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use serde::{Deserialize, Serialize};
/// Tokens that can be found in an entity raw file.
#[derive(Serialize, Deserialize, Debug, Clone, PartialEq, Eq, Default, specta::Type)]
pub enum EntityToken {
/// Allows adventure mode for entities with sites.
AllMainPopsControllable,
/// Allows fortress mode. If multiple entities have the `SITE_CONTROLLABLE` token, then at embark the specific civs can be chosen on
/// the civ list screen. At least one civilization must have this token.
SiteControllable,
/// Arguments: creature
///
/// The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly
/// choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being
/// chosen by adding multiple identical creature tags. For instance adding `[CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF]`
/// to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general
/// weighted by this token.
///
/// For example, if you have one entity with three `[CREATURE:DWARF]` entries and another separate entity with a single `[CREATURE:ELF]` entry,
/// then you can expect to see three times as many of the former placed as the latter.
Creature,
/// Arguments: number (integer)
///
/// Found on generated angel entities. Appears to draw from creatures with this HFID, which associates the entity with a historical
/// figure of the same ID corresponding to a deity.
SourceHfid,
// # Placement Tokens #
/// Arguments: biome, frequency
///
/// Controls the expansion of the civilization's territory. The higher the number is relative to other `BIOME_SUPPORT` tokens in the entity,
/// the faster it can spread through the biome. These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2,
/// the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in;
///
/// For example, humans spread quickly over oceans but cannot actually build in them.
///
/// e.g. `[BIOME_SUPPORT:ANY_GRASSLAND:4]`
BiomeSupport,
/// Arguments: biome
///
/// If the civ's territory crosses over this biome, it can build settlements here.
///
/// e.g. `[SETTLEMENT_BIOME:ANY_GRASSLAND]`
SettlementBiome,
/// Arguments: biome
///
/// Combination of `EXCLUSIVE_START_BIOME` and `SETTLEMENT_BIOME`; allows the civ to start in and create settlements in the biome.
///
/// e.g. `[START_BIOME:ANY_FOREST]`
StartBiome,
/// Arguments: biome
///
/// The birth of the civilization can occur in this biome, but cannot (necessarily) build in it.
/// If the civ does not have `SETTLEMENT_BIOME` or `START_BIOME` for the biome in question, it will only construct a single settlement there.
///
/// e.g. `[EXCLUSIVE_START_BIOME:MOUNTAIN]`
ExclusiveStartBiome,
/// Arguments: site type
///
/// Valid site types are `DARK_FORTRESS` (π), `CAVE` (•), `CAVE_DETAILED` (Ω), `TREE_CITY` (î), and `CITY` (#).
/// Also recognizes `PLAYER_FORTRESS` (creates a civ of hillocks only), and `MONUMENT` (creates a civ without visible sites
/// (except tombs and castles), but may cause worldgen crashes). `FORTRESS` is no longer a valid entry, castles are
/// currently controlled by `BUILDS_OUTDOOR_FORTIFICATIONS`. Defaults to `CITY`. Selecting `CAVE` causes the classic kobold behavior
/// of not showing up on the "neighbors" section of the site selection screen. Selecting `DARK_FORTRESS` also allows generation
/// of certain other structures. It also gives the civ a special overlord.
///
/// `CAVE_DETAILED` civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
///
/// e.g. `[DEFAULT_SITE_TYPE:CAVE_DETAILED]`
DefaultSiteType,
/// Arguments: site type
///
/// Most residents will try to move to this site type, unless already at one.
///
/// e.g. `[LIKES_SITE:CAVE_DETAILED]`
LikesSite,
/// Arguments: site type
///
/// Some residents will try to move to this site type, unless already at one.
///
/// e.g. `[TOLERATES_SITE:CITY]`
ToleratesSite,
/// Arguments: construction
///
/// Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.
///
/// e.g. `[WORLD_CONSTRUCTION:BRIDGE] [WORLD_CONSTRUCTION:ROAD] [WORLD_CONSTRUCTION:TUNNEL] [WORLD_CONSTRUCTION:WALL]`
WorldConstruction,
//# Population Tokens #
/// Arguments: number
///
/// Max historical population per entity. Multiply this by max starting civ to get the total maximum historical population of the species.
///
/// Defaults to 500.
///
/// e.g. `[MAX_POP_NUMBER:500]`
MaxPopNumber,
/// Arguments: number
///
/// Max historical population per individual site.
