Merge pull request #2641 from myk002/myk_buildingplan

minimal implementation of buildingplan
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Myk 2023-01-20 09:28:26 -08:00 committed by GitHub
commit 116f9bf8e6
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6 changed files with 744 additions and 27 deletions

@ -81,6 +81,9 @@
# Allow DFHack tools to overlay functionality and information on the DF screen # Allow DFHack tools to overlay functionality and information on the DF screen
enable overlay enable overlay
# Allow buildings to be placed now and built later when materials are available
enable buildingplan
# Dwarf Manipulator (simple in-game Dwarf Therapist replacement) # Dwarf Manipulator (simple in-game Dwarf Therapist replacement)
#enable manipulator #enable manipulator

@ -23,17 +23,20 @@ distribution.
*/ */
#pragma once #pragma once
#include "Export.h" #include "Export.h"
#include <algorithm> #include <algorithm>
#include <iostream>
#include <iomanip>
#include <cctype> #include <cctype>
#include <climits> #include <climits>
#include <stdint.h>
#include <vector>
#include <sstream>
#include <cstdio> #include <cstdio>
#include <iomanip>
#include <iostream>
#include <map>
#include <memory> #include <memory>
#include <sstream>
#include <stdint.h>
#include <vector>
#if defined(_MSC_VER) #if defined(_MSC_VER)
#define DFHACK_FUNCTION_SIG __FUNCSIG__ #define DFHACK_FUNCTION_SIG __FUNCSIG__
@ -338,6 +341,24 @@ inline typename T::mapped_type map_find(
return (it == map.end()) ? defval : it->second; return (it == map.end()) ? defval : it->second;
} }
template <class T, typename Fn>
static void for_each_(std::vector<T> &v, Fn func)
{
std::for_each(v.begin(), v.end(), func);
}
template <class T, class V, typename Fn>
static void for_each_(std::map<T, V> &v, Fn func)
{
std::for_each(v.begin(), v.end(), func);
}
template <class T, class V, typename Fn>
static void transform_(const std::vector<T> &src, std::vector<V> &dst, Fn func)
{
std::transform(src.begin(), src.end(), std::back_inserter(dst), func);
}
DFHACK_EXPORT bool prefix_matches(const std::string &prefix, const std::string &key, std::string *tail = NULL); DFHACK_EXPORT bool prefix_matches(const std::string &prefix, const std::string &key, std::string *tail = NULL);
template<typename T> template<typename T>

@ -89,7 +89,7 @@ dfhack_plugin(autofarm autofarm.cpp)
dfhack_plugin(blueprint blueprint.cpp LINK_LIBRARIES lua) dfhack_plugin(blueprint blueprint.cpp LINK_LIBRARIES lua)
#dfhack_plugin(burrows burrows.cpp LINK_LIBRARIES lua) #dfhack_plugin(burrows burrows.cpp LINK_LIBRARIES lua)
#dfhack_plugin(building-hacks building-hacks.cpp LINK_LIBRARIES lua) #dfhack_plugin(building-hacks building-hacks.cpp LINK_LIBRARIES lua)
#add_subdirectory(buildingplan) dfhack_plugin(buildingplan buildingplan.cpp LINK_LIBRARIES lua)
#dfhack_plugin(changeitem changeitem.cpp) #dfhack_plugin(changeitem changeitem.cpp)
dfhack_plugin(changelayer changelayer.cpp) dfhack_plugin(changelayer changelayer.cpp)
dfhack_plugin(changevein changevein.cpp) dfhack_plugin(changevein changevein.cpp)

@ -0,0 +1,688 @@
#include "Core.h"
#include "Debug.h"
#include "LuaTools.h"
#include "PluginManager.h"
#include "modules/Items.h"
#include "modules/Job.h"
#include "modules/Materials.h"
#include "modules/Persistence.h"
#include "modules/World.h"
#include "df/building.h"
#include "df/building_design.h"
#include "df/item.h"
#include "df/job_item.h"
#include "df/world.h"
#include <queue>
#include <string>
#include <vector>
#include <unordered_map>
using std::map;
using std::pair;
using std::queue;
using std::string;
using std::unordered_map;
using std::vector;
using namespace DFHack;
DFHACK_PLUGIN("buildingplan");
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
REQUIRE_GLOBAL(world);
// logging levels can be dynamically controlled with the `debugfilter` command.
