hfig->name, nick);
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}
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else
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Translation::setNickname(&identity->name, nick);
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}
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}
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}
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df::language_name *Units::getVisibleName(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (auto identity = getIdentity(unit))
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{
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auto id_hfig = df::historical_figure::find(identity->histfig_id);
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if (id_hfig)
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return &id_hfig->name;
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return &identity->name;
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}
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return &unit->name;
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}
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df::nemesis_record *Units::getNemesis(df::unit *unit)
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{
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if (!unit)
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return NULL;
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for (unsigned i = 0; i < unit->general_refs.size(); i++)
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{
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df::nemesis_record *rv = unit->general_refs[i]->getNemesis();
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if (rv && rv->unit == unit)
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return rv;
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}
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return NULL;
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}
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bool Units::isHidingCurse(df::unit *unit)
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{
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if (!unit->job.hunt_target)
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{
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auto identity = Units::getIdentity(unit);
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if (identity && identity->unk_4c == 0)
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return true;
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}
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return false;
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}
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int Units::getPhysicalAttrValue(df::unit *unit, df::physical_attribute_type attr)
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{
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auto &aobj = unit->body.physical_attrs[attr];
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int value = std::max(0, aobj.value - aobj.soft_demotion);
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if (auto mod = unit->curse.attr_change)
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{
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int mvalue = (value * mod->phys_att_perc[attr] / 100) + mod->phys_att_add[attr];
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if (isHidingCurse(unit))
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value = std::min(value, mvalue);
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else
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value = mvalue;
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}
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return std::max(0, value);
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}
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int Units::getMentalAttrValue(df::unit *unit, df::mental_attribute_type attr)
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{
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auto soul = unit->status.current_soul;
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if (!soul) return 0;
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auto &aobj = soul->mental_attrs[attr];
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int value = std::max(0, aobj.value - aobj.soft_demotion);
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if (auto mod = unit->curse.attr_change)
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{
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int mvalue = (value * mod->ment_att_perc[attr] / 100) + mod->ment_att_add[attr];
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if (isHidingCurse(unit))
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value = std::min(value, mvalue);
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else
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value = mvalue;
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}
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return std::max(0, value);
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}
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bool Units::casteFlagSet(int race, int caste, df::caste_raw_flags flag)
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{
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auto creature = df::creature_raw::find(race);
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if (!creature)
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return false;
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auto craw = vector_get(creature->caste, caste);
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if (!craw)
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return false;
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return craw->flags.is_set(flag);
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}
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bool Units::isCrazed(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->flags3.bits.scuttle)
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return false;
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if (unit->curse.rem_tags1.bits.CRAZED)
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return false;
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if (unit->curse.add_tags1.bits.CRAZED)
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return true;
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return casteFlagSet(unit->race, unit->caste, caste_raw_flags::CRAZED);
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}
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bool Units::isOpposedToLife(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->curse.rem_tags1.bits.OPPOSED_TO_LIFE)
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return false;
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if (unit->curse.add_tags1.bits.OPPOSED_TO_LIFE)
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return true;
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return casteFlagSet(unit->race, unit->caste, caste_raw_flags::OPPOSED_TO_LIFE);
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}
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bool Units::hasExtravision(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->curse.rem_tags1.bits.EXTRAVISION)
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return false;
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if (unit->curse.add_tags1.bits.EXTRAVISION)
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return true;
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return casteFlagSet(unit->race, unit->caste, caste_raw_flags::EXTRAVISION);
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}
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bool Units::isBloodsucker(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->curse.rem_tags1.bits.BLOODSUCKER)
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return false;
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if (unit->curse.add_tags1.bits.BLOODSUCKER)
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return true;
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return casteFlagSet(unit->race, unit->caste, caste_raw_flags::BLOODSUCKER);
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}
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bool Units::isMischievous(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (unit->curse.rem_tags1.bits.MISCHIEVOUS)
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return false;
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if (unit->curse.add_tags1.bits.MISCHIEVOUS)
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return true;
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return casteFlagSet(unit->race, unit->caste, caste_raw_flags::MISCHIEVOUS);
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}
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df::unit_misc_trait *Units::getMiscTrait(df::unit *unit, df::misc_trait_type type, bool create)
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{
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CHECK_NULL_POINTER(unit);
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auto &vec = unit->status.misc_traits;
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for (size_t i = 0; i < vec.size(); i++)
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if (vec[i]->id == type)
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return vec[i];
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if (create)
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{
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auto obj = new df::unit_misc_trait();
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obj->id = type;
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vec.push_back(obj);
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return obj;
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}
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return NULL;
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}
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bool Units::isDead(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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return unit->flags2.bits.killed ||
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unit->flags3.bits.ghostly;
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}
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bool Units::isAlive(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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return !unit->flags2.bits.killed &&
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!unit->flags3.bits.ghostly &&
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!unit->curse.add_tags1.bits.NOT_LIVING;
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}
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bool Units::isSane(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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if (isDead(unit) ||
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isOpposedToLife(unit) ||
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unit->enemy.undead)
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return false;
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if (unit->enemy.normal_race == unit->enemy.were_race && isCrazed(unit))
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return false;
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switch (unit->mood)
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{
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case mood_type::Melancholy:
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case mood_type::Raving:
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case mood_type::Berserk:
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return false;
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default:
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break;
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}
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return true;
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}
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bool Units::isCitizen(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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// Copied from the conditions used to decide game over,
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// except that the game appears to let melancholy/raving
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// dwarves count as citizens.
