-
Notifications
You must be signed in to change notification settings - Fork 200
/
Copy pathfamily-affairs.lua
290 lines (244 loc) · 9.18 KB
/
family-affairs.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
-- gui/family-affairs
-- derived from v1.2 @ http://www.bay12forums.com/smf/index.php?topic=147779
local helpstr = [====[
gui/family-affairs
==================
A user-friendly interface to view romantic relationships,
with the ability to add, remove, or otherwise change them at
your whim - fantastic for depressed dwarves with a dead spouse
(or matchmaking players...).
The target/s must be alive, sane, and in fortress mode.
.. image:: /docs/images/family-affairs.png
:align: center
``gui/family-affairs [unitID]``
shows GUI for the selected unit, or the specified unit ID
``gui/family-affairs divorce [unitID]``
removes all spouse and lover information from the unit
and it's partner, bypassing almost all checks.
``gui/family-affairs [unitID] [unitID]``
divorces the two specificed units and their partners,
then arranges for the two units to marry, bypassing
almost all checks. Use with caution.
]====]
local dlg = require ('gui.dialogs')
function ErrorPopup (msg,color)
if not tostring(msg) then msg = "Error" end
if not color then color = COLOR_LIGHTRED end
dlg.showMessage("Dwarven Family Affairs", msg, color, nil)
end
function AnnounceAndGamelog(text)
dfhack.gui.showAnnouncement(text, COLOR_LIGHTMAGENTA)
end
function ListPrompt (msg, choicelist, bool, yes_func)
dlg.showListPrompt(
"Dwarven Family Affairs",
msg,
COLOR_WHITE,
choicelist,
--called if choice is yes
yes_func,
--called on cancel
function() end,
15,
bool
)
end
function GetMarriageSummary (source)
local familystate = ""
if source.relations.spouse_id ~= -1 then
if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) then
familystate = dfhack.TranslateName(source.name).." has a spouse ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
end
if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) == false then
familystate = dfhack.TranslateName(source.name).."'s spouse is dead or not sane, would you like to choose a new one?"
end
end
if source.relations.spouse_id == -1 and source.relations.lover_id ~= -1 then
if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) then
familystate = dfhack.TranslateName(source.name).." already has a lover ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
end
if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) == false then
familystate = dfhack.TranslateName(source.name).."'s lover is dead or not sane, would you like that love forgotten?"
end
end
if source.relations.spouse_id == -1 and source.relations.lover_id == -1 then
familystate = dfhack.TranslateName(source.name).." is not involved in romantic relationships with anyone"
end
if source.relations.pregnancy_timer > 0 then
familystate = familystate.."\nShe is pregnant."
local father = df.historical_figure.find(source.relations.pregnancy_spouse)
if father then
familystate = familystate.." The father is "..dfhack.TranslateName(father.name).."."
end
end
return familystate
end
function GetSpouseData (source)
local spouse = df.unit.find(source.relations.spouse_id)
local spouse_hf
if spouse then
spouse_hf = df.historical_figure.find (spouse.hist_figure_id)
end
return spouse,spouse_hf
end
function GetLoverData (source)
local lover = df.unit.find(source.relations.spouse_id)
local lover_hf
if lover then
lover_hf = df.historical_figure.find (lover.hist_figure_id)
end
return lover,lover_hf
end
function EraseHFLinksLoverSpouse (hf)
for i = #hf.histfig_links-1,0,-1 do
if hf.histfig_links[i]._type == df.histfig_hf_link_spousest or hf.histfig_links[i]._type == df.histfig_hf_link_loverst then
local todelete = hf.histfig_links[i]
hf.histfig_links:erase(i)
todelete:delete()
end
end
end
function Divorce (source)
local source_hf = df.historical_figure.find(source.hist_figure_id)
local spouse,spouse_hf = GetSpouseData (source)
local lover,lover_hf = GetLoverData (source)
source.relations.spouse_id = -1
source.relations.lover_id = -1
if source_hf then
EraseHFLinksLoverSpouse (source_hf)