namespace DFHack {
// for configuration-related logging
DBG_DECLARE(buildingplan, status, DebugCategory::LINFO);
// for logging during the periodic scan
DBG_DECLARE(buildingplan, cycle, DebugCategory::LINFO);
}
static const string CONFIG_KEY = string(plugin_name) + "/config";
static const string BLD_CONFIG_KEY = string(plugin_name) + "/building";
enum ConfigValues {
CONFIG_BLOCKS = 1,
CONFIG_BOULDERS = 2,
CONFIG_LOGS = 3,
CONFIG_BARS = 4,
};
enum BuildingConfigValues {
BLD_CONFIG_ID = 0,
};
static int get_config_val(PersistentDataItem &c, int index) {
if (!c.isValid())
return -1;
return c.ival(index);
}
static bool get_config_bool(PersistentDataItem &c, int index) {
return get_config_val(c, index) == 1;
}
static void set_config_val(PersistentDataItem &c, int index, int value) {
if (c.isValid())
c.ival(index) = value;
}
static void set_config_bool(PersistentDataItem &c, int index, bool value) {
set_config_val(c, index, value ? 1 : 0);
}
class PlannedBuilding {
public:
const df::building::key_field_type id;
PlannedBuilding(color_ostream &out, df::building *building) : id(building->id) {
DEBUG(status,out).print("creating persistent data for building %d\n", id);
bld_config = DFHack::World::AddPersistentData(BLD_CONFIG_KEY);
set_config_val(bld_config, BLD_CONFIG_ID, id);
}
PlannedBuilding(DFHack::PersistentDataItem &bld_config)
: id(get_config_val(bld_config, BLD_CONFIG_ID)), bld_config(bld_config) { }
void remove(color_ostream &out);
// Ensure the building still exists and is in a valid state. It can disappear
// for lots of reasons, such as running the game with the buildingplan plugin
// disabled, manually removing the building, modifying it via the API, etc.
df::building * getBuildingIfValidOrRemoveIfNot(color_ostream &out) {
auto bld = df::building::find(id);
bool valid = bld && bld->getBuildStage() == 0;
if (!valid) {
remove(out);
return NULL;
}
return bld;
}
private:
DFHack::PersistentDataItem bld_config;
};
static PersistentDataItem config;
// building id -> PlannedBuilding
unordered_map<int32_t, PlannedBuilding> planned_buildings;
// vector id -> filter bucket -> queue of (building id, job_item index)
map<df::job_item_vector_id, map<string, queue<pair<int32_t, int>>>> tasks;
// note that this just removes the PlannedBuilding. the tasks will get dropped
// as we discover them in the tasks queues and they fail to be found in planned_buildings.
// this "lazy" task cleaning algorithm works because there is no way to
// re-register a building once it has been removed -- if it has been booted out of
// planned_buildings, then it has either been built or desroyed. therefore there is
// no chance of duplicate tasks getting added to the tasks queues.
