dfhack/plugins/changelayer.cpp

397 lines
14 KiB
C++

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