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if (unit->flags1.bits.marauder ||
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unit->flags1.bits.invader_origin ||
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unit->flags1.bits.active_invader ||
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unit->flags1.bits.forest ||
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unit->flags1.bits.merchant ||
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unit->flags1.bits.diplomat ||
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unit->flags2.bits.visitor ||
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unit->flags2.bits.visitor_uninvited ||
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unit->flags2.bits.underworld ||
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unit->flags2.bits.resident)
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return false;
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if (!isSane(unit))
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return false;
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return isOwnGroup(unit);
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}
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bool Units::isDwarf(df::unit *unit)
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{
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CHECK_NULL_POINTER(unit);
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return unit->race == ui->race_id ||
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unit->enemy.normal_race == ui->race_id;
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}
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// check for profession "war creature"
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bool Units::isWar(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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return unit->profession == df::profession::TRAINED_WAR
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|| unit->profession2 == df::profession::TRAINED_WAR;
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}
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// check for profession "hunting creature"
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bool Units::isHunter(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit)
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return unit->profession == df::profession::TRAINED_HUNTER
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|| unit->profession2 == df::profession::TRAINED_HUNTER;
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}
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// check if unit is marked as available for adoption
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bool Units::isAvailableForAdoption(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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auto refs = unit->specific_refs;
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for(size_t i=0; i<refs.size(); i++)
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{
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auto ref = refs[i];
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auto reftype = ref->type;
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if( reftype == df::specific_ref_type::PETINFO_PET )
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{
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//df::pet_info* pet = ref->pet;
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return true;
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}
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}
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return false;
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}
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// check if creature belongs to the player's civilization
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// (don't try to pasture/slaughter random untame animals)
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bool Units::isOwnCiv(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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return unit->civ_id == ui->civ_id;
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}
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// check if creature belongs to the player's group
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bool Units::isOwnGroup(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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auto histfig = df::historical_figure::find(unit->hist_figure_id);
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if (!histfig)
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return false;
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for (size_t i = 0; i < histfig->entity_links.size(); i++)
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{
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auto link = histfig->entity_links[i];
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if (link->entity_id == ui->group_id && link->getType() == df::histfig_entity_link_type::MEMBER)
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return true;
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}
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return false;
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}
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// check if creature belongs to the player's race
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// (in combination with check for civ helps to filter out own dwarves)
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bool Units::isOwnRace(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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return unit->race == ui->race_id;
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}
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bool Units::isVisible(df::unit* unit)
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{
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CHECK_NULL_POINTER(unit);
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return Maps::isTileVisible(unit->pos);
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}
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// get race name by id or unit pointer
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string Units::getRaceNameById(int32_t id)