void PlannedBuilding::remove(color_ostream &out) {
DEBUG(status,out).print("removing persistent data for building %d\n", id);
DFHack::World::DeletePersistentData(config);
if (planned_buildings.count(id) > 0)
planned_buildings.erase(id);
}
static const int32_t CYCLE_TICKS = 600; // twice per game day
static int32_t cycle_timestamp = 0; // world->frame_counter at last cycle
static command_result do_command(color_ostream &out, vector<string> &parameters);
static void do_cycle(color_ostream &out);
static bool registerPlannedBuilding(color_ostream &out, PlannedBuilding & pb);
DFhackCExport command_result plugin_init(color_ostream &out, std::vector <PluginCommand> &commands) {
DEBUG(status,out).print("initializing %s\n", plugin_name);
// provide a configuration interface for the plugin
commands.push_back(PluginCommand(
plugin_name,
"Plan building placement before you have materials.",
do_command));
return CR_OK;
}
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
if (enable != is_enabled) {
is_enabled = enable;
DEBUG(status,out).print("%s from the API; persisting\n",
is_enabled ? "enabled" : "disabled");
} else {
DEBUG(status,out).print("%s from the API, but already %s; no action\n",
is_enabled ? "enabled" : "disabled",
is_enabled ? "enabled" : "disabled");
}
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out) {
DEBUG(status,out).print("shutting down %s\n", plugin_name);
return CR_OK;
}
DFhackCExport command_result plugin_load_data (color_ostream &out) {
config = World::GetPersistentData(CONFIG_KEY);
if (!config.isValid()) {
DEBUG(status,out).print("no config found in this save; initializing\n");
config = World::AddPersistentData(CONFIG_KEY);
set_config_bool(config, CONFIG_BLOCKS, true);
set_config_bool(config, CONFIG_BOULDERS, true);
set_config_bool(config, CONFIG_LOGS, true);
set_config_bool(config, CONFIG_BARS, false);
}
DEBUG(status,out).print("loading persisted state\n");
planned_buildings.clear();
tasks.clear();
vector<PersistentDataItem> building_configs;
World::GetPersistentData(&building_configs, BLD_CONFIG_KEY);
const size_t num_building_configs = building_configs.size();
for (size_t idx = 0; idx < num_building_configs; ++idx) {
PlannedBuilding pb(building_configs[idx]);
registerPlannedBuilding(out, pb);
}
return CR_OK;
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
if (event == DFHack::SC_WORLD_UNLOADED) {
DEBUG(status,out).print("world unloaded; clearing state for %s\n", plugin_name);
planned_buildings.clear();
tasks.clear();
}
return CR_OK;
}
static bool cycle_requested = false;
DFhackCExport command_result plugin_onupdate(color_ostream &out) {
if (!Core::getInstance().isWorldLoaded())
return CR_OK;
if (is_enabled &&
(cycle_requested || world->frame_counter - cycle_timestamp >= CYCLE_TICKS))
do_cycle(out);
return CR_OK;
}
static bool call_buildingplan_lua(color_ostream *out, const char *fn_name,
int nargs = 0, int nres = 0,
Lua::LuaLambda && args_lambda = Lua::DEFAULT_LUA_LAMBDA,
Lua::LuaLambda && res_lambda = Lua::DEFAULT_LUA_LAMBDA) {
DEBUG(status).print("calling buildingplan lua function: '%s'\n", fn_name);
CoreSuspender guard;
auto L = Lua::Core::State;
Lua::StackUnwinder top(L);
if (!out)
out = &Core::getInstance().getConsole();
return Lua::CallLuaModuleFunction(*out, L, "plugins.buildingplan", fn_name,
nargs, nres,
std::forward<Lua::LuaLambda&&>(args_lambda),
std::forward<Lua::LuaLambda&&>(res_lambda));
}
static command_result do_command(color_ostream &out, vector<string> &parameters) {
CoreSuspender suspend;
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("Cannot configure %s without a loaded world.\n", plugin_name);
return CR_FAILURE;
}
bool show_help = false;
if (!call_buildingplan_lua(&out, "parse_commandline", parameters.size(), 1,
[&](lua_State *L) {
for (const string &param : parameters)
Lua::Push(L, param);
},
[&](lua_State *L) {
show_help = !lua_toboolean(L, -1);
})) {
return CR_FAILURE;
}
return show_help ? CR_WRONG_USAGE : CR_OK;
}
/////////////////////////////////////////////////////
// cycle logic
//
struct BadFlags {
uint32_t whole;
BadFlags() {
df::item_flags flags;
#define F(x) flags.bits.x = true;
F(dump); F(forbid); F(garbage_collect);
F(hostile); F(on_fire); F(rotten); F(trader);
F(in_building); F(construction); F(in_job);
F(owned); F(in_chest); F(removed); F(encased);
F(spider_web);
#undef F
whole = flags.whole;
}
};
static bool itemPassesScreen(df::item * item) {
static const BadFlags bad_flags;
return !(item->flags.whole & bad_flags.whole)
&& !item->isAssignedToStockpile();
}
static bool matchesFilters(df::item * item, df::job_item * job_item) {
// check the properties that are not checked by Job::isSuitableItem()
if (job_item->item_type > -1 && job_item->item_type != item->getType())
