dfhack/plugins/dwarfvet.cpp

831 lines
30 KiB
C++

/**
* Copyright (c) 2015, Michael Casadevall
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
**/
#include "Console.h"
#include "Core.h"
#include "DataDefs.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/EventManager.h"
#include "modules/Units.h"
#include "modules/Buildings.h"
#include "modules/Maps.h"
#include "modules/Job.h"
#include "df/animal_training_level.h"
#include "df/building_type.h"
#include "df/caste_raw.h"
#include "df/caste_raw_flags.h"
#include "df/creature_raw.h"
#include "df/job.h"
#include "df/general_ref_unit_workerst.h"
#include "df/profession.h"
#include "df/ui.h"
#include "df/unit.h"
#include "df/unit_health_info.h"
#include "df/unit_health_flags.h"
#include "df/world.h"
#include <map>
#include <vector>
using namespace DFHack;
using namespace DFHack::Units;
using namespace DFHack::Buildings;
using namespace std;
DFHACK_PLUGIN("dwarfvet");
DFHACK_PLUGIN_IS_ENABLED(dwarfvet_enabled);
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(world);
static vector<int32_t> tracked_units;
static int32_t howOften = 100;
struct hospital_spot {
int32_t x;
int32_t y;
int32_t z;
};
class Patient {
public:
// Constructor/Deconstrctor
Patient(int32_t id, int spot_index, int32_t x, int32_t y, int32_t z);
int32_t getID() { return this->id; };
int32_t getSpotIndex() { return this->spot_index; };
int32_t returnX() { return this->spot_in_hospital.x; };
int32_t returnY() { return this->spot_in_hospital.y; };
int32_t returnZ() { return this->spot_in_hospital.z; };
private:
struct hospital_spot spot_in_hospital;
int id;
int spot_index;
};
Patient::Patient(int32_t id, int32_t spot_index, int32_t x, int32_t y, int32_t z){
this->id = id;
this->spot_in_hospital.x = x;
this->spot_in_hospital.y = y;
this->spot_in_hospital.z = z;
}
class AnimalHospital {
public:
// Constructor
AnimalHospital(df::building *, color_ostream &out);
~AnimalHospital();
int32_t getID() { return id; }
bool acceptPatient(int32_t id, color_ostream&);
void processPatients(color_ostream &out);
void dischargePatient(Patient * patient, color_ostream &out);
void calculateHospital(bool force, color_ostream &out);
void reportUsage(color_ostream &out);
// GC
bool to_be_deleted;
private:
int spots_open;
int32_t id;
int32_t x1;
int32_t x2;
int32_t y1;
int32_t y2;
int32_t z;
int height;
int length;
// Doing an actual array in C++ is *annoying*, bloody copy constructors */
vector<bool> spots_in_use;
vector<int32_t> building_in_hospital_notification; /* If present, we already notified about this */
vector<Patient*> accepted_patients;
};
AnimalHospital::AnimalHospital(df::building * building, color_ostream &out) {
// Copy in what we need to know
id = building->id;
x1 = building->x1;
x2 = building->x2;
y1 = building->y1;
y2 = building->y2;
z = building->z;
// Determine how many spots we have for animals
this->length = x2-x1+1;
this->height = y2-y1+1;
// And calculate the hospital!
this->calculateHospital(true, out);
}
AnimalHospital::~AnimalHospital() {
// Go through and delete all the patients
for (vector<Patient*>::iterator accepted_patient = this->accepted_patients.begin(); accepted_patient != this->accepted_patients.end(); accepted_patient++) {
delete (*accepted_patient);
}
}
bool AnimalHospital::acceptPatient(int32_t id, color_ostream &out) {
// This function determines if we can accept a patient, and if we will.
this->calculateHospital(true, out);
// First, do we have room?
if (!spots_open) return false;
// Yup, let's find the next open spot,
// and give it to our patient
int spot_cur = 0; // fuck the STL for requiring a second counter to make this usable
for (vector<bool>::iterator spot = this->spots_in_use.begin(); spot != this->spots_in_use.end(); spot++) {
if (*spot == false) {
*spot = true;
break;
}
spot_cur++;
}
spots_open--;
// Convert the spot into x/y/z cords.
int offset_y = spot_cur/length;
int offset_x = spot_cur%length;
// Create the patient!