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{
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df::creature_raw *raw = world->raws.creatures.all[id];
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if (raw)
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return raw->creature_id;
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|
return "";
|
|
}
|
|
string Units::getRaceName(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return getRaceNameById(unit->race);
|
|
}
|
|
|
|
// get plural of race name (used for display in autobutcher UI and for sorting the watchlist)
|
|
string Units::getRaceNamePluralById(int32_t id)
|
|
{
|
|
df::creature_raw *raw = world->raws.creatures.all[id];
|
|
if (raw)
|
|
return raw->name[1]; // second field is plural of race name
|
|
return "";
|
|
}
|
|
|
|
string Units::getRaceNamePlural(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return getRaceNamePluralById(unit->race);
|
|
}
|
|
|
|
string Units::getRaceBabyNameById(int32_t id)
|
|
{
|
|
df::creature_raw *raw = world->raws.creatures.all[id];
|
|
if (raw)
|
|
return raw->general_baby_name[0];
|
|
return "";
|
|
}
|
|
|
|
string Units::getRaceBabyName(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return getRaceBabyNameById(unit->race);
|
|
}
|
|
|
|
string Units::getRaceChildNameById(int32_t id)
|
|
{
|
|
df::creature_raw *raw = world->raws.creatures.all[id];
|
|
if (raw)
|
|
return raw->general_child_name[0];
|
|
return "";
|
|
}
|
|
|
|
string Units::getRaceChildName(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return getRaceChildNameById(unit->race);
|
|
}
|
|
|
|
bool Units::isBaby(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->profession == df::profession::BABY;
|
|
}
|
|
|
|
bool Units::isChild(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->profession == df::profession::CHILD;
|
|
}
|
|
|
|
bool Units::isAdult(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return !isBaby(unit) && !isChild(unit);
|
|
}
|
|
|
|
bool Units::isEggLayer(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if ((*caste)->flags.is_set(caste_raw_flags::LAYS_EGGS)
|
|
|| (*caste)->flags.is_set(caste_raw_flags::LAYS_UNUSUAL_EGGS))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isGrazer(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if((*caste)->flags.is_set(caste_raw_flags::GRAZER))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isMilkable(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if((*caste)->flags.is_set(caste_raw_flags::MILKABLE))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isTrainableWar(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if((*caste)->flags.is_set(caste_raw_flags::TRAINABLE_WAR))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isTrainableHunting(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if((*caste)->flags.is_set(caste_raw_flags::TRAINABLE_HUNTING))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isTamable(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::creature_raw *raw = world->raws.creatures.all[unit->race];
|
|
for (auto caste = raw->caste.begin(); caste != raw->caste.end(); ++caste)
|
|
{
|
|
if((*caste)->flags.is_set(caste_raw_flags::PET) ||
|
|
(*caste)->flags.is_set(caste_raw_flags::PET_EXOTIC))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Units::isMale(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->sex == 1;
|
|
}
|
|
|
|
bool Units::isFemale(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->sex == 0;
|
|
}
|
|
|
|
|
|
double Units::getAge(df::unit *unit, bool true_age)
|
|
{
|
|
using df::global::cur_year;
|
|
using df::global::cur_year_tick;
|
|
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (!cur_year || !cur_year_tick)
|
|
return -1;
|
|
|
|
double year_ticks = 403200.0;
|
|
double birth_time = unit->birth_year + unit->birth_time/year_ticks;
|
|
double cur_time = *cur_year + *cur_year_tick / year_ticks;
|
|
|
|
if (!true_age && unit->curse_year >= 0)
|
|
{
|
|
if (auto identity = getIdentity(unit))
|
|
{
|
|
if (identity->histfig_id < 0)
|
|
birth_time = identity->birth_year + identity->birth_second/year_ticks;
|
|
}
|
|
}
|
|
|
|
return cur_time - birth_time;
|
|
}
|
|
|
|
int Units::getKillCount(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
auto histfig = df::historical_figure::find(unit->hist_figure_id);
|
|
int count = 0;
|
|
if (histfig && histfig->info->kills)
|
|
{
|
|
auto kills = histfig->info->kills;
|
|
count += std::accumulate(kills->killed_count.begin(), kills->killed_count.end(), 0);
|
|
for (auto it = kills->events.begin(); it != kills->events.end(); ++it)
|
|
{
|
|
if (virtual_cast<df::history_event_hist_figure_diedst>(df::history_event::find(*it)))
|
|
++count;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
inline void adjust_skill_rating(int &rating, bool is_adventure, int value, int dwarf3_4, int dwarf1_2, int adv9_10, int adv3_4, int adv1_2)
|
|
{
|
|
if (is_adventure)
|
|
{
|
|
if (value >= adv1_2) rating >>= 1;
|
|
else if (value >= adv3_4) rating = rating*3/4;
|
|
else if (value >= adv9_10) rating = rating*9/10;
|
|
}
|
|
else
|
|
{
|
|
if (value >= dwarf1_2) rating >>= 1;
|
|
else if (value >= dwarf3_4) rating = rating*3/4;
|
|
}
|
|
}
|
|
|
|
int Units::getNominalSkill(df::unit *unit, df::job_skill skill_id, bool use_rust)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* This is 100% reverse-engineered from DF code.
|
|
*/
|
|
|
|
if (!unit->status.current_soul)
|
|
return 0;
|
|
|
|
// Retrieve skill from unit soul:
|
|
|
|
auto skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, skill_id);
|
|
|
|
if (skill)
|
|
{
|
|
int rating = int(skill->rating);
|
|
if (use_rust)
|
|
rating -= skill->rusty;
|
|
return std::max(0, rating);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int Units::getExperience(df::unit *unit, df::job_skill skill_id, bool total)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (!unit->status.current_soul)
|
|
return 0;
|
|
|
|
auto skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, skill_id);
|
|
if (!skill)
|
|
return 0;
|
|
|
|
int xp = skill->experience;
|
|
// exact formula used by the game:
|
|
if (total && skill->rating > 0)
|
|
xp += 500*skill->rating + 100*skill->rating*(skill->rating - 1)/2;
|
|
return xp;
|
|
}
|
|
|
|
int Units::getEffectiveSkill(df::unit *unit, df::job_skill skill_id)
|
|
{
|
|
/*
|
|
* This is 100% reverse-engineered from DF code.