end
if spouse then
spouse.relations.spouse_id = -1
spouse.relations.lover_id = -1
end
if lover then
spouse.relations.spouse_id = -1
spouse.relations.lover_id = -1
end
if spouse_hf then
EraseHFLinksLoverSpouse (spouse_hf)
end
if lover_hf then
EraseHFLinksLoverSpouse (lover_hf)
end
local partner = spouse or lover
if not partner then
AnnounceAndGamelog(dfhack.TranslateName(source.name).." is now single")
else
AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(partner.name).." are now single")
end
end
function Marriage (source,target)
local source_hf = df.historical_figure.find(source.hist_figure_id)
local target_hf = df.historical_figure.find(target.hist_figure_id)
source.relations.spouse_id = target.id
target.relations.spouse_id = source.id
local new_link = df.histfig_hf_link_spousest:new() -- adding hf link to source
new_link.target_hf = target_hf.id
new_link.link_strength = 100
source_hf.histfig_links:insert('#',new_link)
new_link = df.histfig_hf_link_spousest:new() -- adding hf link to target
new_link.target_hf = source_hf.id
new_link.link_strength = 100
target_hf.histfig_links:insert('#',new_link)
end
function ChooseNewSpouse (source)
if not source then
qerror("no unit") return
end
if not dfhack.units.isAdult(source) then
ErrorPopup("target is too young") return
end
if not (source.relations.spouse_id == -1 and source.relations.lover_id == -1) then
ErrorPopup("target already has a spouse or a lover")
qerror("source already has a spouse or a lover")
return
end
local choicelist = {}
targetlist = {}
for k,v in pairs (df.global.world.units.active) do
if dfhack.units.isCitizen(v)
and v.race == source.race
and v.sex ~= source.sex
and v.relations.spouse_id == -1
and v.relations.lover_id == -1
and dfhack.units.isAdult(v)
then
table.insert(choicelist,dfhack.TranslateName(v.name)..', '..dfhack.units.getProfessionName(v))
table.insert(targetlist,v)
end
end
if #choicelist > 0 then
ListPrompt(
"Assign new spouse for "..dfhack.TranslateName(source.name),
choicelist,
true,
function(a,b)
local target = targetlist[a]
Marriage (source,target)
AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(target.name).." have married!")
end)
else
ErrorPopup("No suitable candidates")
end
end
function MainDialog (source)
local familystate = GetMarriageSummary(source)
familystate = familystate.."\nSelect action:"
local choicelist = {}
local on_select = {}
local adult = dfhack.units.isAdult(source)
local single = source.relations.spouse_id == -1 and source.relations.lover_id == -1
local ready_for_marriage = single and adult
if adult then
table.insert(choicelist,"Remove romantic relationships (if any)")
table.insert(on_select, Divorce)
if ready_for_marriage then
table.insert(choicelist,"Assign a new spouse")
table.insert(on_select,ChooseNewSpouse)
end
if not ready_for_marriage then
table.insert(choicelist,"[Assign a new spouse]")
table.insert(on_select,function () ErrorPopup ("Existing relationships must be removed if you wish to assign a new spouse.") end)
end
else
table.insert(choicelist,"Leave this child alone")
table.insert(on_select,nil)
end
ListPrompt(familystate, choicelist, false,
function(a,b) if on_select[a] then on_select[a](source) end end)
end
local args = {...}
if args[1] == "help" or args[1] == "?" then print(helpstr) return end
if not dfhack.world.isFortressMode() then
print (helpstr) qerror ("invalid game mode") return
end
if args[1] == "divorce" and tonumber(args[2]) then
local unit = df.unit.find(args[2])
if unit then Divorce (unit) return end
end
if tonumber(args[1]) and tonumber(args[2]) then
local unit1 = df.unit.find(args[1])
local unit2 = df.unit.find(args[2])
if unit1 and unit2 then
Divorce (unit1)
Divorce (unit2)
Marriage (unit1,unit2)
return
end
end
local selected = dfhack.gui.getSelectedUnit(true)
if tonumber(args[1]) then
selected = df.unit.find(tonumber(args[1])) or selected
end
if selected then
if dfhack.units.isCitizen(selected) and dfhack.units.isSane(selected) then
MainDialog(selected)
else
qerror("You must select a sane fortress citizen.")
return
end
else
print (helpstr)
qerror("Select a sane fortress dwarf")
end