Patient * patient = new Patient(id,
spot_cur,
this->x1+offset_x,
this->y1+offset_y,
this->z
);
accepted_patients.push_back(patient);
return true;
}
// Before any use of the hospital, we need to make calculate open spots
// and such. This can change (i.e. stuff built in hospital) and
// such so it should be called on each function.
void AnimalHospital::reportUsage(color_ostream &out) {
// Debugging tool to see parts of the hospital in use
int length_cursor = this->length;
for (vector<bool>::iterator spot = this->spots_in_use.begin(); spot != this->spots_in_use.end(); spot++) {
if (*spot) out.print("t");
if (!(*spot)) out.print("f");
length_cursor--;
if (length_cursor < 0) {
out.print("\n");
length_cursor = this->length;
}
}
out.print("\n");
}
void AnimalHospital::calculateHospital(bool force, color_ostream &out) {
// Only calculate out the hospital if we actually have a patient in it
// (acceptPatient will forcibly rerun this to make sure everything OK
// Should reduce FPS impact of each calculation tick when the hospitals
// are not in use
//if (!force || (spots_open == length*height)) {
// Hospital is idle, don't recalculate
// return;
//}
// Calculate out the total area of the hospital
// This can change if a hospital has been resized
this->spots_open = length*height;
this->spots_in_use.assign(this->spots_open, false);
// The spots_in_use maps one to one with a spot
// starting at the upper-left hand corner, then
// across, then down. i.e.
//
// given hospital zone:
//
// UU
// uU
//
// where U is in use, and u isn't, the array
// would be t,t,f,t
// Walk the building array and see what stuff is in the hospital,
// then walk the patient array and remark those spots as used.
// If a patient is in an invalid spot, reassign it
for (df::building *building : world->buildings.all) {
// Check that we're not comparing ourselves;
if (building->id == this->id) {
continue;
}
// Check if the building is on our z level, if it isn't
// then it can't overlap the hospital (until Toady implements
// multi-z buildings
if (building->z != this->z) {
continue;
}
// DF defines activity zones multiple times in the building structure
// If axises agree with each other, we're looking at a reflection of
// ourselves
if (building->x1 == this->x1 &&
building->x2 == this->x2 &&
building->y1 == this->y1 &&
building->y2 == this->y2) {
continue;
}
// Check for X/Y overlap
// I can't believe I had to look this up -_-;
// http://stackoverflow.com/questions/306316/determine-if-two-rectangles-overlap-each-other
if ((this->x1 > building->x2 ||
building->x1 > this->x2 ||
this->y1 > building->y2 ||
building->y1 > this->y2)) {
continue;
}
// Crap, building overlaps, we need to figure out where it is in the hospital
// NOTE: under some conditions, this generates a false warning. Not a lot I can do about it
// Mark spots used by that building as used; FIXME: handle special logic for traction benches and such
int building_offset_x = building->x1 - this->x1;
int building_offset_y = building->y1 - this->y1;
int building_length = building->x2 - building->x1 + 1;
int building_height = building->y2 - building->y1 + 1;
// Cap the used calculation to only include the part in the hospital
if (this->x1 > building->x1) {
building_offset_x -= (this->x1 - building->x1);
}
if (this->y1 > building->y1) {
building_offset_y -= (building->y1 - this->y1);
}
if ((this->x2 < building->x2) && building_offset_x) {
building_length -= (this->x2 - building->x2) + 1;
}
if ((this->y2 < building->y2) && building_offset_y) {
building_height = (building->y2 - this->y2) + 1;
}
// Quick explination, if a building is north or east of the activity zone,
// we get a negative offset, we'll just skip those lines below. If its
// south or west, we make the building length/height lower to compinsate.
