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@ -22,6 +22,7 @@
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#include "df/squad.h"
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#include "df/unit.h"
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#include "df/squad_position.h"
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#include "df/squad_ammo_spec.h"
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#include "df/items_other_id.h"
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#include "df/item_weaponst.h"
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#include "df/item_armorst.h"
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@ -33,12 +34,15 @@
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#include "df/item_flaskst.h"
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#include "df/item_backpackst.h"
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#include "df/item_quiverst.h"
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#include "df/item_ammost.h"
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#include "df/building_weaponrackst.h"
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#include "df/building_armorstandst.h"
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#include "df/building_cabinetst.h"
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#include "df/building_boxst.h"
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#include "df/building_squad_use.h"
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#include "df/job.h"
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#include "df/general_ref_building_holderst.h"
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#include "df/general_ref_building_destinationst.h"
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#include "df/barrack_preference_category.h"
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#include <stdlib.h>
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@ -111,6 +115,67 @@ static bool is_assigned_item(df::item *item)
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return true;
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}
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static bool is_squad_ammo(df::item *item, df::squad *squad, bool train, bool combat)
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{
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for (size_t i = 0; i < squad->ammunition.size(); i++)
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{
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auto spec = squad->ammunition[i];
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bool cs = spec->flags.bits.use_combat;
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bool ts = spec->flags.bits.use_training;
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if (((cs || !ts) && combat) || (ts && train))
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{
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if (binsearch_index(spec->assigned, item->id) >= 0)
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return true;
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}
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}
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return false;
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}
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static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_id)
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{
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auto squads = holder->getSquads();
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if (squads)
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{
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bool target = holder->getType() == building_type::ArcheryTarget;
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for (size_t i = 0; i < squads->size(); i++)
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{
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auto use = (*squads)[i];
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if (squad_id >= 0 && use->squad_id != squad_id)
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continue;
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bool combat = use->mode.bits.squad_eq;
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bool train = target && use->mode.bits.train;
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if (combat || train)
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{
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auto squad = df::squad::find(use->squad_id);
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if (squad && is_squad_ammo(item, squad, combat, train))
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return true;
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}
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}
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}
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for (size_t i = 0; i < holder->parents.size(); i++)
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if (can_store_ammo_rec(item, holder->parents[i], squad_id))
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return true;
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return false;
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}
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static bool can_store_ammo(df::item *item, df::building *holder)
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{
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if (holder->getType() != building_type::Box)
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return false;
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return can_store_ammo_rec(item, holder, holder->getSpecificSquad());
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}
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// Check if the item is assigned to the squad member who owns this armory building
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static bool belongs_to_position(df::item *item, df::building *holder)
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{
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@ -154,6 +219,9 @@ static bool is_in_armory(df::item *item)
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return false;
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// If indeed in a building, check if it is the right one
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if (item->getType() == item_type::AMMO)
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return can_store_ammo(item, holder);
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else
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return belongs_to_position(item, holder);
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}
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@ -196,6 +264,8 @@ template<class Item> struct armory_hook : Item {
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if (erase_from_vector(ovec, &df::item::id, this->id))
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{
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// and queue it to be checked normally in 0.5-1 in-game days
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// (this is a grace period in case the uniform is dropped just
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// for a moment due to a momentary glitch)
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this->stockpile_countdown = 12 + random_int(12);
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this->stockpile_delay = 0;
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}
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@ -215,6 +285,7 @@ template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, isCollect
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, moveToGround);
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@ -226,10 +297,16 @@ template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, moveToGro
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, moveToGround);
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// Check if this item is loose and can be moved to armory
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static bool can_store_item(df::item *item)
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{
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// bad id, or cooldown timer still counting
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if (!item || item->stockpile_countdown > 0)
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return false;
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// bad flags?
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if (item->flags.bits.in_job ||
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item->flags.bits.removed ||
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item->flags.bits.in_building ||
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@ -239,6 +316,7 @@ static bool can_store_item(df::item *item)
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item->flags.bits.on_fire)
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return false;
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// in unit inventory?
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auto top = item;
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while (top->flags.bits.in_inventory)
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@ -251,6 +329,7 @@ static bool can_store_item(df::item *item)
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if (Items::getGeneralRef(top, general_ref_type::UNIT_HOLDER))
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return false;
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// already in armory?