///
/// Defaults to 50.
///
/// e.g. `[MAX_SITE_POP_NUMBER:200]`
MaxSitePopNumber,
/// Arguments: number
///
/// Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws,
/// and once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100,
/// like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.
///
/// Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the
/// maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history
/// aspect of worldgen.
///
/// Defaults to 3.
///
/// e.g `[MAX_STARTING_CIV_NUMBER:3]`
MaxStartingCivNumber,
// # Flavor Tokens #
/// Arguments: building name
///
/// The named, custom building can be built by a civilization in Fortress Mode.
///
/// e.g. `[PERMITTED_BUILDING:SOAP_MAKER]`
PermittedBuilding,
/// Arguments: profession
///
/// Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.
/// Certain professions also influence the availability of materials for trade.
///
/// e.g. `[PERMITTED_JOB:MINER]`
PermittedJob,
/// Arguments: reaction name
///
/// Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode,
/// but also allows certain resources, such as steel, to be available to a race. When creating custom reactions,
/// this token must be present or the player will not be able to use the reaction in Fortress Mode.
///
/// e.g. `[PERMITTED_REACTION:TAN_A_HIDE]`
PermittedReaction,
/// Causes the civ's currency to be numbered with the year it was minted.
CurrencyByYear,
/// Arguments: inorganic material, value
///
/// What kind of metals the civ uses for coin minting, as well as the value of the coin.
/// Due to the Dwarven economy having been disabled since version 0.31, the value doesn't actually do anything.
///
/// e.g `[CURRENCY:SILVER:5]`
Currency,
/// Arguments: type, number
///
/// `OWN_RACE`, `FANCIFUL`, `EVIL`, `GOOD`
///
/// Number goes from `0` to `25_600` where `256` is the default.
///
/// e.g. `[ART_FACET_MODIFIER:OWN_RACE:512]`
ArtFacetModifier,
/// Arguments: item, number
///
/// Allowed item: CREATURE, PLANT, TREE, SHAPE, ITEM
///
/// Allowed number: 0-25600
///
/// Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts,
/// for default (non-historical) artwork.
///
/// e.g. `[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]`
ArtImageElementModifier,
/// Arguments: item, number
///
/// Allowed item: `ART_IMAGE`, `COVERED` or `GLAZED`, `RINGS_HANGING`, `BANDS`, `SPIKES`, `ITEMSPECIFIC`, `THREAD`, `CLOTH`, `SEWN_IMAGE`
///
/// Allowed number: 0-25600
///
/// Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes".
///
/// `[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]`
///
/// This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.
ItemImprovementModifier,
/// Arguments: language
///
/// What language raw the entity uses.
///
/// - If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only
/// result in the last one being used. Migrants will sometimes arrive with no name.
/// - If `GEN_DIVINE` is entered, the entity will use a generated divine language, that is, the same language that is used for the names of angels.
///
/// e.g. `[TRANSLATION:DWARF]`
Translation,
/// Arguments: noun, symbol
///
/// Allowed Values:
/// `ALL`, `REMAINING`, `BATTLE`, `BRIDGE`, `CIV`, `CRAFT_GUILD`, `FESTIVAL`, `LIBRARY`, `MERCHANT_COMPANY`, `MILITARY_UNIT`,
/// `OTHER`, `RELIGION`, `ROAD`, `SIEGE`, `SITE`, `TEMPLE`, `TUNNEL`, `VESSEL`, `WALL`, `WAR`
///
/// Causes the entity to more often use these symbols in the particular SYM set.
///
/// REMAINING will select all symbols that have not already been declared above it.
///
/// e.g. `[SELECT_SYMBOL:ALL:PEACE]`
SelectSymbol,
/// Arguments: noun, symbol
///
/// Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and battles.
///
/// e.g. `[SELECT_SYMBOL:SIEGE:NAME_SIEGE] [SUBSELECT_SYMBOL:SIEGE:VIOLENT]`
SubselectSymbol,
/// Arguments: noun, symbol
///
/// Causes the entity to not use the words in these SYM sets.
///
/// e.g. `[CULL_SYMBOL:ALL:UGLY]`
CullSymbol,
/// Arguments: color
///
/// The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan.
///
/// Defaults to 7:0:1.