/* if we have a negative x offset, we correct that */
if (building_offset_x < 0) {
building_height += building_offset_x;
building_offset_x = 0;
}
/* Handle negative y offset */
if (building_offset_y < 0) {
building_length += building_offset_y;
building_offset_y = 0;
};
/* Advance the pointer to first row we need to mark */
int spot_cur = 0;
if (building_offset_y) {
spot_cur = (length+1) * building_offset_y;
}
spot_cur += building_offset_x;
/* Start marking! */
for (int i = 0; i < building_height; i++) {
for (int j = 0; j < building_length; j++) {
spots_in_use[spot_cur+j] = true;
}
// Wind the cursor to the start of the next row
spot_cur += length+1;
}
// *phew*, done. Now repeat the process for the next building!
}
}
// Self explanatory
void AnimalHospital::dischargePatient(Patient * patient, color_ostream &out) {
int32_t id = patient->getID();
// Remove them from the hospital
// We can safely iterate here because once we delete the unit
// we no longer use the iterator
for (vector<Patient*>::iterator accepted_patient = this->accepted_patients.begin(); accepted_patient != this->accepted_patients.end(); accepted_patient++) {
if ( (*accepted_patient)->getID() == id) {
out.print("Discharging unit %d from hospital %d\n", id, this->id);
// Reclaim their spot
spots_in_use[(*accepted_patient)->getSpotIndex()] = false;
this->spots_open++;
delete (*accepted_patient);
this->accepted_patients.erase(accepted_patient);
break;
}
}
// And the master list
for (vector<int32_t>::iterator it = tracked_units.begin(); it != tracked_units.end(); it++) {
if ((*it) == id) {
tracked_units.erase(it);
break;
}
}
return;
}
void AnimalHospital::processPatients(color_ostream &out) {
// Where the magic happens
for (vector<Patient*>::iterator patient = this->accepted_patients.begin(); patient != this->accepted_patients.end(); patient++) {
int id = (*patient)->getID();
2018-04-06 00:18:15 -06:00
df::unit * real_unit = nullptr;
// Appears the health bits can get freed/realloced too -_-;, Find the unit from the main
// index and check it there.
auto units = world->units.all;
for ( size_t a = 0; a < units.size(); a++ ) {
real_unit = units[a];
if (real_unit->id == id) {
break;
}
}
// Check to make sure the unit hasn't expired before assigning a job, or if they've been healed
2018-04-06 00:18:15 -06:00
if (!real_unit || real_unit->flags1.bits.dead || !real_unit->health->flags.bits.needs_healthcare) {
// discharge the patient from the hospital
this->dischargePatient(*patient, out);
return;
}
// Give the unit a job if they don't have any
if (!real_unit->job.current_job) {
// Create REST struct
df::job * job = new df::job;
DFHack::Job::linkIntoWorld(job);
job->pos.x = (*patient)->returnX();
job->pos.y = (*patient)->returnY();
job->pos.z = (*patient)->returnZ();
job->flags.bits.special = 1;
job->job_type = df::enums::job_type::Rest;
df::general_ref *ref = df::allocate<df::general_ref_unit_workerst>();
ref->setID(real_unit->id);
job->general_refs.push_back(ref);
real_unit->job.current_job = job;
job->wait_timer = 1600;
out.print("Telling intelligent unit %d to report to the hospital!\n", real_unit->id);
}
}
}
static vector<AnimalHospital*> animal_hospital_zones;
void delete_animal_hospital_vector(color_ostream &out) {
out.print("Clearing all animal hospitals\n");
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
delete (*animal_hospital);
}
animal_hospital_zones.clear();
}
command_result dwarfvet(color_ostream &out, std::vector <std::string> & parameters);
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"dwarfvet",
"Allows animals to be cared for in animal hospitals (activity zones that are animal training + hospital combined).",
dwarfvet,
false, //allow non-interactive use
"dwarfvet enable\n"
" enables animals to use animal hospitals (requires dwarf with Animal Caretaker labor enabled)\n"
"dwarfvet report\n"
" displays all zones dwarfvet considers animal hospitals and their current location on the map\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
bool isActiveAnimalHospital(df::building * building) {
if (Buildings::isHospital(building) && Buildings::isAnimalTraining(building) && Buildings::isActive(building)) {
return true;
}
return false;
}
bool compareAnimalHospitalZones(df::building * hospital1, df::building * hospital2) {
// We compare hospitals by checking if positions are identical, not by ID
// since activity zones can easily be changed in size
if ( hospital1->x1 == hospital2->x1 &&
hospital1->x2 == hospital2->x2 &&
hospital1->y1 == hospital2->y1 &&
hospital1->y2 == hospital2->y2 &&
2018-04-06 00:18:15 -06:00
hospital1->z == hospital2->z) {
return true;
}
return false;
}
void tickHandler(color_ostream& out, void* data) {
if ( !dwarfvet_enabled )
return;
CoreSuspender suspend;
int32_t own_race_id = df::global::ui->race_id;
int32_t own_civ_id = df::global::ui->civ_id;
auto units = world->units.all;
/**
* Generate a list of animal hospitals on the map
*
* Since activity zones can change any instant given user interaction
* we need to be constantly on the lookout for changed zones, and update
* our cached list on the fly if necessary.