return false;
if (job_item->item_subtype > -1 &&
job_item->item_subtype != item->getSubtype())
return false;
if (job_item->flags2.bits.building_material && !item->isBuildMat())
return false;
if (job_item->metal_ore > -1 && !item->isMetalOre(job_item->metal_ore))
return false;
if (job_item->has_tool_use > df::tool_uses::NONE
&& !item->hasToolUse(job_item->has_tool_use))
return false;
return DFHack::Job::isSuitableItem(
job_item, item->getType(), item->getSubtype())
&& DFHack::Job::isSuitableMaterial(
job_item, item->getMaterial(), item->getMaterialIndex(),
item->getType());
}
static bool isJobReady(color_ostream &out, df::job * job) {
int needed_items = 0;
for (auto job_item : job->job_items) { needed_items += job_item->quantity; }
if (needed_items) {
DEBUG(cycle,out).print("building needs %d more item(s)\n", needed_items);
return false;
}
return true;
}
static bool job_item_idx_lt(df::job_item_ref *a, df::job_item_ref *b) {
// we want the items in the opposite order of the filters
return a->job_item_idx > b->job_item_idx;
}
// this function does not remove the job_items since their quantity fields are
// now all at 0, so there is no risk of having extra items attached. we don't
// remove them to keep the "finalize with buildingplan active" path as similar
// as possible to the "finalize with buildingplan disabled" path.
static void finalizeBuilding(color_ostream &out, df::building * bld) {
DEBUG(cycle,out).print("finalizing building %d\n", bld->id);
auto job = bld->jobs[0];
// sort the items so they get added to the structure in the correct order
std::sort(job->items.begin(), job->items.end(), job_item_idx_lt);
// derive the material properties of the building and job from the first
// applicable item. if any boulders are involved, it makes the whole
// structure "rough".
bool rough = false;
for (auto attached_item : job->items) {
df::item *item = attached_item->item;
rough = rough || item->getType() == df::item_type::BOULDER;
if (bld->mat_type == -1) {
bld->mat_type = item->getMaterial();
job->mat_type = bld->mat_type;
}
if (bld->mat_index == -1) {
bld->mat_index = item->getMaterialIndex();
job->mat_index = bld->mat_index;
}
}
if (bld->needsDesign()) {
auto act = (df::building_actual *)bld;
if (!act->design)
act->design = new df::building_design();
act->design->flags.bits.rough = rough;
}
// we're good to go!
job->flags.bits.suspend = false;
Job::checkBuildingsNow();
}
static df::building * popInvalidTasks(color_ostream &out, queue<pair<int32_t, int>> & task_queue) {
while (!task_queue.empty()) {
auto & task = task_queue.front();
auto id = task.first;
if (planned_buildings.count(id) > 0) {
auto bld = planned_buildings.at(id).getBuildingIfValidOrRemoveIfNot(out);
if (bld && bld->jobs[0]->job_items[task.second]->quantity)
return bld;
}
DEBUG(cycle,out).print("discarding invalid task: bld=%d, job_item_idx=%d\n", id, task.second);
task_queue.pop();
}
return NULL;
}
static void doVector(color_ostream &out, df::job_item_vector_id vector_id,
map<string, queue<pair<int32_t, int>>> & buckets) {
auto other_id = ENUM_ATTR(job_item_vector_id, other, vector_id);
auto item_vector = df::global::world->items.other[other_id];
DEBUG(cycle,out).print("matching %zu item(s) in vector %s against %zu filter bucket(s)\n",
item_vector.size(),
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
buckets.size());
for (auto item_it = item_vector.rbegin();
item_it != item_vector.rend();
++item_it) {
auto item = *item_it;
if (!itemPassesScreen(item))
continue;
for (auto bucket_it = buckets.begin(); bucket_it != buckets.end(); ) {
auto & task_queue = bucket_it->second;
auto bld = popInvalidTasks(out, task_queue);
if (!bld) {
DEBUG(cycle,out).print("removing empty bucket: %s/%s; %zu bucket(s) left\n",
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
bucket_it->first.c_str(),
buckets.size() - 1);
bucket_it = buckets.erase(bucket_it);
continue;
}
auto & task = task_queue.front();
auto id = task.first;
auto job = bld->jobs[0];
auto filter_idx = task.second;
if (matchesFilters(item, job->job_items[filter_idx])
&& DFHack::Job::attachJobItem(job, item,
df::job_item_ref::Hauled, filter_idx))
{
MaterialInfo material;
material.decode(item);
ItemTypeInfo item_type;
item_type.decode(item);
DEBUG(cycle,out).print("attached %s %s to filter %d for %s(%d): %s/%s\n",
material.toString().c_str(),
item_type.toString().c_str(),
filter_idx,
ENUM_KEY_STR(building_type, bld->getType()).c_str(),
id,
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
bucket_it->first.c_str());
// keep quantity aligned with the actual number of remaining
// items so if buildingplan is turned off, the building will
// be completed with the correct number of items.
