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# pragma once
# include <array>
# include <string>
# include <vector>
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# include "df/world_region_type.h"
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using namespace std ;
using std : : array ;
using std : : ostringstream ;
using std : : string ;
using std : : vector ;
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# define fileresult_file_name ". / data / init / embark_assistant_fileresult.txt"
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namespace embark_assist {
namespace defs {
// Survey types
//
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enum class river_sizes : int8_t {
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None ,
Brook ,
Stream ,
Minor ,
Medium ,
Major
} ;
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const uint8_t Clear_Aquifer_Bits = 0 ;
const uint8_t None_Aquifer_Bit = 1 ;
const uint8_t Light_Aquifer_Bit = 2 ;
const uint8_t Heavy_Aquifer_Bit = 4 ;
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enum class tree_levels : int8_t {
None ,
Very_Scarce ,
Scarce ,
Woodland ,
Heavily_Forested
} ;
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struct mid_level_tile {
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uint8_t aquifer = Clear_Aquifer_Bits ;
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bool clay = false ;
bool sand = false ;
bool flux = false ;
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bool coal = false ;
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int8_t soil_depth ;
int8_t offset ;
int16_t elevation ;
bool river_present = false ;
int16_t river_elevation = 100 ;
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int8_t adamantine_level ; // -1 = none, 0 .. 3 = cavern 1 .. magma sea. Currently not used beyond present/absent.
int8_t magma_level ; // -1 = none, 0 .. 3 = cavern 3 .. surface/volcano
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int8_t biome_offset ;
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tree_levels trees ;
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uint8_t savagery_level ; // 0 - 2
uint8_t evilness_level ; // 0 - 2
std : : vector < bool > metals ;
std : : vector < bool > economics ;
std : : vector < bool > minerals ;
} ;
typedef std : : array < std : : array < mid_level_tile , 16 > , 16 > mid_level_tiles ;
struct region_tile_datum {
bool surveyed = false ;
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bool survey_completed = false ;
bool neighboring_clay = false ; // These elements are updated after the survey by checking if there are any border MLTs in neighboring tiles that would would provide the resource
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bool neighboring_sand = false ; // if they actually provided an incursion. This allows the code to add these potential tiles to the ones checked.
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uint8_t neighboring_aquifer = Clear_Aquifer_Bits ;
uint8_t aquifer = Clear_Aquifer_Bits ;
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uint16_t clay_count = 0 ;
uint16_t sand_count = 0 ;
uint16_t flux_count = 0 ;
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uint16_t coal_count = 0 ;
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uint8_t min_region_soil = 10 ;
uint8_t max_region_soil = 0 ;
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uint8_t max_waterfall = 0 ;
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river_sizes river_size ;
int16_t biome_index [ 10 ] ; // Indexed through biome_offset; -1 = null, Index of region, [0] not used
int16_t biome [ 10 ] ; // Indexed through biome_offset; -1 = null, df::biome_type, [0] not used
uint8_t biome_count ;
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int16_t min_temperature [ 10 ] ; // Indexed through biome_offset; -30000 = null, Urists - 10000, [0] not used
int16_t max_temperature [ 10 ] ; // Indexed through biome_offset; -30000 = null, Urists - 10000, [0] not used
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tree_levels min_tree_level = embark_assist : : defs : : tree_levels : : Heavily_Forested ;
tree_levels max_tree_level = embark_assist : : defs : : tree_levels : : None ;
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bool blood_rain [ 10 ] ;
bool blood_rain_possible ;
bool blood_rain_full ;
bool permanent_syndrome_rain [ 10 ] ;
bool permanent_syndrome_rain_possible ;
bool permanent_syndrome_rain_full ;
bool temporary_syndrome_rain [ 10 ] ;
bool temporary_syndrome_rain_possible ;
bool temporary_syndrome_rain_full ;
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bool reanimating [ 10 ] ;
bool reanimating_possible ;
bool reanimating_full ;
bool thralling [ 10 ] ;
bool thralling_possible ;
bool thralling_full ;
uint16_t savagery_count [ 3 ] ;
uint16_t evilness_count [ 3 ] ;
std : : vector < bool > metals ;
std : : vector < bool > economics ;
std : : vector < bool > minerals ;
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std : : vector < int16_t > neighbors ; // entity_raw indices
uint8_t necro_neighbors ;
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mid_level_tile north_row [ 16 ] ;
mid_level_tile south_row [ 16 ] ;
mid_level_tile west_column [ 16 ] ;
mid_level_tile east_column [ 16 ] ;
uint8_t north_corner_selection [ 16 ] ; // 0 - 3. For some reason DF stores everything needed for incursion
uint8_t west_corner_selection [ 16 ] ; // detection in 17:th row/colum data in the region details except
// this info, so we have to go to neighboring world tiles to fetch it.
