dfhack/plugins/tubefill.cpp

113 lines
3.7 KiB
C++

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// Adamantine tube filler. It fills the hollow ones.
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#include <stdint.h>
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#include <iostream>
#include <map>
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#include <vector>
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#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Maps.h"
#include "modules/World.h"
#include "modules/Gui.h"
#include "TileTypes.h"
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using namespace DFHack;
using namespace DFHack::Simple;
using df::global::world;
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DFhackCExport command_result tubefill(DFHack::Core * c, std::vector<std::string> & params);
DFhackCExport const char * plugin_name ( void )
{
return "tubefill";
}
DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
{
commands.clear();
commands.push_back(PluginCommand("tubefill","Fill in all the adamantine tubes again.",tubefill));
return CR_OK;
}
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DFhackCExport command_result plugin_shutdown ( Core * c )
{
return CR_OK;
}
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DFhackCExport command_result tubefill(DFHack::Core * c, std::vector<std::string> & params)
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{
uint64_t count = 0;
for(int i = 0; i < params.size();i++)
{
if(params[i] == "help" || params[i] == "?")
{
c->con.print("Replenishes mined out adamantine and hollow adamantine tubes.\n"
"May cause !!FUN!!\n"
);
return CR_OK;
}
}
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c->Suspend();
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if (!Maps::IsValid())
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{
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c->con.printerr("Map is not available!\n");
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c->Resume();
return CR_FAILURE;
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}
// walk the map
for (uint32_t i = 0; i < world->map.map_blocks.size(); i++)
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{
df::map_block *block = world->map.map_blocks[i];
df::map_block *above = Maps::getBlockAbs(block->map_pos.x, block->map_pos.y, block->map_pos.z + 1);
if (block->local_feature == -1)
continue;
DFHack::t_feature feature;
DFCoord coord(block->map_pos.x >> 4, block->map_pos.y >> 4, block->map_pos.z);
if (!Maps::GetLocalFeature(feature, coord, block->local_feature))
continue;
if (feature.type != df::feature_type::deep_special_tube)
continue;
for (uint32_t x = 0; x < 16; x++)
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{
for (uint32_t y = 0; y < 16; y++)
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{
if (!block->designation[x][y].bits.feature_local)
continue;
// Is the tile already a wall?
if (tileShape(block->tiletype[x][y]) == WALL)
continue;
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// Does the tile contain liquid?
if (block->designation[x][y].bits.flow_size)
continue;
// Set current tile, as accurately as can be expected
// block->tiletype[x][y] = findSimilarTileType(block->tiletype[x][y], WALL);
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// Check the tile above this one, in case we need to add a floor
if (above)
{
if ((tileShape(above->tiletype[x][y]) == EMPTY) || (tileShape(above->tiletype[x][y]) == RAMP_TOP))
{
// if this tile isn't a local feature, it's likely the tile underneath was originally just a floor
// it's also possible there was just solid non-feature stone above, but we don't care enough to check
if (!above->designation[x][y].bits.feature_local)
continue;
above->tiletype[x][y] = findTileType(FLOOR, FEATSTONE, tilevariant_invalid, TILE_NORMAL, TileDirection());
}
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}
block->tiletype[x][y] = findTileType(WALL, FEATSTONE, tilevariant_invalid, TILE_NORMAL, TileDirection());
++count;
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}
}
}
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c->Resume();
c->con.print("Found and changed %d tiles.\n", count);
return CR_OK;
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}