**/
vector<df::building*> hospitals_on_map;
// Because C++ iterators suck, we're going to build a temporary vector with the AHZ, and then
// copy it for my own bloody sanity (and compilance with the STL spec)
vector<AnimalHospital*> ahz_scratch;
// Holding area for things to be added to the scratch
vector<df::building*> to_be_added;
// Walk the building tree, and generate a list of animal hospitals on the map
for (size_t b =0 ; b < world->buildings.all.size(); b++) {
df::building* building = world->buildings.all[b];
if (isActiveAnimalHospital(building)) {
hospitals_on_map.push_back(building);
}
}
int count_of_hospitals = hospitals_on_map.size();
int hospitals_cached = animal_hospital_zones.size();
//out.print ("count_of_Hospitals: %d, hospitals_cached: %d\n", count_of_hospitals, hospitals_cached);
// It's possible our hospital cache is empty, if so, simply copy it, and jump to the main logic
if (!hospitals_cached && count_of_hospitals) {
out.print("Populating hospital cache:\n");
for (df::building *current_hospital : hospitals_on_map) {
AnimalHospital * hospital = new AnimalHospital(current_hospital, out);
out.print(" Found animal hospital %d at x1: %d, y1: %d, z: %d from valid hospital list\n",
hospital->getID(),
current_hospital->x1,
current_hospital->y1,
current_hospital->z
);
animal_hospital_zones.push_back(hospital);
}
goto processUnits;
}
if (!count_of_hospitals && !hospitals_cached) {
// No hospitals found, delete any cache, and return
delete_animal_hospital_vector(out);
out.print("No hospitals found, plugin sleeping ...\n");
goto cleanup;
}
// Now walk our list of known hospitals, do a bit of checking, then compare
// TODO: this doesn't handle zone resizes at all
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
// If a zone is changed at all, DF seems to reallocate it.
//
// Each AnimalHospital has a "to_be_deleted" bool. We're going to set that to true, and clear it if we can't
// find a matching hospital. This limits the number of times we need to walk through the AHZ list to twice, and
// lets us cleanly report it later
//
// Surviving hospitals will be copied to scratch which will become the new AHZ vector
(*animal_hospital)->to_be_deleted = true;
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
/* Keep the hospital if its still valid */
if ((*animal_hospital)->getID() == (*current_hospital)->id) {
ahz_scratch.push_back(*animal_hospital);
(*animal_hospital)->to_be_deleted = false;
break;
}
}
}
// Report what we're deleting by checking the to_be_deleted bool.