df : : world_region_type region_type [ 16 ] [ 16 ] ; // Required for incursion override detection. We could store only the
// edges, but storing it for every tile allows for a unified fetching
// logic.
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int8_t north_row_biome_x [ 16 ] ; // "biome_x" data cached for the northern row for access from the north.
int8_t west_column_biome_y [ 16 ] ; // "biome_y" data cached for the western row for access from the west.
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} ;
struct geo_datum {
uint8_t soil_size = 0 ;
bool top_soil_only = true ;
bool top_soil_aquifer_only = true ;
bool aquifer_absent = true ;
bool clay_absent = true ;
bool sand_absent = true ;
bool flux_absent = true ;
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bool coal_absent = true ;
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std : : vector < bool > possible_metals ;
std : : vector < bool > possible_economics ;
std : : vector < bool > possible_minerals ;
} ;
typedef std : : vector < geo_datum > geo_data ;
struct sites {
uint8_t x ;
uint8_t y ;
char type ;
} ;
struct site_infos {
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bool incursions_processed ;
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uint8_t aquifer ;
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uint8_t min_soil ;
uint8_t max_soil ;
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bool flat ;
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uint8_t max_waterfall ;
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bool clay ;
bool sand ;
bool flux ;
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bool coal ;
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bool blood_rain ;
bool permanent_syndrome_rain ;
bool temporary_syndrome_rain ;
bool reanimating ;
bool thralling ;
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std : : vector < uint16_t > metals ;
std : : vector < uint16_t > economics ;
std : : vector < uint16_t > minerals ;
// Could add savagery, evilness, and biomes, but DF provides those easily.
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std : : vector < int16_t > neighbors ; // entity_raw indices
uint8_t necro_neighbors ;
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} ;
typedef std : : vector < sites > site_lists ;
typedef std : : vector < std : : vector < region_tile_datum > > world_tile_data ;
typedef bool mlt_matches [ 16 ] [ 16 ] ;
// An embark region match is indicated by marking the top left corner
// tile as a match. Thus, the bottom and right side won't show matches
// unless the appropriate dimension has a width of 1.
struct matches {
bool preliminary_match ;
bool contains_match ;
mlt_matches mlt_match ;
} ;
typedef std : : vector < std : : vector < matches > > match_results ;
// matcher types
//
enum class evil_savagery_values : int8_t {
NA = - 1 ,
All ,
Present ,
Absent
} ;
enum class evil_savagery_ranges : int8_t {
Low ,
Medium ,
High
} ;
enum class aquifer_ranges : int8_t {
NA = - 1 ,
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None ,
At_Most_Light ,
None_Plus_Light ,
None_Plus_At_Least_Light ,
Light ,
At_Least_Light ,
None_Plus_Heavy ,
At_Most_Light_Plus_Heavy ,
Light_Plus_Heavy ,
None_Light_Heavy ,
Heavy
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} ;
enum class river_ranges : int8_t {
NA = - 1 ,
None ,
Brook ,
Stream ,
Minor ,
Medium ,
Major
} ;
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// For possible future use. That's the level of data actually collected.