|
|
*/
|
|
|
|
int rating = getNominalSkill(unit, skill_id, true);
|
|
|
|
// Apply special states
|
|
|
|
if (unit->counters.soldier_mood == df::unit::T_counters::None)
|
|
{
|
|
if (unit->counters.nausea > 0) rating >>= 1;
|
|
if (unit->counters.winded > 0) rating >>= 1;
|
|
if (unit->counters.stunned > 0) rating >>= 1;
|
|
if (unit->counters.dizziness > 0) rating >>= 1;
|
|
if (unit->counters2.fever > 0) rating >>= 1;
|
|
}
|
|
|
|
if (unit->counters.soldier_mood != df::unit::T_counters::MartialTrance)
|
|
{
|
|
if (!unit->flags3.bits.ghostly && !unit->flags3.bits.scuttle &&
|
|
!unit->flags2.bits.vision_good && !unit->flags2.bits.vision_damaged &&
|
|
!hasExtravision(unit))
|
|
{
|
|
rating >>= 2;
|
|
}
|
|
if (unit->counters.pain >= 100 && unit->mood == -1)
|
|
{
|
|
rating >>= 1;
|
|
}
|
|
if (unit->counters2.exhaustion >= 2000)
|
|
{
|
|
rating = rating*3/4;
|
|
if (unit->counters2.exhaustion >= 4000)
|
|
{
|
|
rating = rating*3/4;
|
|
if (unit->counters2.exhaustion >= 6000)
|
|
rating = rating*3/4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hunger etc timers
|
|
|
|
bool is_adventure = (gamemode && *gamemode == game_mode::ADVENTURE);
|
|
|
|
if (!unit->flags3.bits.scuttle && isBloodsucker(unit))
|
|
{
|
|
using namespace df::enums::misc_trait_type;
|
|
|
|
if (auto trait = getMiscTrait(unit, TimeSinceSuckedBlood))
|
|
{
|
|
adjust_skill_rating(
|
|
rating, is_adventure, trait->value,
|
|
302400, 403200, // dwf 3/4; 1/2
|
|
1209600, 1209600, 2419200 // adv 9/10; 3/4; 1/2
|
|
);
|
|
}
|
|
}
|
|
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.thirst_timer,
|
|
50000, 50000, 115200, 172800, 345600
|
|
);
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.hunger_timer,
|
|
75000, 75000, 172800, 1209600, 2592000
|
|
);
|
|
if (is_adventure && unit->counters2.sleepiness_timer >= 846000)
|
|
rating >>= 2;
|
|
else
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.sleepiness_timer,
|
|
150000, 150000, 172800, 259200, 345600
|
|
);
|
|
|
|
return rating;
|
|
}
|
|
|
|
bool Units::isValidLabor(df::unit *unit, df::unit_labor labor)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (!is_valid_enum_item(labor))
|
|
return false;
|
|
if (labor == df::unit_labor::NONE)
|
|
return false;
|
|
df::historical_entity *entity = df::historical_entity::find(unit->civ_id);
|
|
if (entity && entity->entity_raw && !entity->entity_raw->jobs.permitted_labor[labor])
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
inline void adjust_speed_rating(int &rating, bool is_adventure, int value, int dwarf100, int dwarf200, int adv50, int adv75, int adv100, int adv200)
|
|
{
|
|
if (is_adventure)
|
|
{
|
|
if (value >= adv200) rating += 200;
|
|
else if (value >= adv100) rating += 100;
|
|
else if (value >= adv75) rating += 75;
|
|
else if (value >= adv50) rating += 50;
|
|
}
|
|
else
|
|
{
|
|
if (value >= dwarf200) rating += 200;
|
|
else if (value >= dwarf100) rating += 100;
|
|
}
|
|
}
|
|
|
|
static int calcInventoryWeight(df::unit *unit)
|
|
{
|
|
int armor_skill = Units::getEffectiveSkill(unit, job_skill::ARMOR);
|
|
int armor_mul = 15 - std::min(15, armor_skill);
|
|
|
|
int inv_weight = 0, inv_weight_fraction = 0;
|
|
|
|
for (size_t i = 0; i < unit->inventory.size(); i++)
|
|
{
|
|
auto item = unit->inventory[i]->item;
|
|
if (!item->flags.bits.weight_computed)
|
|
continue;
|
|
|
|
int wval = item->weight;
|
|
int wfval = item->weight_fraction;
|
|
auto mode = unit->inventory[i]->mode;
|
|
|
|
if ((mode == df::unit_inventory_item::Worn ||
|
|
mode == df::unit_inventory_item::WrappedAround) &&
|
|
item->isArmor() && armor_skill > 1)
|
|
{
|
|
wval = wval * armor_mul / 16;
|
|
wfval = wfval * armor_mul / 16;
|
|
}
|
|
|
|
inv_weight += wval;
|
|
inv_weight_fraction += wfval;
|
|
}
|
|
|
|
return inv_weight*100 + inv_weight_fraction/10000;
|
|
}
|
|
|
|
int Units::computeMovementSpeed(df::unit *unit)
|
|
{
|
|
using namespace df::enums::physical_attribute_type;
|
|
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* Pure reverse-engineered computation of unit _slowness_,
|
|
* i.e. number of ticks to move * 100.