//
// Whatsever left is added to the pending add list
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
if ((*animal_hospital)->to_be_deleted) {
out.print("Hospital #%d removed\n", (*animal_hospital)->getID());
delete *animal_hospital;
}
}
/* Now we need to walk the scratch and add anything that is a hospital and wasn't in the vector */
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
bool new_hospital = true;
for (vector<AnimalHospital*>::iterator animal_hospital = ahz_scratch.begin(); animal_hospital != ahz_scratch.end(); animal_hospital++) {
if ((*animal_hospital)->getID() == (*current_hospital)->id) {
// Next if we're already here
new_hospital = false;
break;
}
}
// Add it if its new
if (new_hospital == true) to_be_added.push_back(*current_hospital);
}
/* Now add it to the scratch AHZ */
for (vector<df::building*>::iterator current_hospital = to_be_added.begin(); current_hospital != to_be_added.end(); current_hospital++) {
// Add it to the vector
out.print("Adding new hospital #id at x1 %d y1: %d z: %d\n",
(*current_hospital)->id,
(*current_hospital)->x1,
(*current_hospital)->y1,
(*current_hospital)->z
);
AnimalHospital * hospital = new AnimalHospital(*current_hospital, out);
ahz_scratch.push_back(hospital);
}
/* Copy the scratch to the AHZ */
animal_hospital_zones = ahz_scratch;
// We always recheck the cache instead of counts because someone might have removed then added a hospital
/* if (hospitals_cached != count_of_hospitals) {
out.print("Hospitals on the map changed, rebuilding cache\n");
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
bool add_hospital = true;
for (vector<AnimalHospital*>::iterator map_hospital = animal_hospital_zones.begin(); map_hospital != animal_hospital_zones.end(); map_hospital++) {
if (compareAnimalHospitalZones(*map_hospital, *current_hospital)) {
// Same hospital, we're good
add_hospital = false;
break;
}
}
// Add it to the list
if (add_hospital) {
out.print("Adding zone at x1: %d, y1: %d to valid hospital list\n", (*current_hospital)->x1, (*current_hospital)->y1);
animal_hospital_zones.push_back(*current_hospital);
}
}
}
*/
processUnits:
/* Code borrowed from petcapRemover.cpp */
for ( size_t a = 0; a < units.size(); a++ ) {
df::unit* unit = units[a];
/* As hilarious as it would be, lets not treat FB :) */
if ( unit->flags1.bits.dead || unit->flags1.bits.active_invader || unit->flags2.bits.underworld || unit->flags2.bits.visitor_uninvited || unit->flags2.bits.visitor ) {
continue;
}
if ( !Units::isTamable(unit)) {
continue;
}
/**
* So, for a unit to be elligable for the hospital, all the following must be true
*
* 1. It must be a member of our civilization
* 2. It must be tame (semi-wild counts for this)
* 2.1 If its not a dwarf, AND untame clear its civ out so traps work
* 3. It must have a health struct (which is generated by combat)
* 4. health->needs_healthcare must be set to true
* 5. If health->requires_recovery is set, the creature can't move under its own power
* and a Recover Wounded or Pen/Pasture job MUST be created by hand - TODO
* 6. An open spot in the "Animal Hospital" (activity zone with hospital+animal training set)
* must be available
*
* I apologize if this excessively verbose, but the healthcare system is stupidly conplex
* and there's tons of edgecases to watch out for, and I want someone else to ACTUALLY
* beside me able to understand what's going on
*/
// 1. Make sure its our own civ
if (!Units::isOwnCiv(unit)) {
continue;
}
// 2. Check for tameness
if (unit->training_level == df::animal_training_level::WildUntamed) {
// We don't IMMEDIATELY continue here, if the unit is
// part of our civ, it indiciates it WAS tamed, and reverted
// from SemiWild. Clear its civ flag so it looses TRAPAVOID
//
// Unfortunately, dwarves (or whatever is CIV_SELECTABLE)
// also have a default taming level of WildUntamed so
// check for this case
//
// Furthermore, it MIGHT be a werebeast, so check THAT too
// and exclude those as well.
//
// Finally, this breaks makeown. I might need to write a patch
// to set the tameness of "makeowned" units so dwarfvet can notice
// it
if (unit->race == own_race_id || unit->enemy.normal_race == own_race_id) {
continue;
} else {
unit->civ_id = -1;
out.print ("Clearing civ on unit: %d", unit->id);
}
}
// 3. Check for health struct
if (!unit->health) {
// Unit has not been injured ever; health struct MIA
continue;
}
// 4. Check the healthcare flags
if (unit->health->flags.bits.needs_healthcare) {
/**
* So, for dwarves to care for a unit it must be resting in
* in a hospital zone. Since non-dwarves never take jobs
* this why animal healthcare doesn't work for animals despite
* animal caretaker being coded in DF itself
*
* How a unit gets there is dependent on several factors. If
* a unit can move under its own power, it will take the rest
* job, with a position of a bed in the hospital, then move
* into that bed and fall asleep. This triggers a doctor to
* treat the unit.