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// enum class adamantine_ranges : int8_t {
// NA = -1,
// Cavern_1,
// Cavern_2,
// Cavern_3,
// Magma_Sea
// };
enum class magma_ranges : int8_t {
NA = - 1 ,
Cavern_3 ,
Cavern_2 ,
Cavern_1 ,
Volcano
} ;
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enum class yes_no_ranges : int8_t {
NA = - 1 ,
Yes ,
No
} ;
enum class all_present_ranges : int8_t {
All ,
Present
} ;
enum class present_absent_ranges : int8_t {
NA = - 1 ,
Present ,
Absent
} ;
enum class soil_ranges : int8_t {
NA = - 1 ,
None ,
Very_Shallow ,
Shallow ,
Deep ,
Very_Deep
} ;
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enum class syndrome_rain_ranges : int8_t {
NA = - 1 ,
Any ,
Permanent ,
Temporary ,
Not_Permanent ,
None
} ;
enum class reanimation_ranges : int8_t {
NA = - 1 ,
Both ,
Any ,
Thralling ,
Reanimation ,
Not_Thralling ,
None
} ;
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enum class freezing_ranges : int8_t {
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NA = - 1 ,
Permanent ,
At_Least_Partial ,
Partial ,
At_Most_Partial ,
Never
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} ;
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enum class tree_ranges : int8_t {
NA = - 1 ,
None ,
Very_Scarce , // DF dislays this with a different color but still the "scarce" text
Scarce ,
Woodland ,
Heavily_Forested
} ;
struct neighbor {
int16_t entity_raw ; // entity_raw
present_absent_ranges present ;
} ;
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struct finders {
uint16_t x_dim ;
uint16_t y_dim ;
evil_savagery_values savagery [ static_cast < int8_t > ( evil_savagery_ranges : : High ) + 1 ] ;
evil_savagery_values evilness [ static_cast < int8_t > ( evil_savagery_ranges : : High ) + 1 ] ;
aquifer_ranges aquifer ;
river_ranges min_river ;
river_ranges max_river ;
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int8_t min_waterfall ; // N/A(-1), Absent, 1-50
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yes_no_ranges flat ;
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present_absent_ranges clay ;
present_absent_ranges sand ;
present_absent_ranges flux ;
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present_absent_ranges coal ;
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soil_ranges soil_min ;
all_present_ranges soil_min_everywhere ;
soil_ranges soil_max ;
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freezing_ranges freezing ;
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yes_no_ranges blood_rain ; // Will probably blow up with the magic release arcs...
syndrome_rain_ranges syndrome_rain ;
reanimation_ranges reanimation ;
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int8_t spire_count_min ; // N/A(-1), 0-9
int8_t spire_count_max ; // N/A(-1), 0-9
magma_ranges magma_min ;
magma_ranges magma_max ;
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int8_t biome_count_min ; // N/A(-1), 1-9
int8_t biome_count_max ; // N/A(-1), 1-9
int8_t region_type_1 ; // N/A(-1), df::world_region_type
int8_t region_type_2 ; // N/A(-1), df::world_region_type
int8_t region_type_3 ; // N/A(-1), df::world_region_type
int8_t biome_1 ; // N/A(-1), df::biome_type
int8_t biome_2 ; // N/A(-1), df::biome_type
int8_t biome_3 ; // N/A(-1), df::biome_type
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tree_ranges min_trees ;
tree_ranges max_trees ;
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int16_t metal_1 ; // N/A(-1), 0-max_inorganic;
int16_t metal_2 ; // N/A(-1), 0-max_inorganic;
int16_t metal_3 ; // N/A(-1), 0-max_inorganic;
int16_t economic_1 ; // N/A(-1), 0-max_inorganic;
int16_t economic_2 ; // N/A(-1), 0-max_inorganic;
int16_t economic_3 ; // N/A(-1), 0-max_inorganic;
int16_t mineral_1 ; // N/A(-1), 0-max_inorganic;
int16_t mineral_2 ; // N/A(-1), 0-max_inorganic;
int16_t mineral_3 ; // N/A(-1), 0-max_inorganic;
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int8_t min_necro_neighbors ; // N/A(-1), 0 - 9, where 9 = 9+
int8_t max_necro_neighbors ; // N/A(-1), 0 - 9, where 9 = 9+
int8_t min_civ_neighbors ; // N/A(-1), 0 - 9, where 9 = 9+
int8_t max_civ_neighbors ; // N/A(-1), 0 - 9, where 9 = 9+
std : : vector < neighbor > neighbors ;
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} ;
struct match_iterators {
bool active ;
uint16_t x ; // x position of focus when iteration started so we can return it.
uint16_t y ; // y
uint16_t i ;
uint16_t k ;
bool x_right ;
bool y_down ;
bool inhibit_x_turn ;
bool inhibit_y_turn ;
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uint16_t target_location_x ;
uint16_t target_location_y ;
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uint16_t count ;
finders finder ;
} ;
typedef void ( * find_callbacks ) ( embark_assist : : defs : : finders finder ) ;
}
}