--job->job_items[filter_idx]->quantity;
task_queue.pop();
if (isJobReady(out, job)) {
finalizeBuilding(out, bld);
planned_buildings.at(id).remove(out);
}
if (task_queue.empty()) {
DEBUG(cycle,out).print(
"removing empty item bucket: %s/%s; %zu left\n",
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
bucket_it->first.c_str(),
buckets.size() - 1);
buckets.erase(bucket_it);
}
// we found a home for this item; no need to look further
break;
}
++bucket_it;
}
if (buckets.empty())
break;
}
}
struct VectorsToScanLast {
std::vector<df::job_item_vector_id> vectors;
VectorsToScanLast() {
// order is important here. we want to match boulders before wood and
// everything before bars. blocks are not listed here since we'll have
// already scanned them when we did the first pass through the buckets.
vectors.push_back(df::job_item_vector_id::BOULDER);
vectors.push_back(df::job_item_vector_id::WOOD);
vectors.push_back(df::job_item_vector_id::BAR);
}
};
static void do_cycle(color_ostream &out) {
static const VectorsToScanLast vectors_to_scan_last;
// mark that we have recently run
cycle_timestamp = world->frame_counter;
cycle_requested = false;
DEBUG(cycle,out).print("running %s cycle for %zu registered buildings\n",
plugin_name, planned_buildings.size());
for (auto it = tasks.begin(); it != tasks.end(); ) {
auto vector_id = it->first;
// we could make this a set, but it's only three elements
if (std::find(vectors_to_scan_last.vectors.begin(),
vectors_to_scan_last.vectors.end(),
vector_id) != vectors_to_scan_last.vectors.end()) {
++it;
continue;
}
auto & buckets = it->second;
doVector(out, vector_id, buckets);
if (buckets.empty()) {
DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n",
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
tasks.size() - 1);
it = tasks.erase(it);
}
else
++it;
}
for (auto vector_id : vectors_to_scan_last.vectors) {
if (tasks.count(vector_id) == 0)
continue;
auto & buckets = tasks[vector_id];
doVector(out, vector_id, buckets);
if (buckets.empty()) {
DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n",
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
tasks.size() - 1);
tasks.erase(vector_id);
}
}
DEBUG(cycle,out).print("cycle done; %zu registered building(s) left\n",
planned_buildings.size());
}
/////////////////////////////////////////////////////
// Lua API
// core will already be suspended when coming in through here
//
static string getBucket(const df::job_item & ji) {
std::ostringstream ser;
// pull out and serialize only known relevant fields. if we miss a few, then
// the filter bucket will be slighly less specific than it could be, but
// that's probably ok. we'll just end up bucketing slightly different items
// together. this is only a problem if the different filter at the front of
// the queue doesn't match any available items and blocks filters behind it
// that could be matched.
