dfhack/plugins/fix-armory.cpp

682 lines
21 KiB
C++

// Fixes containers in barracks to actually work as intended.
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Gui.h"
#include "modules/Screen.h"
#include "modules/Units.h"
#include "modules/Items.h"
#include "modules/Job.h"
#include "modules/World.h"
#include "modules/Maps.h"
#include "MiscUtils.h"
#include "DataDefs.h"
#include <VTableInterpose.h>
#include "df/ui.h"
#include "df/world.h"
#include "df/squad.h"
#include "df/unit.h"
#include "df/squad_position.h"
#include "df/squad_ammo_spec.h"
#include "df/items_other_id.h"
#include "df/item_weaponst.h"
#include "df/item_armorst.h"
#include "df/item_helmst.h"
#include "df/item_pantsst.h"
#include "df/item_shoesst.h"
#include "df/item_glovesst.h"
#include "df/item_shieldst.h"
#include "df/item_flaskst.h"
#include "df/item_backpackst.h"
#include "df/item_quiverst.h"
#include "df/item_ammost.h"
#include "df/building_weaponrackst.h"
#include "df/building_armorstandst.h"
#include "df/building_cabinetst.h"
#include "df/building_boxst.h"
#include "df/building_squad_use.h"
#include "df/job.h"
#include "df/general_ref_building_holderst.h"
#include "df/general_ref_building_destinationst.h"
#include "df/barrack_preference_category.h"
#include <stdlib.h>
using std::vector;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
using df::global::gamemode;
using df::global::ui_build_selector;
using df::global::ui_menu_width;
using df::global::ui_area_map_width;
using namespace DFHack::Gui;
using Screen::Pen;
static command_result fix_armory(color_ostream &out, vector <string> & parameters);
DFHACK_PLUGIN("fix-armory");
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"fix-armory", "Enables or disables the fix-armory plugin.", fix_armory, false,
" fix-armory enable\n"
" Enables the tweaks.\n"
" fix-armory disable\n"
" Disables the tweaks. All equipment will be hauled off to stockpiles.\n"
));
if (Core::getInstance().isMapLoaded())
plugin_onstatechange(out, SC_MAP_LOADED);
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out)
{
return CR_OK;
}
// Check if the item is assigned to any use controlled by the military tab
static bool is_assigned_item(df::item *item)
{
if (!ui)
return false;
auto type = item->getType();
int idx = binsearch_index(ui->equipment.items_assigned[type], item->id);
if (idx < 0)
return false;
// Exclude weapons used by miners, wood cutters etc
switch (type) {
case item_type::WEAPON:
if (binsearch_index(ui->equipment.work_weapons, item->id) >= 0)
return false;
break;
default:
break;
}
return true;
}
static bool is_squad_ammo(df::item *item, df::squad *squad, bool train, bool combat)
{
for (size_t i = 0; i < squad->ammunition.size(); i++)
{
auto spec = squad->ammunition[i];
bool cs = spec->flags.bits.use_combat;
bool ts = spec->flags.bits.use_training;
if (((cs || !ts) && combat) || (ts && train))
{
if (binsearch_index(spec->assigned, item->id) >= 0)
return true;
}
}
return false;
}
static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_id)
{
auto squads = holder->getSquads();
if (squads)
{
bool target = holder->getType() == building_type::ArcheryTarget;
for (size_t i = 0; i < squads->size(); i++)
{
auto use = (*squads)[i];
if (squad_id >= 0 && use->squad_id != squad_id)
continue;
bool combat = use->mode.bits.squad_eq;
bool train = target && use->mode.bits.train;
if (combat || train)
{
auto squad = df::squad::find(use->squad_id);
if (squad && is_squad_ammo(item, squad, combat, train))
return true;
}
}
}
for (size_t i = 0; i < holder->parents.size(); i++)
if (can_store_ammo_rec(item, holder->parents[i], squad_id))
return true;
return false;
}
static bool can_store_ammo(df::item *item, df::building *holder)
{
if (holder->getType() != building_type::Box)
return false;
return can_store_ammo_rec(item, holder, holder->getSpecificSquad());
}
// Check if the item is assigned to the squad member who owns this armory building
static bool belongs_to_position(df::item *item, df::building *holder)
{
int sid = holder->getSpecificSquad();
if (sid < 0)
return false;
auto squad = df::squad::find(sid);
if (!squad)
return false;
int position = holder->getSpecificPosition();
// Weapon racks belong to the whole squad, i.e. can be used by any position
if (position == -1 && holder->getType() == building_type::Weaponrack)
{
for (size_t i = 0; i < squad->positions.size(); i++)
{
if (binsearch_index(squad->positions[i]->assigned_items, item->id) >= 0)
return true;
}
}
else
{
auto cpos = vector_get(squad->positions, position);
if (cpos && binsearch_index(cpos->assigned_items, item->id) >= 0)
return true;
}
return false;
}
// Check if the item is appropriately stored in an armory building
static bool is_in_armory(df::item *item)
{
if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
return false;
auto holder = Items::getHolderBuilding(item);
if (!holder)
return false;
// If indeed in a building, check if it is the right one
if (item->getType() == item_type::AMMO)
return can_store_ammo(item, holder);
else
return belongs_to_position(item, holder);
}
template<class Item> struct armory_hook : Item {
typedef Item interpose_base;
DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
{
// Normally this vmethod is used to prevent stockpiling of uncollected webs.