///
/// e.g. `[FRIENDLY_COLOR:1:0:1]`
FriendlyColor,
// # Religion Tokens #
/// Arguments: type
///
/// - `REGIONAL_FORCE`: The creatures will worship a single force associated with the terrain of their initial biome.
/// - `PANTHEON`: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.
///
/// e.g. `[RELIGION:PANTHEON]`
Religion,
/// Arguments: sphere
///
/// Can be any available sphere - multiple entries are possible. Choosing a religious sphere will automatically make
/// its opposing sphere not possible for the species to have: adding WATER, for example, means civilizations of this entity will
/// never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers
/// (and therefore, towers) "in" the entity.
///
/// e.g. `[RELIGION_SPHERE:FORTRESSES]`
ReligionSphere,
/// Arguments: sphere, number
///
/// This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more
/// often when generating a pantheon.
///
/// Default is 256, minimum is 0, maximum is 25600.
///
/// e.g. `[SPHERE_ALIGNMENT:TREES:512]`
SphereAlignment,
// # Position Tokens #
/// Defines a leader/noble position for a civilization. These replace previous tags such as `[MAYOR]` and `[CAN_HAVE_SITE_LEADER]` and so on.
///
/// To define a position further, see Position token.
Position,
/// Arguments: land holder ID, population, wealth exported, wealth created
///
/// Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.
///
/// As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.
LandHolderTrigger,
/// Arguments: position responsibility or 'ALL'
///
/// Allows a site responsibility to be taken up by a dynamically generated position (lords, hearth-persons, etc.).
/// Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.
/// Also appears to cause site disputes.
SiteVariablePositions,
/// Arguments: position responsibility or 'ALL'
///
/// Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).
/// Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.
VariablePositions,
// # Behavior Tokens #
/// Arguments: behavior, action
///
/// Sets the civ's view of ethics (certain behaviors), from capital punishment to completely acceptable.
/// This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing,
/// and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.
///
/// e.g. `[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]`
Ethic,
/// Arguments: value, number
///
/// Sets the civ's cultural values. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).
///
/// e.g. `[VALUE:CRAFTSMANSHIP:50]`
///
/// Certain values must be set to 15 or more for civilizations to create structures and form entities during history gen:
///
/// - 15+ KNOWLEDGE for libraries
/// - 15+ COOPERATION and 15+ CRAFTSMANSHIP for craft guilds
///
/// Guilds also need guild-valid professions (see `PERMITTED_JOB`)
Value,
/// Arguments: value or `ALL`, min, max
///
/// Makes values randomized rather than specified.
///
/// This tag overrides the VALUE tag. Using `[VARIABLE_VALUE:ALL:x:y]` and then overwriting single values with further
///
/// e.g. `[VARIABLE_VALUE:value:x:y]` tags works
VariableValue,
/// Makes the civ's traders accept offered goods.
WillAcceptTribute,
/// The civ will send out Wanderer adventurers in worldgen, which seems to increase Tracker skill.
///
/// These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
///
/// Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
Wanderer,
/// The civ will send out `BeastHunter` adventurers in worldgen, which seems to increase Tracker skill.
///
/// These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
///
/// Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
BeastHunter,
/// The civ will send out Scout adventurers in worldgen, which seems to increase Tracker skill.
///
/// These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
///
/// Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
Scout,
/// The civ will send out Mercenary adventurers in worldgen, which seems to increase Tracker skill.
///
/// These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
///
/// Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
Mercenary,
/// The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.
/// Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token,
/// and regardless of whether they actually antagonized the townspeople.
AbuseBodies,
/// Arguments: season
///
/// The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you.
/// Civilizations can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select
/// which civ to trade with at the depot menu. `ACTIVE_SEASON` tags may be changed for a currently active fort.
///
/// e.g. `[ACTIVE_SEASON:SUMMER]`
ActiveSeason,
/// When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when
/// one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token,
/// they will eventually ramp it up to less subtle means of warfare.
Ambusher,
/// Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked
/// by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.
AtPeaceWithWildlife,
/// Sends thieves to steal babies. Without this tag (or `AMBUSHER`, or `ITEM_THIEF`), enemy civilizations will only siege (if capable),
/// and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort!
/// In addition, babysnatcher civilizations will snatch children during worldgen, allowing them to become part of the civ if they do not escape.
///
/// Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed ==>
/// elves and humans will siege and ambush and goblins will be friendly to you.
/// However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map,
/// and the animal will not count as having been exported.
