dfhack/plugins/createitem.cpp

422 lines
13 KiB
C++

// Create arbitrary items
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "MiscUtils.h"
#include "modules/Maps.h"
#include "modules/MapCache.h"
#include "modules/Gui.h"
#include "modules/Items.h"
#include "modules/Materials.h"
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#include "modules/World.h"
#include "DataDefs.h"
#include "df/game_type.h"
#include "df/world.h"
#include "df/ui.h"
#include "df/unit.h"
#include "df/historical_entity.h"
#include "df/world_site.h"
#include "df/item.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/reaction_reagent.h"
#include "df/reaction_product_itemst.h"
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#include "df/tool_uses.h"
using std::string;
using std::vector;
using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("createitem");
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(gametype);
int dest_container = -1, dest_building = -1;
command_result df_createitem (color_ostream &out, vector <string> & parameters);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector<PluginCommand> &commands)
{
commands.push_back(PluginCommand("createitem", "Create arbitrary items.", df_createitem, false,
"Syntax: createitem <item> <material> [count]\n"
" <item> - Item token for what you wish to create, as specified in custom\n"
" reactions. If the item has no subtype, omit the :NONE.\n"
" <material> - The material you want the item to be made of, as specified\n"
" in custom reactions. For REMAINS, FISH, FISH_RAW, VERMIN,\n"
" PET, and EGG, replace this with a creature ID and caste.\n"
" [count] - How many of the item you wish to create.\n"
"\n"
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"To use this command, you must select which unit will create the items.\n"
"By default, items created will be placed at that unit's feet.\n"
"To change this, type 'createitem <destination>'.\n"
"Valid destinations:\n"
"* floor - Place items on floor beneath maker's feet.\n"
"* item - Place items inside selected container.\n"
"* building - Place items inside selected building.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
bool makeItem (df::reaction_product_itemst *prod, df::unit *unit, bool second_item = false)
{
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vector<df::reaction_product*> out_products;
vector<df::item *> out_items;
vector<df::reaction_reagent *> in_reag;
vector<df::item *> in_items;
bool is_gloves = (prod->item_type == item_type::GLOVES);
bool is_shoes = (prod->item_type == item_type::SHOES);
df::item *container = NULL;
df::building *building = NULL;
if (dest_container != -1)
container = df::item::find(dest_container);
if (dest_building != -1)
building = df::building::find(dest_building);
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prod->produce(unit, &out_products, &out_items, &in_reag, &in_items, 1, job_skill::NONE,
df::historical_entity::find(unit->civ_id),
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(World::isFortressMode()) ? df::world_site::find(ui->site_id) : NULL);
if (!out_items.size())
return false;
// if we asked to make shoes and we got twice as many as we asked, then we're okay
// otherwise, make a second set because shoes are normally made in pairs
if (is_shoes && out_items.size() == prod->count * 2)
is_shoes = false;
MapExtras::MapCache mc;
for (size_t i = 0; i < out_items.size(); i++)
{
bool on_ground = true;
if (container)
{
on_ground = false;
out_items[i]->flags.bits.removed = 1;
if (!Items::moveToContainer(mc, out_items[i], container))
out_items[i]->moveToGround(container->pos.x, container->pos.y, container->pos.z);
}
if (building)
{
on_ground = false;
out_items[i]->flags.bits.removed = 1;
if (!Items::moveToBuilding(mc, out_items[i], (df::building_actual *)building, 0))
out_items[i]->moveToGround(building->centerx, building->centery, building->z);
}
if (on_ground)
out_items[i]->moveToGround(unit->pos.x, unit->pos.y, unit->pos.z);
if (is_gloves)
{
// if the reaction creates gloves without handedness, then create 2 sets (left and right)
if (out_items[i]->getGloveHandedness() > 0)
is_gloves = false;
else
out_items[i]->setGloveHandedness(second_item ? 2 : 1);
}
}
if ((is_gloves || is_shoes) && !second_item)
return makeItem(prod, unit, true);
return true;
}
command_result df_createitem (color_ostream &out, vector <string> & parameters)
{
string item_str, material_str;
df::item_type item_type = item_type::NONE;
int16_t item_subtype = -1;
int16_t mat_type = -1;
int32_t mat_index = -1;
int count = 1;
if (parameters.size() == 1)
{
if (parameters[0] == "floor")
{
dest_container = -1;
dest_building = -1;
out.print("Items created will be placed on the floor.\n");
return CR_OK;
}
else if (parameters[0] == "item")
{
dest_building = -1;
df::item *item = Gui::getSelectedItem(out);
if (!item)
{
out.printerr("You must select a container!\n");
return CR_FAILURE;
}
switch (item->getType())
{
case item_type::FLASK:
case item_type::BARREL:
case item_type::BUCKET:
case item_type::ANIMALTRAP:
case item_type::BOX:
case item_type::BIN:
case item_type::BACKPACK:
case item_type::QUIVER:
break;
case item_type::TOOL:
if (item->hasToolUse(tool_uses::LIQUID_CONTAINER))
break;
if (item->hasToolUse(tool_uses::FOOD_STORAGE))
break;
if (item->hasToolUse(tool_uses::SMALL_OBJECT_STORAGE))
break;
if (item->hasToolUse(tool_uses::TRACK_CART))
break;
default:
