404 lines
14 KiB
C++
404 lines
14 KiB
C++
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// changelayer plugin
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// allows changing the material type of geological layers
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "modules/MapCache.h"
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#include "modules/Gui.h"
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#include "TileTypes.h"
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#include "df/world_data.h"
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#include "df/world_geo_biome.h"
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#include "df/world_geo_layer.h"
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using namespace DFHack;
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using namespace df::enums;
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using namespace std;
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using std::vector;
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using std::string;
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using df::global::world;
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using df::global::cursor;
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const string changelayer_help =
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" Allows to change the material of whole geology layers.\n"
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" Can have impact on all surrounding regions, not only your embark!\n"
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" By default changing stone to soil and vice versa is not allowed.\n"
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" By default changes only the layer at the cursor position.\n"
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" Note that one layer can stretch across lots of z levels.\n"
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" By default changes only the geology which is linked to the biome under the\n"
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" cursor. That geology might be linked to other biomes as well, though.\n"
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" Mineral veins and gem clusters will stay on the map.\n"
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" Use 'changevein' for them.\n\n"
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" tl;dr: You will end up with changing quite big areas in one go.\n\n"
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"Options (first parameter MUST be the material id):\n"
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" all_biomes - Change layer for all biomes on your map.\n"
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" Result may be undesirable since the same layer\n"
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" can AND WILL be on different z-levels for different biomes.\n"
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" Use the tool 'probe' to get an idea how layers and biomes\n"
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" are distributed on your map.\n"
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" all_layers - Change all layers on your map.\n"
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" Candy mountain, anyone?\n"
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" Will make your map quite boring, but tidy.\n"
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" force - Allow changing stone to soil and vice versa.\n"
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" !!THIS CAN HAVE WEIRD EFFECTS, USE WITH CARE!!\n"
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" Note that soil will not be magically replaced with stone.\n"
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" You will, however, get a stone floor after digging so it\n"
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" will allow the floor to be engraved.\n"
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" Note that stone will not be magically replaced with soil.\n"
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" You will, however, get a soil floor after digging so it\n"
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" could be helpful for creating farm plots on maps with no soil.\n"
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" verbose - Give some more details about what is being changed.\n"
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" trouble - Give some advice for known problems.\n"
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"Example:\n"
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" changelayer GRANITE\n"
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" Convert layer at cursor position into granite.\n"
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" changelayer SILTY_CLAY force\n"
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" Convert layer at cursor position into clay even if it's stone.\n"
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" changelayer MARBLE allbiomes alllayers\n"
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" Convert all layers of all biomes into marble.\n";
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const string changelayer_trouble =
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"Known problems with changelayer:\n\n"
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" Nothing happens, the material stays the old.\n"
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" Pause/unpause the game and/or move the cursor a bit. Then retry.\n"
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" Try changing another layer, undo the changes and try again.\n"
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" Try saving and loading the game.\n\n"
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" Weird stuff happening after using the 'force' option.\n"
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" Change former stone layers back to stone, soil back to soil.\n"
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" If in doubt, use the 'probe' tool to find tiles with soil walls\n"
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" and stone layer type or the other way round.\n";
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command_result changelayer (color_ostream &out, std::vector <std::string> & parameters);
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DFHACK_PLUGIN("changelayer");
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.clear();
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commands.push_back(PluginCommand(
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"changelayer", "Change a whole geology layer.",
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changelayer, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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changelayer_help.c_str()
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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bool conversionAllowed(color_ostream &out, MaterialInfo mi, MaterialInfo ml, bool force);
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// no need to spam the "stone to soil" warning more than once
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// in case multiple biomes and/or layers are going to be changed
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static bool warned = false;
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command_result changelayer (color_ostream &out, std::vector <std::string> & parameters)
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{
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CoreSuspender suspend;
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string material;
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bool force = false;
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bool all_biomes = false;
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bool all_layers = false;
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bool verbose = false;
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warned = false;
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for(size_t i = 0; i < parameters.size();i++)
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{
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if(parameters[i] == "help" || parameters[i] == "?")