BabySnatcher,
/// Makes the civilization build castles from mead halls. Only functions when the type of site built is a hamlet/town.
/// This, combined with the correct type of position associated with a site, is why adventurers can only lay claim to human sites.
BuildsOutdoorFortifications,
/// Makes the civilization build tombs.
BuildsOutdoorTombs,
/// Arguments: percentage
///
/// Sets a percentage of the entity population to be used as bandits.
Banditry,
/// Visiting diplomats are accompanied by a pair of soldiers.
DiplomatBodyguards,
/// Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.
Generated,
/// Causes invaders to ignore visiting caravans and other neutral creatures
InvadersIgnoreNeutrals,
/// Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession.
/// Items stolen in history gen will be scattered around that creature's home.
///
/// Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege
/// (if capable), and will siege as early as they would otherwise steal.
///
/// Note: If the playable civ in Fortress Mode has this tag (e.g. you add `ITEM_THIEF` to the Dwarf entity) then the roles will be reversed ==>
/// elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen,
/// reported when the items leave the map, and the stolen items will not count as exported
ItemThief,
/// Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter,
/// regardless of race or nationality.
LocalBanditry,
/// Caravan merchants are accompanied by soldiers.
MerchantBodyguards,
/// Merchants will engage in cross-civ trading and form companies.
///
/// In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince,
/// but now this is controlled solely by positions
MerchantNobility,
/// Arguments: level
///
/// 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ,
/// it will come when any one of them is fulfilled instead of waiting for all of them to be reached.
///
/// - A value of 0 disables the trigger.
/// - 1 corresponds to 20 dwarves,
/// - 2 to 50 dwarves,
/// - 3 to 80,
/// - 4 to 110, and
/// - 5 to 140.
///
/// Progress triggers may be changed, added, or deleted for a currently active fort.
///
/// Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.
ProgressTriggerPopulation,
/// Arguments: level
///
/// 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ,
/// it will come when any one of them is fulfilled instead of waiting for all of them to be reached.
///
/// - A value of 0 disables the trigger.
/// - 1 corresponds to 5000☼ created wealth,
/// - 2 to 25000☼,
/// - 3 to 100000☼,
/// - 4 to 200000☼, and
/// - 5 to 300000☼.
///
/// Progress triggers may be changed, added, or deleted for a currently active fort.
ProgressTriggerProduction,
/// Arguments: level
///
/// 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ,
/// it will come when any one of them is fulfilled instead of waiting for all of them to be reached.
///
/// - A value of 0 disables the trigger.
/// - 1 corresponds to 500☼ exported wealth,
/// - 2 to 2500☼,
/// - 3 to 10000☼,
/// - 4 to 20000☼, and
/// - 5 to 30000☼.
///
/// Progress triggers may be changed, added, or deleted for a currently active fort.
ProgressTriggerTrade,
/// Arguments: level
///
/// 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
///
/// If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of
/// waiting for all of them to be reached. A value of 0 disables the trigger
ProgressTriggerPopulationSiege,
/// Arguments: level
///
/// 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
///
/// If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of
/// waiting for all of them to be reached. A value of 0 disables the trigger
ProgressTriggerProductionSiege,
/// Arguments: level
///
/// 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
///
/// If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of
/// waiting for all of them to be reached. A value of 0 disables the trigger
ProgressTriggerTradeSiege,
/// Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack.
/// This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict
/// (`AMBUSHER`, `BABYSNATCHER`, `ITEM_THIEF`), they will instead send smaller-scale sieges when their triggers for
/// "first contact" are reached.
Sieger,
/// Guards certain special sites, such as a vault belonging to a demon allied with a deity. Used in generated divine entities.
SiteGuardian,
/// This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.
/// Designed to go with `ITEM_THIEF`, may or may not work with BABYSNATCHER. Prevents the civ from engaging in diplomacy
/// or ending up at war.
Skulking,
/// Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave.
/// Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your
/// fortress becomes a land holder.
TreeCapDiplomacy,
/// Defines if a civilization is a hidden subterranean entity, such as bat man civilizations.
/// May spawn in any of the three caverns; cavern dweller raids due to agitation will pull from these.
/// If you embark as this civ, you have access to pets and trees from all three layers, not only the first.