ser << ji.item_type << ':' << ji.item_subtype << ':' << ji.mat_type << ':'
<< ji.mat_index << ':' << ji.flags1.whole << ':' << ji.flags2.whole
<< ':' << ji.flags3.whole << ':' << ji.flags4 << ':' << ji.flags5 << ':'
<< ji.metal_ore << ':' << ji.has_tool_use;
return ser.str();
}
// get a list of item vectors that we should search for matches
static vector<df::job_item_vector_id> getVectorIds(color_ostream &out, df::job_item *job_item)
{
std::vector<df::job_item_vector_id> ret;
// if the filter already has the vector_id set to something specific, use it
if (job_item->vector_id > df::job_item_vector_id::IN_PLAY)
{
DEBUG(status,out).print("using vector_id from job_item: %s\n",
ENUM_KEY_STR(job_item_vector_id, job_item->vector_id).c_str());
ret.push_back(job_item->vector_id);
return ret;
}
// if the filer is for building material, refer to our global settings for
// which vectors to search
if (job_item->flags2.bits.building_material)
{
if (get_config_bool(config, CONFIG_BLOCKS))
ret.push_back(df::job_item_vector_id::BLOCKS);
if (get_config_bool(config, CONFIG_BOULDERS))
ret.push_back(df::job_item_vector_id::BOULDER);
if (get_config_bool(config, CONFIG_LOGS))
ret.push_back(df::job_item_vector_id::WOOD);
if (get_config_bool(config, CONFIG_BARS))
ret.push_back(df::job_item_vector_id::BAR);
}
// fall back to IN_PLAY if no other vector was appropriate
if (ret.empty())
ret.push_back(df::job_item_vector_id::IN_PLAY);
return ret;
}
static bool registerPlannedBuilding(color_ostream &out, PlannedBuilding & pb) {
df::building * bld = pb.getBuildingIfValidOrRemoveIfNot(out);
if (!bld)
return false;
if (bld->jobs.size() != 1) {
DEBUG(status,out).print("unexpected number of jobs: want 1, got %zu\n", bld->jobs.size());
return false;
}
auto job_items = bld->jobs[0]->job_items;
int num_job_items = job_items.size();
if (num_job_items < 1) {
DEBUG(status,out).print("unexpected number of job items: want >0, got %d\n", num_job_items);
return false;
}
int32_t id = bld->id;
for (int job_item_idx = 0; job_item_idx < num_job_items; ++job_item_idx) {
auto job_item = job_items[job_item_idx];
auto bucket = getBucket(*job_item);
auto vector_ids = getVectorIds(out, job_item);
// if there are multiple vector_ids, schedule duplicate tasks. after
// the correct number of items are matched, the extras will get popped
// as invalid
for (auto vector_id : vector_ids) {
for (int item_num = 0; item_num < job_item->quantity; ++item_num) {
tasks[vector_id][bucket].push(std::make_pair(id, job_item_idx));
DEBUG(status,out).print("added task: %s/%s/%d,%d; "
"%zu vector(s), %zu filter bucket(s), %zu task(s) in bucket",
ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
bucket.c_str(), id, job_item_idx, tasks.size(),
tasks[vector_id].size(), tasks[vector_id][bucket].size());
}
}
}
// suspend jobs
for (auto job : bld->jobs)
job->flags.bits.suspend = true;
// add the planned buildings to our register
planned_buildings.emplace(bld->id, pb);
return true;
}
static void printStatus(color_ostream &out) {
DEBUG(status,out).print("entering buildingplan_printStatus\n");
out.print("buildingplan is %s\n\n", is_enabled ? "enabled" : "disabled");
out.print(" finding materials for %zd buildings\n", planned_buildings.size());
out.print("Current settings:\n");
out.print(" use blocks: %s\n", get_config_bool(config, CONFIG_BLOCKS) ? "yes" : "no");
out.print(" use boulders: %s\n", get_config_bool(config, CONFIG_BOULDERS) ? "yes" : "no");
out.print(" use logs: %s\n", get_config_bool(config, CONFIG_LOGS) ? "yes" : "no");
out.print(" use bars: %s\n", get_config_bool(config, CONFIG_BARS) ? "yes" : "no");
out.print("\n");
}
static bool setSetting(color_ostream &out, string name, bool value) {
DEBUG(status,out).print("entering setSetting (%s -> %s)\n", name.c_str(), value ? "true" : "false");
if (name == "blocks")
set_config_bool(config, CONFIG_BLOCKS, value);