// This uses it to also block stockpiling of items in the armory.
if (is_in_armory(this))
return false;
// Also never let items in process of being removed from uniform be stockpiled at once
if (this->flags.bits.in_inventory)
{
auto holder = Items::getHolderUnit(this);
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if (holder && ::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
{
if (is_assigned_item(this))
return false;
}
}
return INTERPOSE_NEXT(isCollected)();
}
DEFINE_VMETHOD_INTERPOSE(bool, moveToGround, (int16_t x, int16_t y, int16_t z))
{
bool rv = INTERPOSE_NEXT(moveToGround)(x, y, z);
// Prevent instant restockpiling of dropped assigned items.
if (is_assigned_item(this))
{
// The original vmethod adds the item to this vector to force instant check
auto &ovec = world->items.other[items_other_id::ANY_RECENTLY_DROPPED];
// If it is indeed there, remove it
if (erase_from_vector(ovec, &df::item::id, this->id))
{
// and queue it to be checked normally in 0.5-1 in-game days
// (this is a grace period in case the uniform is dropped just
// for a moment due to a momentary glitch)
this->stockpile_countdown = 12 + random_int(12);
this->stockpile_delay = 0;
}
}
return rv;
}
};
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, moveToGround);
// Check if this item is loose and can be moved to armory
static bool can_store_item(df::item *item)
{
// bad id, or cooldown timer still counting
if (!item || item->stockpile_countdown > 0)
return false;
// bad flags?
if (item->flags.bits.in_job ||
item->flags.bits.removed ||
item->flags.bits.in_building ||
item->flags.bits.encased ||
item->flags.bits.owned ||
item->flags.bits.forbid ||
item->flags.bits.on_fire)
return false;
// in unit inventory?
auto top = item;
while (top->flags.bits.in_inventory)
{
auto parent = Items::getContainer(top);
if (!parent) break;
top = parent;
}
if (Items::getGeneralRef(top, general_ref_type::UNIT_HOLDER))
return false;
// already in armory?
if (is_in_armory(item))
return false;
return true;
}
// Queue a job to store the item in the building, if possible
static bool try_store_item(df::building *target, df::item *item)
{
// Check if the dwarves can path between the target and the item
df::coord tpos(target->centerx, target->centery, target->z);
df::coord ipos = Items::getPosition(item);
if (!Maps::canWalkBetween(tpos, ipos))
return false;
// Check if the target has enough space left
if (!target->canStoreItem(item, true))
return false;
// Create the job
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
return false;
auto job = new df::job();
job->pos = tpos;
bool dest = false;
// Choose the job type - correct matching is needed so that
// later canStoreItem calls would take the job into account.
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
// Without this flag dwarves will pick up the item, and
// then dismiss the job and put it back into the stockpile:
job->flags.bits.specific_dropoff = true;
break;
case building_type::Armorstand:
job->job_type = job_type::StoreArmor;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Cabinet:
job->job_type = job_type::StoreItemInCabinet;
dest = true;
break;
default:
job->job_type = job_type::StoreItemInChest;
dest = true;
break;
}
// job <-> item link
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
return false;
}
// job <-> building link
href->building_id = target->id;
target->jobs.push_back(job);
job->references.push_back(href);
if (dest)
{
auto rdest = df::allocate<df::general_ref_building_destinationst>();
if (rdest)
{
rdest->building_id = target->id;
job->references.push_back(rdest);
}
}
// add to job list
Job::linkIntoWorld(job);
return true;
}
// Store the item into the first building in the list that would accept it.