LayerLinked,
/// Makes civilizations generate keyboard instruments
GenerateKeyboardInstruments,
/// Makes civilizations generate percussion instruments
GeneratePercussionInstruments,
/// Makes civilizations generate stringed instruments
GenerateStringedInstruments,
/// Makes civilizations generate wind instruments
GenerateWindInstruments,
/// Makes civilizations generate dance forms.
GenerateDanceForms,
/// Makes civilizations generate musical forms.
GenerateMusicalForms,
/// Makes civilizations generate poetic forms.
GeneratePoeticForms,
/// Arguments: scholar type
///
/// `ALL`, `ASTRONOMER`, `CHEMIST`, `DOCTOR`, `ENGINEER`, `GEOGRAPHER`, `HISTORIAN`, `MATHEMATICIAN`, `NATURALIST`, `PHILOSOPHER`
Scholar,
/// Generates scholars based on the values generated with the `VARIABLE_VALUE` tag.
SetScholarsOnValuesAndJobs,
/// Used for kobolds.
NoArtifactClaims,
/// The civilization can breach the Underworld during world generation.
MiningUnderworldDisasters,
// # Available Resources #
/// Arguments: `item_token`
///
/// Used before a ranged weapon type.
///
/// e.g. `[AMMO:ITEM_AMMO_BOLTS]`
Ammo,
/// Arguments: `item_token`, rarity
///
/// Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON).
/// FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%.
/// If certain armor types are lacking after performing one pass of randomized checks, the game will repeat random checks
/// until an option is successfully chosen.
///
/// e.g. `[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]`
Armor,
/// Arguments: `item_token`
///
/// Causes the selected weapon to fall under the "digging tools" section of the embark screen.
/// Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without
/// access to metal - for those cases, listing the pick under the `[WEAPON]` token works just as well. Note that this tag is
/// neither necessary nor sufficient to allow use of that item as a mining tool -–
/// for that, the item itself needs to be a weapon with `[SKILL:MINING]`.
///
/// e.g. `[DIGGER:ITEM_WEAPON_PICK]`
Digger,
/// Arguments: `item_token`, `rarity`
///
/// Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON).
/// Uses the same rarity values and methods as outlined in ARMOR.
///
/// e.g. `[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]`
Gloves,
/// Arguments: `item_token`, `rarity`
///
/// Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON).
/// Uses the same rarity values and methods as outlined in ARMOR.
///
/// e.g. `[HELM:ITEM_HELM_HELM:COMMON]`
Helm,
/// Arguments: `item_token`
///
/// No longer used as of Version 0.42.01 due to the ability to generate instruments in world generation.
///
/// It is still usable if pre-defined instruments are modded in, and generated musical forms are capable
/// of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts,
/// and/or assembling such instruments need to be added as well, as this token no longer adds such instruments
/// to the craftsdwarf workshop menu.
///
/// e.g. `[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]`
Instrument,
/// Arguments: `item_token`, `rarity`
///
/// Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON).
/// Uses the same rarity values and methods as outlined in ARMOR.
///
/// e.g. `[PANTS:ITEM_PANTS_LEGGINGS:COMMON]`
Pants,
/// Arguments: `item_token`
///
/// e.g. `[SHIELD:ITEM_SHIELD_BUCKLER]`
Shield,
/// Arguments: `item_token`, `rarity`
///
/// Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON).
/// Uses the same rarity values and methods as outlined in ARMOR.
///
/// e.g. `[SHOES:ITEM_SHOES_BOOTS:COMMON]`
Shoes,
/// Arguments: `item_token`
///
/// e.g. `[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]`
SiegeAmmo,
/// Arguments: `item_token`
///
/// e.g. `[TOOL:ITEM_TOOL_NEST_BOX]`
Tool,
/// Arguments: `item_token`
///
/// e.g. `[TOY:ITEM_TOY_PUZZLEBOX]`
Toy,
/// Arguments: `item_token`
///
/// e.g. `[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]`
TrapComponent,
/// Arguments: `item_token`
///
/// While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type
/// with small differences and specifying each of them.
///
/// e.g. `[WEAPON:ITEM_WEAPON_AXE_BATTLE]`
Weapon,
/// Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom)
/// for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone,
/// shell, pearl, horn, and ivory.