|
|
*/
|
|
|
|
// Base speed
|
|
|
|
auto creature = df::creature_raw::find(unit->race);
|
|
if (!creature)
|
|
return 0;
|
|
|
|
auto craw = vector_get(creature->caste, unit->caste);
|
|
if (!craw)
|
|
return 0;
|
|
|
|
int speed = craw->misc.speed;
|
|
|
|
if (unit->flags3.bits.ghostly)
|
|
return speed;
|
|
|
|
// Curse multiplier
|
|
|
|
if (unit->curse.speed_mul_percent != 100)
|
|
{
|
|
speed *= 100;
|
|
if (unit->curse.speed_mul_percent != 0)
|
|
speed /= unit->curse.speed_mul_percent;
|
|
}
|
|
|
|
speed += unit->curse.speed_add;
|
|
|
|
// Swimming
|
|
|
|
auto cur_liquid = unit->status2.liquid_type.bits.liquid_type;
|
|
bool in_magma = (cur_liquid == tile_liquid::Magma);
|
|
|
|
if (unit->flags2.bits.swimming)
|
|
{
|
|
speed = craw->misc.swim_speed;
|
|
if (in_magma)
|
|
speed *= 2;
|
|
|
|
if (craw->flags.is_set(caste_raw_flags::SWIMS_LEARNED))
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::SWIMMING);
|
|
|
|
// Originally a switch:
|
|
if (skill > 1)
|
|
speed = speed * std::max(6, 21-skill) / 20;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int delta = 150*unit->status2.liquid_depth;
|
|
if (in_magma)
|
|
delta *= 2;
|
|
speed += delta;
|
|
}
|
|
|
|
// General counters and flags
|
|
|
|
if (isBaby(unit))
|
|
speed += 3000;
|
|
|
|
if (unit->flags3.bits.unk15)
|
|
speed /= 20;
|
|
|
|
if (unit->counters2.exhaustion >= 2000)
|
|
{
|
|
speed += 200;
|
|
if (unit->counters2.exhaustion >= 4000)
|
|
{
|
|
speed += 200;
|
|
if (unit->counters2.exhaustion >= 6000)
|
|
speed += 200;
|
|
}
|
|
}
|
|
|
|
if (unit->flags2.bits.gutted) speed += 2000;
|
|
|
|
if (unit->counters.soldier_mood == df::unit::T_counters::None)
|
|
{
|
|
if (unit->counters.nausea > 0) speed += 1000;
|
|
if (unit->counters.winded > 0) speed += 1000;
|
|
if (unit->counters.stunned > 0) speed += 1000;
|
|
if (unit->counters.dizziness > 0) speed += 1000;
|
|
if (unit->counters2.fever > 0) speed += 1000;
|
|
}
|
|
|
|
if (unit->counters.soldier_mood != df::unit::T_counters::MartialTrance)
|
|
{
|
|
if (unit->counters.pain >= 100 && unit->mood == -1)
|
|
speed += 1000;
|
|
}
|
|
|
|
// Hunger etc timers
|
|
|
|
bool is_adventure = (gamemode && *gamemode == game_mode::ADVENTURE);
|
|
|
|
if (!unit->flags3.bits.scuttle && Units::isBloodsucker(unit))
|
|
{
|
|
using namespace df::enums::misc_trait_type;
|
|
|
|
if (auto trait = Units::getMiscTrait(unit, TimeSinceSuckedBlood))
|
|
{
|
|
adjust_speed_rating(
|
|
speed, is_adventure, trait->value,
|
|
302400, 403200, // dwf 100; 200
|
|
1209600, 1209600, 1209600, 2419200 // adv 50; 75; 100; 200
|
|
);
|
|
}
|
|
}
|
|
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.thirst_timer,
|
|
50000, 0x7fffffff, 172800, 172800, 172800, 345600
|
|
);
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.hunger_timer,
|
|
75000, 0x7fffffff, 1209600, 1209600, 1209600, 2592000
|
|
);
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.sleepiness_timer,
|
|
57600, 150000, 172800, 259200, 345600, 864000
|
|
);
|
|
|
|
// Activity state
|
|
|
|
if (unit->relationship_ids[df::unit_relationship_type::Draggee] != -1)
|
|
speed += 1000;
|
|
|
|
if (unit->flags1.bits.on_ground)
|
|
speed += 2000;
|
|
else if (unit->flags3.bits.on_crutch)
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::CRUTCH_WALK);
|
|
speed += 2000 - 100*std::min(20, skill);
|
|
}
|
|
|
|
if (unit->flags1.bits.hidden_in_ambush && !Units::isMischievous(unit))
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::SNEAK);
|
|
speed += 2000 - 100*std::min(20, skill);
|
|
}
|
|
|
|
if (unsigned(unit->counters2.paralysis-1) <= 98)
|
|
speed += unit->counters2.paralysis*10;
|
|
if (unsigned(unit->counters.webbed-1) <= 8)
|
|
speed += unit->counters.webbed*100;
|
|
|
|
// Muscle and fat weight vs expected size
|
|
|
|
auto &s_info = unit->body.size_info;
|
|
speed = std::max(speed*3/4, std::min(speed*3/2, int(int64_t(speed)*s_info.size_cur/s_info.size_base)));
|
|
|
|
// Attributes
|
|
|
|
int strength_attr = Units::getPhysicalAttrValue(unit, STRENGTH);
|
|
int agility_attr = Units::getPhysicalAttrValue(unit, AGILITY);
|
|
|
|
int total_attr = std::max(200, std::min(3800, strength_attr + agility_attr));
|
|
speed = ((total_attr-200)*(speed/2) + (3800-total_attr)*(speed*3/2))/3600;
|
|
|
|
// Stance
|
|
|
|
if (!unit->flags1.bits.on_ground && unit->status2.limbs_stand_max > 2)
|
|
{
|
|
// WTF
|
|
int as = unit->status2.limbs_stand_max;
|
|
int x = (as-1) - (as>>1);
|
|
int y = as - unit->status2.limbs_stand_count;
|
|
if (unit->flags3.bits.on_crutch) y--;
|
|
y = y * 500 / x;
|
|
if (y > 0) speed += y;
|
|
}
|
|
|
|
// Mood
|
|
|
|
if (unit->mood == mood_type::Melancholy) speed += 8000;