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{
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out.print(changelayer_help.c_str());
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return CR_OK;
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}
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if(parameters[i] == "trouble")
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{
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out.print(changelayer_trouble.c_str());
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return CR_OK;
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}
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if(parameters[i] == "force")
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force = true;
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if(parameters[i] == "all_biomes")
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all_biomes = true;
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if(parameters[i] == "all_layers")
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all_layers = true;
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if(parameters[i] == "verbose")
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verbose = true;
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}
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if (!Maps::IsValid())
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{
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out.printerr("Map is not available!\n");
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return CR_FAILURE;
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}
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if (parameters.empty())
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{
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out.printerr("You need to specify a material!\n");
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return CR_WRONG_USAGE;
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}
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material = parameters[0];
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MaterialInfo mat_new;
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if (!mat_new.findInorganic(material))
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{
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out.printerr("No such material!\n");
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return CR_FAILURE;
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}
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// check if specified material is stone or gem or soil
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if (mat_new.inorganic->material.flags.is_set(material_flags::IS_METAL) ||
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mat_new.inorganic->material.flags.is_set(material_flags::NO_STONE_STOCKPILE))
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{
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out.printerr("Invalid material - you must select a type of stone or gem or soil.\n");
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return CR_FAILURE;
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}
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MapExtras::MapCache mc;
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int32_t regionX, regionY, regionZ;
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Maps::getPosition(regionX,regionY,regionZ);
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int32_t cursorX, cursorY, cursorZ;
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Gui::getCursorCoords(cursorX,cursorY,cursorZ);
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if(cursorX == -30000)
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{
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out.printerr("No cursor; place cursor over tile.\n");
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return CR_FAILURE;
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}
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DFCoord cursor (cursorX,cursorY,cursorZ);
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uint32_t blockX = cursorX / 16;
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uint32_t tileX = cursorX % 16;
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uint32_t blockY = cursorY / 16;
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uint32_t tileY = cursorY % 16;
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MapExtras::Block * b = mc.BlockAt(cursor/16);
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if(!b && !b->valid)
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{
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out.printerr("No data.\n");
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return CR_OK;
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}
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mapblock40d & block = b->raw;
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df::tile_designation &des = block.designation[tileX][tileY];
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// get biome and geolayer at cursor position
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uint32_t biome = des.bits.biome;
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uint32_t layer = des.bits.geolayer_index;
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if(verbose)
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{
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out << "biome: " << biome << endl
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<< "geolayer: " << layer << endl;
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}
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// there is no Maps::WriteGeology or whatever, and I didn't want to mess with the library and add it
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// so I copied the stuff which reads the geology information and modified it to be able to change it
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//
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// a more elegant solution would probably look like this:
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// 1) modify Maps::ReadGeology to accept and fill one more optional vector
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// where the geolayer ids of the 9 biomes are stored
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// 2) call ReadGeology here, modify the data in the vectors without having to do all that map stuff
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// 3) write Maps::WriteGeology, pass the vectors, let it do it's work
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// Step 1) is optional, but it would make implementing 3) easier.
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// Otherwise that "check which geo_index is used by biome X" loop would need to be done again.
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// no need to touch the same geology more than once
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// though it wouldn't matter much since there is not much data to be processed
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vector<uint16_t> v_geoprocessed;
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v_geoprocessed.clear();
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// iterate over 8 surrounding regions + local region
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for (int i = eNorthWest; i < eBiomeCount; i++)
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{
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if(verbose)
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out << "---Biome: " << i;
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if(!all_biomes && i!=biome)
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{
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if(verbose)
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out << "-skipping" << endl;
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continue;
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}
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else
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{
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if(verbose)
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out << "-checking" << endl;
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}
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// check against worldmap boundaries, fix if needed
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// regionX is in embark squares
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// regionX/16 is in 16x16 embark square regions
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// i provides -1 .. +1 offset from the current region
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int bioRX = world->map.region_x / 16 + ((i % 3) - 1);
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if (bioRX < 0) bioRX = 0;
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if (bioRX >= world->world_data->world_width) bioRX = world->world_data->world_width - 1;
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int bioRY = world->map.region_y / 16 + ((i / 3) - 1);
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if (bioRY < 0) bioRY = 0;
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if (bioRY >= world->world_data->world_height) bioRY = world->world_data->world_height - 1;
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// get index into geoblock vector
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uint16_t geoindex = world->world_data->region_map[bioRX][bioRY].geo_index;
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if(verbose)
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out << "geoindex: " << geoindex << endl;
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bool skip = false;
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for(int g=0; g<v_geoprocessed.size(); g++)
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{
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if(v_geoprocessed.at(g)==geoindex)
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{
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if(verbose)
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out << "already processed" << endl;
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skip = true;
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break;
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}
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}
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if(skip)
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continue;
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v_geoprocessed.push_back(geoindex);
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/// geology blocks have a vector of layer descriptors
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// get the vector with pointer to layers
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df::world_geo_biome *geo_biome = df::world_geo_biome::find(geoindex);
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if (!geo_biome)
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{
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if(verbose)
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out << "no geology found here." << endl;
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continue;
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}
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vector <df::world_geo_layer*> &geolayers = geo_biome->layers;
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// complain if layer is out of range
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// geology has up to 16 layers currently, but can have less!
