dfhack/examples/digger.cpp

218 lines
6.2 KiB
C++

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// digger.cpp
// Usage: Call with a list of TileClass ids separated by a space,
// every (visible) tile on the map with that id will be designated for digging.
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// NOTE currently only works with trees
// TODO add a sort of "sub-target" to dig() to make it able to designate stone as well
// TODO add proper cli
// TODO add interactive text based menu
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// TODO add ability to mark num closest to cursor
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#include <iostream>
#include <integers.h>
#include <vector>
#include <list>
#include <cstdlib>
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#include <algorithm>
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using namespace std;
#include <DFTypes.h>
#include <DFTileTypes.h>
#include <DFHackAPI.h>
int vec_count(vector<uint16_t>& vec, uint16_t t)
{
int count = 0;
for (uint32_t i = 0; i < vec.size(); ++i)
{
if (vec[i] == t)
++count;
}
return count;
}
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//// manhattan distance
//int source_distance(int sx, int sy, int sz,
// int x, int y, int z, int i)
//{
// // TODO changing x and y seems to be optimized away (?)
// cout << x << " " << i << " " << i%16 << " " << x+(i%16) << endl;
//
// // handle the fact that x,y,z refers to a 16x16 grid
// //x += i%16;
// //y += i/16;
// int dx = i%16;
// int dy = i/16;
// //x *= 16;
// //y *= 16;
// //x += dx;
// //y += dy;
// return abs(sx-(x+(i%16)))+abs(sy-(y+(i/16)))+abs(sz-z);
//}
int manhattan_distance(int x, int y, int z, int xx, int yy, int zz)
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{
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return abs(x-xx)+abs(y-yy)+abs(z-zz);
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}
struct DigTarget
{
int source_distance; // the distance to the source coords, used for sorting
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int x, y, z;
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bool operator<(const DigTarget& o) { return source_distance < o.source_distance; }
};
int dig(DFHack::API& DF,
vector<uint16_t>& targets,
int num = -1,
const int x_source = 0,
const int y_source = 0,
const int z_source = 0)
{
if (num == 0)
return 0; // max limit of 0, nothing to do
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uint32_t x_max,y_max,z_max;
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DFHack::t_designation designations[16][16];
uint16_t tiles[16][16];
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//uint32_t count = 0;
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DF.getSize(x_max,y_max,z_max);
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// every tile found, will later be sorted by distance to source
vector<DigTarget> candidates;
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cout << "============================" << endl;
cout << "source is " << x_source << " " << y_source << " " << z_source << endl;
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// walk the map
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for(uint32_t x = 0; x < x_max; x++)
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{
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for(uint32_t y = 0; y < y_max; y++)
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{
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for(uint32_t z = 0; z < z_max; z++)
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{
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if (z != z_source)
continue; // hack to cut down on targets
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if(DF.isValidBlock(x,y,z))
{
// read block designations and tiletype
DF.ReadDesignations(x,y,z, (uint32_t *) designations);
DF.ReadTileTypes(x,y,z, (uint16_t *) tiles);
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// search all tiles for dig targets:
// visible, not yet marked for dig and matching tile type
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for(uint32_t lx = 0; lx < 16; lx++)
{
for(uint32_t ly = 0; ly < 16; ly++)
{
if (designations[lx][ly].bits.hidden == 0 &&
designations[lx][ly].bits.dig == 0 &&
vec_count(targets, DFHack::tileTypeTable[tiles[lx][ly]].c) > 0)
{
//cout << "target found at: ";
//cout << x << "," << y << "," << z << "," << i << endl;
//designations[i].bits.dig = DFHack::designation_default;
//++count;
DigTarget dt;
dt.x = x+lx;
dt.y = y+ly;
dt.z = z;
dt.source_distance = manhattan_distance(
x_source, y_source, z_source,
//x, y, z, i);
x+lx, y+ly, z);
candidates.push_back(dt);
cout << "target found at " << x+lx << " " << y+ly << " " << z;
cout << ", " << dt.source_distance << " tiles to source" << endl;
}
} // local y
} // local x
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}
}
}
}
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// TODO the following routine doesnt check if the tile is already marked for digging
// if we found more tiles than was requested, sort them by distance to source,
// keep the front 'num' elements and drop the rest
if (num != -1 && candidates.size() > (unsigned int)num)
{
sort(candidates.begin(), candidates.end());
candidates.resize(num);
}
num = candidates.size();
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cout << "============================" << endl;
cout << "source is " << x_source << " " << y_source << " " << z_source << endl;
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// mark the tiles for actual digging
for (vector<DigTarget>::iterator i = candidates.begin(); i != candidates.end(); ++i)
{
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int world_x = (*i).x/16;
int world_y = (*i).y/16;
int world_z = (*i).z;
int local_x = (*i).x-world_x;
int local_y = (*i).y-world_y;
cout << "designating at " << world_x+local_x << " " << world_y+local_y << " " << (*i).z;
cout << ", " << (*i).source_distance << " tiles to source" << endl;
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// TODO this could probably be made much better, theres a big chance the trees are on the same grid
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DF.ReadDesignations(world_x, world_y, world_z, (uint32_t *) designations);
designations[local_x][local_y].bits.dig = DFHack::designation_default;
DF.WriteDesignations(world_x, world_y, world_z, (uint32_t *) designations);
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}
return num;
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}
int main (int argc, const char* argv[])
{
vector<uint16_t> targets;
for (int i = 1; i < argc; ++i)
{
targets.push_back(atoi(argv[i]));
}
if (targets.size() == 0)
{
cout << "Usage: Call with a list of TileClass ids separated by a space,\n";
cout << "every (visible) tile on the map with that id will be designated for digging.\n\n";
}
else
{
DFHack::API DF("Memory.xml");
if(!DF.Attach())
{
cerr << "DF not found" << endl;
return 1;
}
DF.InitMap();
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// TODO hack until we have a proper cli to specify origin
int x_source = 134, y_source = 134, z_source = 16; // my wagon starts here; cut trees close to wagon
//DF.InitViewAndCursor();
//if (!DF.getViewCoords(x_source, y_source, z_source))
//{
// cerr << "Enable cursor" << endl;
// return 1;
//}
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int count = dig(DF, targets, 10, x_source, y_source, z_source); // <-- important part
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cout << count << " targets designated" << endl;
DF.Detach();
}
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}