UseAnimalProducts,
/// Any creature in the civilization's list of usable's (from the surrounding 7x7 or so of squares and map features in those squares)
/// which has `PET` or `PET_EXOTIC` will be available as a pet, pack animal (with `PACK_ANIMAL`),
/// wagon puller (with `WAGON_PULLER`),
/// mount (with `MOUNT` or `MOUNT_EXOTIC`), or
/// siege minion (with `TRAINABLE_WAR ` and without `CAN_LEARN`).
///
/// This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.
///
/// All common domestic and equipment creatures are also added to the initial list.
UseAnyPetRace,
/// Without this, creatures with exclusively subterranean biomes are skipped.
///
/// If they have it, cave creatures with PET will also be available as pets, pack animals (with `PACK_ANIMAL`), wagon pullers (with `WAGON_PULLER`),
/// mounts (with `MOUNT` or `MOUNT_EXOTIC`), and siege minions (with `TRAINABLE_WAR` and without `CAN_LEARN`).
UseCaveAnimals,
/// Without this, `EVIL` creatures are skipped.
///
/// Otherwise, evil creatures with `SLOW_LEARNER` or without `CAN_LEARN` will be also available as pets (with `PET`),
/// pack animals (with `PACK_ANIMAL`), wagon pullers (with `WAGON_PULLER`), mounts (with `MOUNT` or `MOUNT_EXOTIC`),
/// and siege minions (with `TRAINABLE_WAR` or `SLOW_LEARNER`), even the normally untameable species.
UseEvilAnimals,
/// Same as `USE_EVIL_ANIMALS` for all uses of plants.
UseEvilPlants,
/// Same as `USE_EVIL_ANIMALS` for all uses of wood.
UseEvilWood,
/// Without this `GOOD` creatures are skipped, otherwise, good creatures without `CAN_LEARN` will also be available as pets (with `PET`),
/// pack animals (with `PACK_ANIMAL`), wagon pullers (with `WAGON_PULLER`), mounts (with `MOUNT` or `MOUNT_EXOTIC`), and siege minions
/// (with `TRAINABLE_WAR`), even the normally untameable species.
UseGoodAnimals,
/// Same as `USE_GOOD_ANIMALS` for all uses of plants.
UseGoodPlants,
/// Same as `USE_GOOD_ANIMALS` for all uses of wood.
UseGoodWood,
/// If the relevant professions are permitted, controls availability of lye (`LYE_MAKING`), charcoal (`BURN_WOOD`), and potash (`POTASH_MAKING`).
UseMiscProcessedWoodProducts,
/// Makes the civilization use all locally available non-exotic pets.
UseNoneExoticPetRace,
/// Gives the civilization access to creatures with `COMMON_DOMESTIC` and `MOUNT`. Additionally, all available
/// (based on `USE_ANY_PET_RACE`, `USE_CAVE_ANIMALS`, `USE_GOOD_ANIMALS`, and `USE_EVIL_ANIMALS`) creature with `MOUNT` and `PET`
/// will be allowed for use as mounts during combat.
CommonDomesticMount,
/// Gives the civilization access to creatures with `COMMON_DOMESTIC` and `PACK_ANIMAL`.
/// Additionally, all available (see above) creatures with `PACK_ANIMAL` and `PET` will be allowed for use during trade as pack animals.
CommonDomesticPackAnimal,
/// Gives the civilization access to creatures with `COMMON_DOMESTIC` and `PET`.
/// Additionally, all available (see above) creatures with PET will be allowed for use as pets.
CommonDomesticPet,
/// Gives the civilization access to creatures with `COMMON_DOMESTIC` and `WAGON_PULLER`. Additionally, all
/// available (see above) creatures with `WAGON_PULLER` and PET will be allowed for use during trade to pull wagons.
CommonDomesticPullAnimal,
/// Allow use of river products in the goods available for trade.
RiverProducts,
/// Allow use of ocean products (including amber and coral) in the goods available for trade.
/// Without `OCEAN_PRODUCTS`, civilizations will not be able to trade ocean fish even if they are also
/// available from other sources (e.g. sturgeons and stingrays).
OceanProducts,
/// Allow use of underground plant products in the goods available for trade.
/// Lack of suitable vegetation in the caverns will cause worldgen rejections.
IndoorFarming,
/// Allow use of outdoor plant products in the goods available for trade.
/// Lack of suitable vegetation in this civilization's starting area will cause worldgen rejections.
OutdoorFarming,
/// Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade.
IndoorGardens,
/// Allow use of outdoor plant growths in the goods available for trade.