|
|
|
|
// Inventory encumberance
|
|
|
|
int total_weight = calcInventoryWeight(unit);
|
|
int free_weight = std::max(1, s_info.size_cur/10 + strength_attr*3);
|
|
|
|
if (free_weight < total_weight)
|
|
{
|
|
int delta = (total_weight - free_weight)/10 + 1;
|
|
if (!is_adventure)
|
|
delta = std::min(5000, delta);
|
|
speed += delta;
|
|
}
|
|
|
|
// skipped: unknown loop on inventory items that amounts to 0 change
|
|
|
|
if (is_adventure)
|
|
{
|
|
auto player = vector_get(world->units.active, 0);
|
|
if (player && player->id == unit->relationship_ids[df::unit_relationship_type::GroupLeader])
|
|
speed = std::min(speed, computeMovementSpeed(player));
|
|
}
|
|
|
|
return std::min(10000, std::max(0, speed));
|
|
}
|
|
|
|
static bool entityRawFlagSet(int civ_id, df::entity_raw_flags flag)
|
|
{
|
|
auto entity = df::historical_entity::find(civ_id);
|
|
|
|
return entity && entity->entity_raw && entity->entity_raw->flags.is_set(flag);
|
|
}
|
|
|
|
float Units::computeSlowdownFactor(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* These slowdowns are actually done by skipping a move if random(x) != 0, so
|
|
* it follows the geometric distribution. The mean expected slowdown is x.
|
|
*/
|
|
|
|
float coeff = 1.0f;
|
|
|
|
if (!unit->job.hunt_target && (!gamemode || *gamemode == game_mode::DWARF))
|
|
{
|
|
if (!unit->flags1.bits.marauder &&
|
|
casteFlagSet(unit->race, unit->caste, caste_raw_flags::MEANDERER) &&
|
|
!(unit->following && isCitizen(unit)) &&
|
|
linear_index(unit->inventory, &df::unit_inventory_item::mode,
|
|
df::unit_inventory_item::Hauled) < 0)
|
|
{
|
|
coeff *= 4.0f;
|
|
}
|
|
|
|
if (unit->relationship_ids[df::unit_relationship_type::GroupLeader] < 0 &&
|
|
unit->flags1.bits.active_invader &&
|
|
!unit->job.current_job && !unit->flags3.bits.no_meandering &&
|
|
unit->profession != profession::THIEF && unit->profession != profession::MASTER_THIEF &&
|
|
!entityRawFlagSet(unit->civ_id, entity_raw_flags::ITEM_THIEF))
|
|
{
|
|
coeff *= 3.0f;
|
|
}
|
|
}
|
|
|
|
if (unit->flags3.bits.floundering)
|
|
{
|
|
coeff *= 3.0f;
|
|
}
|
|
|
|
return coeff;
|
|
}
|
|
|
|
|
|
static bool noble_pos_compare(const Units::NoblePosition &a, const Units::NoblePosition &b)
|
|
{
|
|
if (a.position->precedence < b.position->precedence)
|
|
return true;
|
|
if (a.position->precedence > b.position->precedence)
|
|
return false;
|
|
return a.position->id < b.position->id;
|
|
}
|
|
|
|
bool Units::getNoblePositions(std::vector<NoblePosition> *pvec, df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
pvec->clear();
|
|
|
|
auto histfig = df::historical_figure::find(unit->hist_figure_id);
|
|
if (!histfig)
|
|
return false;
|
|
|
|
for (size_t i = 0; i < histfig->entity_links.size(); i++)
|
|
{
|
|
auto link = histfig->entity_links[i];
|
|
auto epos = strict_virtual_cast<df::histfig_entity_link_positionst>(link);
|
|
if (!epos)
|
|
continue;
|
|
|
|
NoblePosition pos;
|
|
|
|
pos.entity = df::historical_entity::find(epos->entity_id);
|
|
if (!pos.entity)
|
|
continue;
|
|
|
|
pos.assignment = binsearch_in_vector(pos.entity->positions.assignments, epos->assignment_id);
|
|
if (!pos.assignment)
|
|
continue;
|
|
|
|
pos.position = binsearch_in_vector(pos.entity->positions.own, pos.assignment->position_id);
|
|
if (!pos.position)
|
|
continue;
|
|
|
|
pvec->push_back(pos);
|
|
}
|
|
|
|
if (pvec->empty())
|
|
return false;
|
|
|
|
std::sort(pvec->begin(), pvec->end(), noble_pos_compare);
|
|
return true;
|
|
}
|
|
|
|
std::string Units::getProfessionName(df::unit *unit, bool ignore_noble, bool plural)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
std::string prof = unit->custom_profession;
|
|
if (!prof.empty())
|
|
return prof;
|
|
|
|
std::vector<NoblePosition> np;
|
|
|
|
if (!ignore_noble && getNoblePositions(&np, unit))
|
|
{
|
|
switch (unit->sex)
|
|
{
|
|
case 0:
|
|
prof = np[0].position->name_female[plural ? 1 : 0];
|
|
break;
|
|
case 1:
|
|
prof = np[0].position->name_male[plural ? 1 : 0];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (prof.empty())
|
|
prof = np[0].position->name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
return prof;
|
|
}
|
|
|
|
return getCasteProfessionName(unit->race, unit->caste, unit->profession, plural);
|
|
}
|
|
|
|
std::string Units::getCasteProfessionName(int race, int casteid, df::profession pid, bool plural)
|
|
{
|
|
std::string prof, race_prefix;
|
|
|
|
if (pid < (df::profession)0 || !is_valid_enum_item(pid))
|
|
return "";
|
|
int16_t current_race = df::global::ui->race_id;
|
|
if (df::global::gamemode && *df::global::gamemode == df::game_mode::ADVENTURE)
|
|
current_race = world->units.active[0]->race;