else if (name == "boulders")
set_config_bool(config, CONFIG_BOULDERS, value);
else if (name == "logs")
set_config_bool(config, CONFIG_LOGS, value);
else if (name == "bars")
set_config_bool(config, CONFIG_BARS, value);
else {
out.printerr("unrecognized setting: '%s'\n", name.c_str());
return false;
}
return true;
}
static bool isPlannableBuilding(color_ostream &out, df::building_type type, int16_t subtype, int32_t custom) {
DEBUG(status,out).print("entering isPlannableBuilding\n");
int num_filters = 0;
if (!call_buildingplan_lua(&out, "get_num_filters", 3, 1,
[&](lua_State *L) {
Lua::Push(L, type);
Lua::Push(L, subtype);
Lua::Push(L, custom);
},
[&](lua_State *L) {
num_filters = lua_tonumber(L, -1);
})) {
return false;
}
return num_filters >= 1;
}
static bool isPlannedBuilding(color_ostream &out, df::building *bld) {
TRACE(status,out).print("entering isPlannedBuilding\n");
return bld && planned_buildings.count(bld->id) > 0;
}
static bool addPlannedBuilding(color_ostream &out, df::building *bld) {
DEBUG(status,out).print("entering addPlannedBuilding\n");
if (!bld || planned_buildings.count(bld->id)
|| !isPlannableBuilding(out, bld->getType(), bld->getSubtype(),
bld->getCustomType()))
return false;
PlannedBuilding pb(out, bld);
return registerPlannedBuilding(out, pb);
}
static void doCycle(color_ostream &out) {
DEBUG(status,out).print("entering doCycle\n");
do_cycle(out);
}
static void scheduleCycle(color_ostream &out) {
DEBUG(status,out).print("entering scheduleCycle\n");
cycle_requested = true;
}
DFHACK_PLUGIN_LUA_FUNCTIONS {
DFHACK_LUA_FUNCTION(printStatus),
DFHACK_LUA_FUNCTION(setSetting),
DFHACK_LUA_FUNCTION(isPlannableBuilding),
DFHACK_LUA_FUNCTION(isPlannedBuilding),
DFHACK_LUA_FUNCTION(addPlannedBuilding),
DFHACK_LUA_FUNCTION(doCycle),
DFHACK_LUA_FUNCTION(scheduleCycle),
DFHACK_LUA_END
};

@ -14,11 +14,31 @@ local _ENV = mkmodule('plugins.buildingplan')
--]] --]]
local dialogs = require('gui.dialogs') local argparse = require('argparse')
local guidm = require('gui.dwarfmode')
require('dfhack.buildings') require('dfhack.buildings')
-- does not need the core suspended local function process_args(opts, args)
if args[1] == 'help' then
opts.help = true
return
end
return argparse.processArgsGetopt(args, {
{'h', 'help', handler=function() opts.help = true end},
})
end
function parse_commandline(...)
local args, opts = {...}, {}
local positionals = process_args(opts, args)
if opts.help then
return false
end
return true
end
function get_num_filters(btype, subtype, custom) function get_num_filters(btype, subtype, custom)
local filters = dfhack.buildings.getFiltersByType( local filters = dfhack.buildings.getFiltersByType(
{}, btype, subtype, custom) {}, btype, subtype, custom)
@ -26,6 +46,9 @@ function get_num_filters(btype, subtype, custom)
return 0 return 0
end end
local dialogs = require('gui.dialogs')
local guidm = require('gui.dwarfmode')
local function to_title_case(str) local function to_title_case(str)
str = str:gsub('(%a)([%w_]*)', str = str:gsub('(%a)([%w_]*)',
function (first, rest) return first:upper()..rest:lower() end) function (first, rest) return first:upper()..rest:lower() end)

@ -65,24 +65,6 @@ struct coord32_t
} }
}; };
template <class T, typename Fn>
static void for_each_(vector<T> &v, Fn func)
{
for_each(v.begin(), v.end(), func);
}
template <class T, class V, typename Fn>
static void for_each_(map<T, V> &v, Fn func)
{
for_each(v.begin(), v.end(), func);
}
template <class T, class V, typename Fn>
static void transform_(const vector<T> &src, vector<V> &dst, Fn func)
{
transform(src.begin(), src.end(), back_inserter(dst), func);
}
typedef int8_t UIColor; typedef int8_t UIColor;
static inline void OutputString(UIColor color, int &x, int &y, const std::string &text, static inline void OutputString(UIColor color, int &x, int &y, const std::string &text,