*
* If a unit *can't* move, it will set needs_recovery, which
* creates a "Recover Wounded" job in the job list, and then
* create the "Rest" job as listed above. Another dwarf with
* the right labors will go recover the unit, then the above
* logic kicks off.
*
* The necessary flags seem to be properly set for all units
* on the map, so in theory, we just need to make the jobs and
* we're in business, but from a realism POV, I don't think
* non-sentient animals would be smart enough to go to the
* hospital on their own, so instead, we're going to do the following
*
* If a unit CAN_THINK, and can move let it act like a dwarf,
* it will try and find an open spot in the hospital, and if so,
* go there to be treated. In vanilla, the only tamable animal
* with CAN_THINK are Gremlins, so this is actually an edge case
* but its the easiest to code.
*
* TODO: figure out exact logic for non-thinking critters.
*/
// Now we need to find if this unit can be accepted at a hospital
bool awareOfUnit = false;
for (vector<int32_t>::iterator it = tracked_units.begin(); it != tracked_units.end(); it++) {
if ((*it) == unit->id) {
awareOfUnit = true;
}
}
// New unit for dwarfvet to be aware of!
if (!awareOfUnit) {
// The master list handles all patients which are accepted
// Check if this is a unit we're already aware of
for (auto animal_hospital : animal_hospital_zones) {
if (animal_hospital->acceptPatient(unit->id, out)) {
out.print("Accepted patient %d at hospital %d\n", unit->id, animal_hospital->getID());
tracked_units.push_back(unit->id);
break;
}
}
}
}
}
// The final step, process all patients!
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
(*animal_hospital)->calculateHospital(true, out);
(*animal_hospital)->processPatients(out);
}
cleanup:
EventManager::unregisterAll(plugin_self);
EventManager::EventHandler handle(tickHandler, howOften);
EventManager::registerTick(handle, howOften, plugin_self);
}
command_result dwarfvet (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
for ( size_t a = 0; a < parameters.size(); a++ ) {
if ( parameters[a] == "enable" ) {
out.print("dwarfvet enabled!\n");
dwarfvet_enabled = true;
}
if ( parameters[a] == "disable") {
out.print("dwarvet disabled!\n");
dwarfvet_enabled = false;
}
if ( parameters[a] == "report") {
out.print("Current animal hospitals are:\n");
for (size_t b =0 ; b < world->buildings.all.size(); b++) {
df::building* building = world->buildings.all[b];
if (isActiveAnimalHospital(building)) {
out.print(" at x1: %d, x2: %d, y1: %d, y2: %d, z: %d\n", building->x1, building->x2, building->y1, building->y2, building->z);
}
}
return CR_OK;
}
if ( parameters[a] == "report-usage") {
out.print("Current animal hospitals are:\n");
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
(*animal_hospital)->calculateHospital(true, out);
(*animal_hospital)->reportUsage(out);
}
return CR_OK;
}
}
if ( !dwarfvet_enabled ) {
return CR_OK;
}
EventManager::unregisterAll(plugin_self);
EventManager::EventHandler handle(tickHandler, howOften);
EventManager::registerTick(handle, howOften, plugin_self);
return CR_OK;
}
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
if (enable && !dwarfvet_enabled) {
dwarfvet_enabled = true;
}
else if (!enable && dwarfvet_enabled) {
delete_animal_hospital_vector(out);
dwarfvet_enabled = false;
}
return CR_OK;
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event)
{
case DFHack::SC_MAP_LOADED:
break;
case DFHack::SC_MAP_UNLOADED:
delete_animal_hospital_vector(out);
dwarfvet_enabled = false;
break;
default:
break;
}
return CR_OK;
}