OutdoorGardens,
/// Allows use of indoor tree growths in the goods available for trade.
/// Not used in vanilla entities, as vanilla underground trees do not grow fruit.
///
/// Needs `INDOOR_WOOD` to function.
///
/// Will cause rejections, if growths are unavailable.
IndoorOrchards,
/// Allows use of outdoor tree growths in the goods available for trade.
///
/// Needs `OUTDOOR_WOOD` to function.
OutdoorOrchards,
/// Civilization members will attempt to wear clothing.
Clothing,
/// Will wear things made of spider silk and other subterranean materials.
SubterraneanClothing,
/// Adds decorations to equipment based on the level of the generated unit. Also improves item quality.
EquipmentImprovements,
/// Adds decorations to weapons generated for bowman and master bowman.
ImprovedBows,
/// Allows metal materials to be used to make cages (inexpensive metals only) and crafts.
MetalPref,
/// Allows the civilization to make use of nearby stone types. If the `FURNACE_OPERATOR` job is permitted,
/// also allows ore-bearing stones to be smelted into metals.
StonePref,
/// The civilization can make traditionally metallic weapons such as swords and spears from wood.
WoodWeapons,
/// The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.
WoodArmor,
/// Enables creatures of this entity to bring gems in trade.
GemPref,
/// Allow use of subterranean wood types, such as tower-cap and fungiwood logs.
IndoorWood,
/// Allow use of outdoor wood types, such as mangrove and oak.
OutdoorWood,
/// Arguments: shape
///
/// Precious gems cut by this civilization's jewelers can be of this shape.
GemShape,
/// Arguments: shape
///
/// Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.
StoneShape,
/// Allows use of materials with `[DIVINE]` for clothing. Used for generated divine entities.
DivineMatClothing,
/// Allows use of materials with `[DIVINE]` for crafts. Used for generated divine entities.
DivineMatCrafts,
/// Allows use of metals with `[DIVINE]` for weapons. Used for generated divine entities.
DivineMatWeapons,
/// Allows use of metals with `[DIVINE]` for armor. Used for generated divine entities.
DivineMatArmor,
// # Animal Definitions #
/// Start an animal definition.
Animal,
/// Arguments: creature token
///
/// Select specific creature.
AnimalToken,
/// Arguments: creature caste token
///
/// Select specific creature caste (requires `ANIMAL_TOKEN`). Sites with animal populations will still include all castes,
/// but only the selected ones will be used for specific roles.
AnimalCasteToken,
/// Arguments: creature class
///
/// Select creature castes with this creature class (multiple uses allowed).
AnimalClass,
/// Arguments: creature class
///
/// Forbid creature castes with this creature class (multiple uses allowed).
AnimalForbiddenClass,
/// Animal will be present even if it does not naturally occur in the entity's terrain.
/// All creatures, including demons, night trolls and other generated ones will be used if no specific creature or class is selected.
AnimalAlwaysPresent,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalNeverMount,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalAlwaysMount,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalNeverWagonPuller,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalAlwaysWagonPuller,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalNeverSiege,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalAlwaysSiege,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalNeverPet,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalAlwaysPet,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalNeverPackAnimal,
/// Override creature usage tokens, ALWAYS overrides NEVER if a caste is matched by more than one animal definition
AnimalAlwaysPackAnimal,
/// Arguments: tissue style unit ID
///
/// Select a tissue layer which has the ID attached using `TISSUE_STYLE_UNIT` token in unit raws.
/// This allows setting further cultural style parameters for the selected tissue layer.
TissueStyle,
/// Arguments: min : max
///
/// Presumably sets culturally preferred tissue length for selected tissue. Needs testing.
/// Dwarves have their beards set to 100:NONE by default.
TissueStyleMaintainLength,
/// Arguments: styling token
///
/// Valid tokens are `NEATLY_COMBED`, `BRAIDED`, `DOUBLE_BRAIDS`, `PONY_TAILS`, `CLEAN_SHAVEN` and `STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS`.
/// Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.
TissueStylePreferredShaping,
/// An unknown token
#[default]
Unknown,
// not yet tags, but they are used in some mods
/// Prefers wood
WoodPref,
/// An undead candidate
UndeadCandidate,
// this needs separate handling.. later !Todo
/// Cut an existing entity
CutEntity,
/// Select an entity to modify
SelectEntity,
}