dfhack/plugins/fixpositions.cpp

256 lines
9.9 KiB
C++

// Fix Entity Positions - make sure Elves have diplomats and Humans have guild representatives
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <DataDefs.h>
#include "df/world.h"
#include "df/historical_entity.h"
#include "df/entity_raw.h"
#include "df/entity_position.h"
#include "df/entity_position_responsibility.h"
#include "df/entity_position_assignment.h"
using std::string;
using std::vector;
using namespace DFHack;
using namespace df::enums;
using df::global::world;
command_result df_fixdiplomats (Core *c, vector<string> &parameters)
{
if (!parameters.empty())
return CR_WRONG_USAGE;
CoreSuspender suspend(c);
int checked = 0, fixed = 0;
for (int i = 0; i < world->entities.all.size(); i++)
{
df::historical_entity *ent = world->entities.all[i];
// only work with civilizations - ignore groups and religions
if (ent->type != 0)
continue;
// only add diplomats for tree cap diplomacy
if (!ent->entity_raw->flags.is_set(entity_raw_flags::TREE_CAP_DIPLOMACY))
continue;
checked++;
bool update = true;
df::entity_position *pos = NULL;
// see if we need to add a new position or modify an existing one
for (int j = 0; j < ent->positions.size(); j++)
{
pos = ent->positions[j];
if (pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] &&
pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] &&
pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS])
{
// a diplomat position exists with the proper responsibilities - skip to the end
update = false;
break;
}
// Diplomat position already exists, but has the wrong options - modify it instead of creating a new one
if (pos->code == "DIPLOMAT")
break;
pos = NULL;
}
if (update)
{
// either there's no diplomat, or there is one and it's got the wrong responsibilities
if (!pos)
{
// there was no diplomat - create it
pos = new df::entity_position;
ent->positions.push_back(pos);
pos->code = "DIPLOMAT";
pos->id = ent->next_position_id++;
pos->flags.set(entity_position_flags::DO_NOT_CULL);
pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
pos->flags.set(entity_position_flags::DUTY_BOUND);
pos->flags.set(entity_position_flags::COLOR);
pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
pos->flags.set(entity_position_flags::IS_DIPLOMAT);
pos->flags.set(entity_position_flags::IS_LEADER);
// not sure what these flags do, but the game sets them for a valid diplomat
pos->flags.set(entity_position_flags::anon_1);
pos->flags.set(entity_position_flags::anon_3);
pos->flags.set(entity_position_flags::anon_4);
pos->name[0] = "Diplomat";
pos->name[1] = "Diplomats";
pos->precedence = 70;
pos->color[0] = 7;
pos->color[1] = 0;
pos->color[2] = 1;
}
// assign responsibilities
pos->responsibilities[entity_position_responsibility::MAKE_INTRODUCTIONS] = true;
pos->responsibilities[entity_position_responsibility::MAKE_PEACE_AGREEMENTS] = true;
pos->responsibilities[entity_position_responsibility::MAKE_TOPIC_AGREEMENTS] = true;
}
// make sure the diplomat position, whether we created it or not, is set up for proper assignment
bool assign = true;
for (int j = 0; j < ent->position_assignment.size(); j++)
{
if (ent->position_assignment[j]->position_id == pos->id)
{
// it is - nothing more to do here
assign = false;
break;
}
}
if (assign)
{
// it isn't - set it up
df::entity_position_assignment *asn = new df::entity_position_assignment;
ent->position_assignment.push_back(asn);
asn->id = ent->next_position_assignment_id++;
asn->histfig = -1;
asn->position_id = pos->id;
asn->flags.extend(0x1F); // make room for 32 flags
asn->flags.set(0); // and set the first one
asn->anon_1 = -1;
asn->anon_2 = -1;
asn->anon_3 = -1;
}
if (update || assign)
fixed++;
}
c->con.print("Fixed %d of %d civilizations to enable tree cap diplomacy.\n", fixed, checked);