|
|
bool use_race_prefix = (race >= 0 && race != current_race);
|
|
|
|
if (auto creature = df::creature_raw::find(race))
|
|
{
|
|
if (auto caste = vector_get(creature->caste, casteid))
|
|
{
|
|
race_prefix = caste->caste_name[0];
|
|
|
|
if (plural)
|
|
prof = caste->caste_profession_name.plural[pid];
|
|
else
|
|
prof = caste->caste_profession_name.singular[pid];
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::CHILD:
|
|
prof = caste->child_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::BABY:
|
|
prof = caste->baby_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (race_prefix.empty())
|
|
race_prefix = creature->name[0];
|
|
|
|
if (prof.empty())
|
|
{
|
|
if (plural)
|
|
prof = creature->profession_name.plural[pid];
|
|
else
|
|
prof = creature->profession_name.singular[pid];
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::CHILD:
|
|
prof = creature->general_child_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::BABY:
|
|
prof = creature->general_baby_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (race_prefix.empty())
|
|
race_prefix = "Animal";
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::TRAINED_WAR:
|
|
prof = "War " + (use_race_prefix ? race_prefix : "Peasant");
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::TRAINED_HUNTER:
|
|
prof = "Hunting " + (use_race_prefix ? race_prefix : "Peasant");
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::STANDARD:
|
|
if (!use_race_prefix)
|
|
prof = "Peasant";
|
|
break;
|
|
|
|
default:
|
|
if (auto caption = ENUM_ATTR(profession, caption, pid))
|
|
prof = caption;
|
|
else
|
|
prof = ENUM_KEY_STR(profession, pid);
|
|
}
|
|
}
|
|
|
|
if (use_race_prefix)
|
|
{
|
|
if (!prof.empty())
|
|
race_prefix += " ";
|
|
prof = race_prefix + prof;
|
|
}
|
|
|
|
return Translation::capitalize(prof, true);
|
|
}
|
|
|
|
int8_t Units::getProfessionColor(df::unit *unit, bool ignore_noble)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
std::vector<NoblePosition> np;
|
|
|
|
if (!ignore_noble && getNoblePositions(&np, unit))
|
|
{
|
|
if (np[0].position->flags.is_set(entity_position_flags::COLOR))
|
|
return np[0].position->color[0] + np[0].position->color[2] * 8;
|
|
}
|
|
|
|
return getCasteProfessionColor(unit->race, unit->caste, unit->profession);
|
|
}
|
|
|
|
int8_t Units::getCasteProfessionColor(int race, int casteid, df::profession pid)
|
|
{
|
|
// make sure it's an actual profession
|
|
if (pid < 0 || !is_valid_enum_item(pid))
|
|
return 3;
|
|
|
|
// If it's not a Peasant, it's hardcoded
|
|
if (pid != profession::STANDARD)
|
|
return ENUM_ATTR(profession, color, pid);
|
|
|
|
if (auto creature = df::creature_raw::find(race))
|
|
{
|
|
if (auto caste = vector_get(creature->caste, casteid))
|
|
{
|
|
if (caste->flags.is_set(caste_raw_flags::CASTE_COLOR))
|
|
return caste->caste_color[0] + caste->caste_color[2] * 8;
|
|
}
|
|
return creature->color[0] + creature->color[2] * 8;
|
|
}
|
|
|
|
// default to dwarven peasant color
|
|
return 3;
|
|
}
|
|
|
|
std::string Units::getSquadName(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->military.squad_id == -1)
|
|
return "";
|
|
df::squad *squad = df::squad::find(unit->military.squad_id);
|
|
if (!squad)
|
|
return "";
|
|
if (squad->alias.size() > 0)
|
|
return squad->alias;
|
|
return Translation::TranslateName(&squad->name, true);
|
|
}
|
|
|
|
df::activity_entry *Units::getMainSocialActivity(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->social_activities.empty())
|
|
return nullptr;
|
|
|
|
return df::activity_entry::find(unit->social_activities[unit->social_activities.size() - 1]);
|
|
}
|
|
|
|
df::activity_event *Units::getMainSocialEvent(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
df::activity_entry *entry = getMainSocialActivity(unit);
|
|
if (!entry || entry->events.empty())
|
|
return nullptr;
|
|
return entry->events[entry->events.size() - 1];
|
|
}
|
|
|
|
bool Units::isMerchant(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags1.bits.merchant == 1;
|
|
}
|
|
|
|
bool Units::isDiplomat(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags1.bits.diplomat == 1;
|
|
}
|
|
|
|
bool Units::isForest(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->flags1.bits.forest == 1;
|
|
}
|
|
|
|
bool Units::isMarkedForSlaughter(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
return unit->flags2.bits.slaughter == 1;
|
|
}
|
|
|
|
bool Units::isTame(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
bool tame = false;
|
|
if(unit->flags1.bits.tame)
|
|
{
|
|
switch (unit->training_level)
|
|
{
|
|
case df::animal_training_level::SemiWild: //??