out.printerr("The selected item cannot be used for item storage!\n");
return CR_FAILURE;
}
dest_container = item->id;
string name;
item->getItemDescription(&name, 0);
out.print("Items created will be placed inside %s.\n", name.c_str());
return CR_OK;
}
else if (parameters[0] == "building")
{
dest_container = -1;
df::building *building = Gui::getSelectedBuilding(out);
if (!building)
{
out.printerr("You must select a building!\n");
return CR_FAILURE;
}
switch (building->getType())
{
case building_type::Coffin:
case building_type::Furnace:
case building_type::TradeDepot:
case building_type::Shop:
case building_type::Box:
case building_type::Weaponrack:
case building_type::Armorstand:
case building_type::Workshop:
case building_type::Cabinet:
case building_type::SiegeEngine:
case building_type::Trap:
case building_type::AnimalTrap:
case building_type::Cage:
case building_type::Wagon:
case building_type::NestBox:
case building_type::Hive:
break;
default:
out.printerr("The selected building cannot be used for item storage!\n");
return CR_FAILURE;
}
if (building->getBuildStage() != building->getMaxBuildStage())
{
out.printerr("The selected building has not yet been fully constructed!\n");
return CR_FAILURE;
}
dest_building = building->id;
string name;
building->getName(&name);
out.print("Items created will be placed inside %s.\n", name.c_str());
return CR_OK;
}
else
return CR_WRONG_USAGE;
}
if ((parameters.size() < 2) || (parameters.size() > 3))
return CR_WRONG_USAGE;
item_str = parameters[0];
material_str = parameters[1];
if (parameters.size() == 3)
{
stringstream ss(parameters[2]);
ss >> count;
if (count < 1)
{
out.printerr("You cannot produce less than one item!\n");
return CR_FAILURE;
}
}
ItemTypeInfo item;
MaterialInfo material;
vector<string> tokens;
if (item.find(item_str))
{
item_type = item.type;
item_subtype = item.subtype;
}
if (item_type == item_type::NONE)
{
out.printerr("You must specify a valid item type to create!\n");
return CR_FAILURE;
}
switch (item.type)
{
case item_type::INSTRUMENT:
case item_type::TOY:
case item_type::WEAPON:
case item_type::ARMOR:
case item_type::SHOES:
case item_type::SHIELD:
case item_type::HELM:
case item_type::GLOVES:
case item_type::AMMO:
case item_type::PANTS:
case item_type::SIEGEAMMO:
case item_type::TRAPCOMP:
case item_type::TOOL:
if (item_subtype == -1)
{
out.printerr("You must specify a subtype!\n");
return CR_FAILURE;
}
default:
if (!material.find(material_str))
{
out.printerr("Unrecognized material!\n");
return CR_FAILURE;
}
mat_type = material.type;
mat_index = material.index;
break;
case item_type::REMAINS:
case item_type::FISH:
case item_type::FISH_RAW:
case item_type::VERMIN:
case item_type::PET:
case item_type::EGG:
split_string(&tokens, material_str, ":");
if (tokens.size() != 2)
{
out.printerr("You must specify a creature ID and caste for this item type!\n");
return CR_FAILURE;
}
for (size_t i = 0; i < world->raws.creatures.all.size(); i++)
{
df::creature_raw *creature = world->raws.creatures.all[i];
if (creature->creature_id == tokens[0])
{
for (size_t j = 0; j < creature->caste.size(); j++)
{
df::caste_raw *caste = creature->caste[j];
if (creature->caste[j]->caste_id == tokens[1])
{
mat_type = i;
mat_index = j;
break;
}
}
if (mat_type == -1)
{
out.printerr("The creature you specified has no such caste!\n");
return CR_FAILURE;
}
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}
}
if (mat_type == -1)
{
out.printerr("Unrecognized creature ID!\n");
return CR_FAILURE;
}
break;
case item_type::CORPSE:
case item_type::CORPSEPIECE:
case item_type::FOOD:
out.printerr("Cannot create that type of item!\n");
return CR_FAILURE;
break;
}
CoreSuspender suspend;
df::unit *unit = Gui::getSelectedUnit(out, true);
if (!unit)
{
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if (*gametype == game_type::ADVENTURE_ARENA || World::isAdventureMode())
{
// Use the adventurer unit
unit = world->units.active[0];
}
else
{
out.printerr("No unit selected!\n");
return CR_FAILURE;
}
}
if (!Maps::IsValid())
{
out.printerr("Map is not available.\n");
return CR_FAILURE;
}
df::map_block *block = Maps::getTileBlock(unit->pos.x, unit->pos.y, unit->pos.z);
if (block == NULL)
{
out.printerr("Unit does not reside in a valid map block, somehow?\n");
return CR_FAILURE;
}
df::reaction_product_itemst *prod = df::allocate<df::reaction_product_itemst>();
prod->item_type = item_type;
prod->item_subtype = item_subtype;
prod->mat_type = mat_type;
prod->mat_index = mat_index;
prod->probability = 100;
prod->count = count;
switch (item_type)
{
case item_type::BAR:
case item_type::POWDER_MISC:
case item_type::LIQUID_MISC:
case item_type::DRINK:
prod->product_dimension = 150;
break;
case item_type::THREAD:
prod->product_dimension = 15000;
break;
case item_type::CLOTH:
prod->product_dimension = 10000;
break;
default:
prod->product_dimension = 1;
break;
}
if ((dest_container != -1) && !df::item::find(dest_container))
{
dest_container = -1;
out.printerr("Previously selected container no longer exists - item will be placed on the floor.\n");
}
if ((dest_building != -1) && !df::building::find(dest_building))
{
dest_building = -1;
out.printerr("Previously selected building no longer exists - item will be placed on the floor.\n");
}
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bool result = makeItem(prod, unit);
delete prod;
if (!result)
{
out.printerr("Failed to create item!\n");
return CR_FAILURE;
}
return CR_OK;
}