return CR_OK;
}
command_result df_fixmerchants (Core *c, vector<string> &parameters)
{
if (!parameters.empty())
return CR_WRONG_USAGE;
CoreSuspender suspend(c);
int checked = 0, fixed = 0;
for (int i = 0; i < world->entities.all.size(); i++)
{
df::historical_entity *ent = world->entities.all[i];
// only work with civilizations - ignore groups and religions
if (ent->type != 0)
continue;
// only add guild reps for merchant nobility
if (!ent->entity_raw->flags.is_set(entity_raw_flags::MERCHANT_NOBILITY))
continue;
checked++;
bool update = true;
df::entity_position *pos = NULL;
// see if we need to add a new position or modify an existing one
for (int j = 0; j < ent->positions.size(); j++)
{
pos = ent->positions[j];
if (pos->responsibilities[entity_position_responsibility::TRADE])
{
// a guild rep exists with the proper responsibilities - skip to the end
update = false;
break;
}
// Guild Representative position already exists, but has the wrong options - modify it instead of creating a new one
if (pos->code == "GUILD_REPRESENTATIVE")
break;
pos = NULL;
}
if (update)
{
// either there's no guild rep, or there is one and it's got the wrong responsibilities
if (!pos)
{
// there was no guild rep - create it
pos = new df::entity_position;
ent->positions.push_back(pos);
pos->code = "GUILD_REPRESENTATIVE";
pos->id = ent->next_position_id++;
pos->flags.set(entity_position_flags::DO_NOT_CULL);
pos->flags.set(entity_position_flags::MENIAL_WORK_EXEMPTION);
pos->flags.set(entity_position_flags::SLEEP_PRETENSION);
pos->flags.set(entity_position_flags::PUNISHMENT_EXEMPTION);
pos->flags.set(entity_position_flags::ACCOUNT_EXEMPT);
pos->flags.set(entity_position_flags::DUTY_BOUND);
pos->flags.set(entity_position_flags::COLOR);
pos->flags.set(entity_position_flags::HAS_RESPONSIBILITIES);
pos->flags.set(entity_position_flags::IS_DIPLOMAT);
pos->flags.set(entity_position_flags::IS_LEADER);
// not sure what these flags do, but the game sets them for a valid guild rep
pos->flags.set(entity_position_flags::anon_1);
pos->flags.set(entity_position_flags::anon_3);
pos->flags.set(entity_position_flags::anon_4);
pos->name[0] = "Guild Representative";
pos->name[1] = "Guild Representatives";
pos->precedence = 40;
pos->color[0] = 7;
pos->color[1] = 0;
pos->color[2] = 1;
}
// assign responsibilities
pos->responsibilities[entity_position_responsibility::TRADE] = true;
}
// make sure the guild rep position, whether we created it or not, is set up for proper assignment
bool assign = true;
for (int j = 0; j < ent->position_assignment.size(); j++)
{
if (ent->position_assignment[j]->position_id == pos->id)
{
// it is - nothing more to do here
assign = false;
break;
}
}
if (assign)
{
// it isn't - set it up
df::entity_position_assignment *asn = new df::entity_position_assignment;
ent->position_assignment.push_back(asn);
asn->id = ent->next_position_assignment_id++;
asn->histfig = -1;
asn->position_id = pos->id;
asn->flags.extend(0x1F); // make room for 32 flags
asn->flags.set(0); // and set the first one
asn->anon_1 = -1;
asn->anon_2 = -1;
asn->anon_3 = -1;
}
if (update || assign)
fixed++;
}
c->con.print("Fixed %d of %d civilizations to enable merchant nobility.\n", fixed, checked);
return CR_OK;
}
DFhackCExport const char * plugin_name ( void )
{
return "fixpositions";
}
DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
{
commands.clear();
commands.push_back(PluginCommand(
"fixdiplomats", "Add Diplomat position to Elven civilizations for tree cap diplomacy.",
df_fixdiplomats, false));
commands.push_back(PluginCommand(
"fixmerchants", "Add Guild Representative position to Human civilizations for merchant nobility.",
df_fixmerchants, false));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( Core * c )
{
return CR_OK;
}