|
|
case df::animal_training_level::Trained:
|
|
case df::animal_training_level::WellTrained:
|
|
case df::animal_training_level::SkilfullyTrained:
|
|
case df::animal_training_level::ExpertlyTrained:
|
|
case df::animal_training_level::ExceptionallyTrained:
|
|
case df::animal_training_level::MasterfullyTrained:
|
|
case df::animal_training_level::Domesticated:
|
|
tame=true;
|
|
break;
|
|
case df::animal_training_level::Unk8: //??
|
|
case df::animal_training_level::WildUntamed:
|
|
default:
|
|
tame=false;
|
|
break;
|
|
}
|
|
}
|
|
return tame;
|
|
}
|
|
|
|
bool Units::isTrained(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
// case a: trained for war/hunting (those don't have a training level, strangely)
|
|
if(Units::isWar(unit) || Units::isHunter(unit))
|
|
return true;
|
|
|
|
// case b: tamed and trained wild creature, gets a training level
|
|
bool trained = false;
|
|
switch (unit->training_level)
|
|
{
|
|
case df::animal_training_level::Trained:
|
|
case df::animal_training_level::WellTrained:
|
|
case df::animal_training_level::SkilfullyTrained:
|
|
case df::animal_training_level::ExpertlyTrained:
|
|
case df::animal_training_level::ExceptionallyTrained:
|
|
case df::animal_training_level::MasterfullyTrained:
|
|
//case df::animal_training_level::Domesticated:
|
|
trained = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return trained;
|
|
}
|
|
|
|
bool Units::isGay(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (!unit->status.current_soul)
|
|
return false;
|
|
df::orientation_flags orientation = unit->status.current_soul->orientation_flags;
|
|
return (Units::isFemale(unit) && ! (orientation.whole & (orientation.mask_marry_male | orientation.mask_romance_male)))
|
|
|| (!Units::isFemale(unit) && ! (orientation.whole & (orientation.mask_marry_female | orientation.mask_romance_female)));
|
|
}
|
|
|
|
bool Units::isNaked(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
// TODO(kazimuth): is this correct?
|
|
return (unit->inventory.empty());
|
|
}
|
|
|
|
bool Units::isUndead(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
// ignore vampires, they should be treated like normal dwarves
|
|
return (unit->flags3.bits.ghostly ||
|
|
( (unit->curse.add_tags1.bits.OPPOSED_TO_LIFE || unit->curse.add_tags1.bits.NOT_LIVING)
|
|
&& !unit->curse.add_tags1.bits.BLOODSUCKER ));
|
|
}
|
|
|
|
bool Units::isGhost(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags3.bits.ghostly;
|
|
}
|
|
|
|
bool Units::isActive(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return !unit->flags1.bits.inactive;
|
|
}
|
|
|
|
bool Units::isKilled(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags2.bits.killed;
|
|
}
|
|
|
|
bool Units::isGelded(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
auto wounds = unit->body.wounds;
|
|
for(auto wound = wounds.begin(); wound != wounds.end(); ++wound)
|
|
{
|
|
auto parts = (*wound)->parts;
|
|
for (auto part = parts.begin(); part != parts.end(); ++part)
|
|
{
|
|
if ((*part)->flags2.bits.gelded)
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// check if creature is domesticated
|
|
// seems to be the only way to really tell if it's completely safe to autonestbox it (training can revert)
|
|
bool Units::isDomesticated(df::unit* unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
bool tame = false;
|
|
if(unit->flags1.bits.tame)
|
|
{
|
|
switch (unit->training_level)
|
|
{
|
|
case df::animal_training_level::Domesticated:
|
|
tame=true;
|
|
break;
|
|
default:
|
|
tame=false;
|
|
break;
|
|
}
|
|
}
|
|
return tame;
|
|
}
|