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if(layer >= geolayers.size() || layer < 0)
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{
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if(verbose)
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out << "layer out of range!";
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continue;
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}
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// now let's actually write the new mat id to the layer(s)
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if(all_layers)
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{
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for (size_t j = 0; j < geolayers.size(); j++)
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{
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MaterialInfo mat_old;
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mat_old.decode(0, geolayers[j]->mat_index);
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if(conversionAllowed(out, mat_new, mat_old, force))
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{
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if(verbose)
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out << "changing geolayer " << j
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<< " from " << mat_old.getToken()
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<< " to " << mat_new.getToken()
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<< endl;
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geolayers[j]->mat_index = mat_new.index;
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}
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}
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}
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else
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{
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MaterialInfo mat_old;
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mat_old.decode(0, geolayers[layer]->mat_index);
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if(conversionAllowed(out, mat_new, mat_old, force))
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{
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if(verbose)
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out << "changing geolayer " << layer
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<< " from " << mat_old.getToken()
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<< " to " << mat_new.getToken()
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<< endl;
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geolayers[layer]->mat_index = mat_new.index;
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}
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}
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}
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out.print("Done.\n");
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// Give control back to DF.
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return CR_OK;
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}
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// check if user tries to convert soil <-> stone
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// throw some warning if he does
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bool conversionAllowed(color_ostream &out, MaterialInfo mat_new, MaterialInfo mat_old, bool force)
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{
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// check if current layer mat is stone or soil:
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// by default don't allow to turn stone to soil and vice versa
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bool unsafe = false;
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bool allowed = true;
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// throw warning if user wants to change soil to stone or vice versa
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// while it does work it might be unsafe and can have weird results
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// you can't simply convert stone to soil, the rock walls will remain (same the other way round)
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// the floor will turn into soil, though, so it might be useful for creating farm plots
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// therefore it's not completely forbidden and can be enabled by the 'force' option
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if ( mat_new.inorganic->flags.is_set(inorganic_flags::SOIL_ANY)
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&& !mat_old.inorganic->flags.is_set(inorganic_flags::SOIL_ANY))
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{
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if(!warned)
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{
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out << "Changing a stone layer into soil is probably not wise." << endl
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<< "The stone will remain and you get a soil floor after digging." << endl;
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}
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unsafe = true;
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}
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else if ( !mat_new.inorganic->flags.is_set(inorganic_flags::SOIL_ANY)
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&& mat_old.inorganic->flags.is_set(inorganic_flags::SOIL_ANY))
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{
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if(!warned)
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{
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out << "Changing a soil layer into stone is probably not wise." << endl
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<< "The soil will remain and you only get a stone floor after digging." << endl;
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}
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unsafe = true;
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}
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if(unsafe)
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{
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if(force)
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{
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if(!warned)
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{
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out << "You've been warned, good luck." << endl;
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}
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allowed = true;
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}
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else
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{
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if(!warned)
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{
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out << "Use the option 'force' if you REALLY want to do that." << endl
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<< "Weird things can happen with your map, so save your game before trying!" << endl
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<< "Example: 'changelayer GRANITE force'" << endl;
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}
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allowed = false;
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}
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// avoid multiple warnings for the same stuff
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warned = true;
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}
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return allowed;
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}
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