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if (is_in_armory(item))
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return false;
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@ -280,6 +359,8 @@ static bool try_store_item(df::building *target, df::item *item)
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job->pos = tpos;
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bool dest = false;
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// Choose the job type - correct matching is needed so that
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// later canStoreItem calls would take the job into account.
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switch (target->getType()) {
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@ -295,9 +376,11 @@ static bool try_store_item(df::building *target, df::item *item)
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break;
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case building_type::Cabinet:
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job->job_type = job_type::StoreItemInCabinet;
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dest = true;
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break;
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default:
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job->job_type = job_type::StoreItemInChest;
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dest = true;
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break;
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}
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@ -314,6 +397,17 @@ static bool try_store_item(df::building *target, df::item *item)
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target->jobs.push_back(job);
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job->references.push_back(href);
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if (dest)
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{
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auto rdest = df::allocate<df::general_ref_building_destinationst>();
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if (rdest)
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{
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rdest->building_id = target->id;
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job->references.push_back(rdest);
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}
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}
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// add to job list
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Job::linkIntoWorld(job);
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return true;
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@ -340,10 +434,6 @@ static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df
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{
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auto item = df::item::find(items[j]);
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// bad id, or cooldown timer still counting
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if (!item || item->stockpile_countdown > 0)
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continue;
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// not loose
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if (!can_store_item(item))
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continue;
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@ -359,6 +449,102 @@ static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df
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}
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}
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// Use a data structure sorted by free space, to even out the load
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typedef std::map<int, std::set<df::building*> > ammo_box_set;
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static void index_boxes(df::building *root, ammo_box_set &group)
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{
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if (root->getType() == building_type::Box)
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{
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//color_ostream_proxy out(Core::getInstance().getConsole());
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//out.print("%08x %d\n", unsigned(root), root->getFreeCapacity(true));
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group[root->getFreeCapacity(true)].insert(root);
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}
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for (size_t i = 0; i < root->children.size(); i++)
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index_boxes(root->children[i], group);
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}
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static bool try_store_ammo(df::item *item, ammo_box_set &group)
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{
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int volume = item->getVolume();
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for (auto it = group.rbegin(); it != group.rend(); ++it)
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{
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if (it->first < volume)
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break;
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for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2)
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{
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auto bld = *it2;
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if (try_store_item(bld, item))
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{
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it->second.erase(bld);
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group[bld->getFreeCapacity(true)].insert(bld);
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return true;
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}
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}
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}
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return false;
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}
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// Collect chests for ammo storage
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static void index_ammo_boxes(df::squad *squad, ammo_box_set &train_set, ammo_box_set &combat_set)
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{
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for (size_t j = 0; j < squad->rooms.size(); j++)
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{
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auto room = squad->rooms[j];
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auto bld = df::building::find(room->building_id);
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// Chests in rooms marked for Squad Equipment used for combat ammo
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if (room->mode.bits.squad_eq)
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index_boxes(bld, combat_set);
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// Chests in archery ranges used for training-only ammo
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if (room->mode.bits.train && bld->getType() == building_type::ArcheryTarget)
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index_boxes(bld, train_set);
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}
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}
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// Store ammo into appropriate chests
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static void try_store_ammo(df::squad *squad)
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{
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bool indexed = false;
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ammo_box_set train_set, combat_set;
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for (size_t i = 0; i < squad->ammunition.size(); i++)
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{
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auto spec = squad->ammunition[i];
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bool cs = spec->flags.bits.use_combat;
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bool ts = spec->flags.bits.use_training;
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for (size_t j = 0; j < spec->assigned.size(); j++)
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{
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auto item = df::item::find(spec->assigned[j]);
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// not loose
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if (!can_store_item(item))
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continue;
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if (!indexed)
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{
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indexed = true;
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index_ammo_boxes(squad, train_set, combat_set);
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}
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if (cs && try_store_ammo(item, combat_set))
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continue;
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if (ts && try_store_ammo(item, train_set))
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continue;
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if (!(ts || cs) && try_store_ammo(item, combat_set))
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continue;
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}
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}
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}
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static bool is_enabled = false;
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DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
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@ -383,6 +569,8 @@ DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_ev
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try_store_item_set(pos->assigned_items, squad, pos);
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}
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try_store_ammo(squad);
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}
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return CR_OK;
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@ -408,6 +596,7 @@ static void enable_hooks(color_ostream &out, bool enable)
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
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@ -419,6 +608,7 @@ static void enable_hooks(color_ostream &out, bool enable)
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, moveToGround), enable);
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}
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static void enable_plugin(color_ostream &out)
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