static void try_store_item(std::vector<int32_t> &vec, df::item *item)
{
for (size_t i = 0; i < vec.size(); i++)
{
auto target = df::building::find(vec[i]);
if (!target)
continue;
if (try_store_item(target, item))
return;
}
}
// Store the items into appropriate armory buildings
static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df::squad_position *pos)
{
for (size_t j = 0; j < items.size(); j++)
{
auto item = df::item::find(items[j]);
// not loose
if (!can_store_item(item))
continue;
if (item->isWeapon())
try_store_item(squad->rack_combat, item);
else if (item->isClothing())
try_store_item(pos->preferences[barrack_preference_category::Cabinet], item);
else if (item->isArmorNotClothing())
try_store_item(pos->preferences[barrack_preference_category::Armorstand], item);
else
try_store_item(pos->preferences[barrack_preference_category::Box], item);
}
}
// Use a data structure sorted by free space, to even out the load
typedef std::map<int, std::set<df::building*> > ammo_box_set;
static void index_boxes(df::building *root, ammo_box_set &group)
{
if (root->getType() == building_type::Box)
{
//color_ostream_proxy out(Core::getInstance().getConsole());
//out.print("%08x %d\n", unsigned(root), root->getFreeCapacity(true));
group[root->getFreeCapacity(true)].insert(root);
}
for (size_t i = 0; i < root->children.size(); i++)
index_boxes(root->children[i], group);
}
static bool try_store_ammo(df::item *item, ammo_box_set &group)
{
int volume = item->getVolume();
for (auto it = group.rbegin(); it != group.rend(); ++it)
{
if (it->first < volume)
break;
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2)
{
auto bld = *it2;
if (try_store_item(bld, item))
{
it->second.erase(bld);
group[bld->getFreeCapacity(true)].insert(bld);
return true;
}
}
}
return false;
}
// Collect chests for ammo storage
static void index_ammo_boxes(df::squad *squad, ammo_box_set &train_set, ammo_box_set &combat_set)
{
for (size_t j = 0; j < squad->rooms.size(); j++)
{
auto room = squad->rooms[j];
auto bld = df::building::find(room->building_id);
// Chests in rooms marked for Squad Equipment used for combat ammo
if (room->mode.bits.squad_eq)
index_boxes(bld, combat_set);
// Chests in archery ranges used for training-only ammo
if (room->mode.bits.train && bld->getType() == building_type::ArcheryTarget)
index_boxes(bld, train_set);
}
}
// Store ammo into appropriate chests
static void try_store_ammo(df::squad *squad)
{
bool indexed = false;
ammo_box_set train_set, combat_set;
for (size_t i = 0; i < squad->ammunition.size(); i++)
{
auto spec = squad->ammunition[i];
bool cs = spec->flags.bits.use_combat;
bool ts = spec->flags.bits.use_training;
for (size_t j = 0; j < spec->assigned.size(); j++)
{
auto item = df::item::find(spec->assigned[j]);
// not loose
if (!can_store_item(item))
continue;
if (!indexed)
{
indexed = true;
index_ammo_boxes(squad, train_set, combat_set);
}
if (cs && try_store_ammo(item, combat_set))
continue;
if (ts && try_store_ammo(item, train_set))
continue;
if (!(ts || cs) && try_store_ammo(item, combat_set))
continue;
}
}
}
static bool is_enabled = false;
DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
{
if (!is_enabled)
return CR_OK;
// Process every 50th frame, sort of like regular stockpiling does
if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
return CR_OK;
// Loop over squads
auto &squads = df::global::world->squads.all;
for (size_t si = 0; si < squads.size(); si++)
{
auto squad = squads[si];
for (size_t i = 0; i < squad->positions.size(); i++)
{
auto pos = squad->positions[i];
try_store_item_set(pos->assigned_items, squad, pos);
}
try_store_ammo(squad);
}
return CR_OK;
}
static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, bool enable)
{
if (!hook.apply(enable))
out.printerr("Could not %s hook.\n", enable?"activate":"deactivate");
}
static void enable_hooks(color_ostream &out, bool enable)
{
is_enabled = enable;
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, moveToGround), enable);
}
static void enable_plugin(color_ostream &out)
{
auto entry = World::GetPersistentData("fix-armory/enabled", NULL);
if (!entry.isValid())
{
out.printerr("Could not save the status.\n");
return;
}
enable_hooks(out, true);
}
static void disable_plugin(color_ostream &out)
{
auto entry = World::GetPersistentData("fix-armory/enabled");
World::DeletePersistentData(entry);
enable_hooks(out, false);
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
if (!gamemode || *gamemode == game_mode::DWARF)
{
bool enable = World::GetPersistentData("fix-armory/enabled").isValid();
if (enable)
{
out.print("Enabling the fix-armory plugin.\n");
enable_hooks(out, true);
}
else
enable_hooks(out, false);
}
break;
case SC_MAP_UNLOADED:
enable_hooks(out, false);
default:
break;
}
return CR_OK;
}
static command_result fix_armory(color_ostream &out, vector <string> &parameters)
{
CoreSuspender suspend;
if (parameters.empty())
return CR_WRONG_USAGE;
string cmd = parameters[0];
if (cmd == "enable")
{
enable_plugin(out);
}
else if (cmd == "disable")
{
disable_plugin(out);
}
else
return CR_WRONG_USAGE;
return CR_OK;
}