Merge branch 'develop' of dfhack/dfhack into develop
commit
155084f32f
@ -0,0 +1,529 @@
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#include "building_reader.h"
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#include "DataDefs.h"
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#include "df/building_axle_horizontalst.h"
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#include "df/building_bridgest.h"
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#include "df/building_def_furnacest.h"
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#include "df/building_def_workshopst.h"
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#include "df/building_rollersst.h"
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#include "df/building_screw_pumpst.h"
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#include "df/building_siegeenginest.h"
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#include "df/building_water_wheelst.h"
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#include "df/building_wellst.h"
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#include "df/building_windmillst.h"
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#include "df/world.h"
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#include "modules/Buildings.h"
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using namespace DFHack;
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using namespace df::enums;
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using namespace RemoteFortressReader;
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using namespace std;
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DFHack::command_result GetBuildingDefList(DFHack::color_ostream &stream, const DFHack::EmptyMessage *in, RemoteFortressReader::BuildingList *out)
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{
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FOR_ENUM_ITEMS(building_type, bt)
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{
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BuildingDefinition * bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(-1);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt));
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switch (bt)
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{
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case df::enums::building_type::NONE:
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break;
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case df::enums::building_type::Chair:
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break;
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case df::enums::building_type::Bed:
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break;
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case df::enums::building_type::Table:
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break;
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case df::enums::building_type::Coffin:
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break;
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case df::enums::building_type::FarmPlot:
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break;
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case df::enums::building_type::Furnace:
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FOR_ENUM_ITEMS(furnace_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(furnace_type, st));
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if (st == furnace_type::Custom)
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{
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for (int i = 0; i < df::global::world->raws.buildings.furnaces.size(); i++)
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{
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auto cust = df::global::world->raws.buildings.furnaces[i];
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(cust->id);
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bld->set_id(cust->code);
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bld->set_name(cust->name);
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}
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}
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}
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break;
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case df::enums::building_type::TradeDepot:
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break;
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case df::enums::building_type::Shop:
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FOR_ENUM_ITEMS(shop_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(shop_type, st));
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}
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break;
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case df::enums::building_type::Door:
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break;
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case df::enums::building_type::Floodgate:
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break;
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case df::enums::building_type::Box:
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break;
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case df::enums::building_type::Weaponrack:
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break;
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case df::enums::building_type::Armorstand:
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break;
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case df::enums::building_type::Workshop:
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FOR_ENUM_ITEMS(workshop_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(workshop_type, st));
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if (st == workshop_type::Custom)
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{
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for (int i = 0; i < df::global::world->raws.buildings.workshops.size(); i++)
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{
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auto cust = df::global::world->raws.buildings.workshops[i];
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(cust->id);
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bld->set_id(cust->code);
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bld->set_name(cust->name);
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}
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}
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}
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break;
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case df::enums::building_type::Cabinet:
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break;
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case df::enums::building_type::Statue:
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break;
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case df::enums::building_type::WindowGlass:
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break;
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case df::enums::building_type::WindowGem:
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break;
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case df::enums::building_type::Well:
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break;
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case df::enums::building_type::Bridge:
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break;
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case df::enums::building_type::RoadDirt:
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break;
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case df::enums::building_type::RoadPaved:
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break;
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case df::enums::building_type::SiegeEngine:
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FOR_ENUM_ITEMS(siegeengine_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(siegeengine_type, st));
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}
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break;
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case df::enums::building_type::Trap:
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FOR_ENUM_ITEMS(trap_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(trap_type, st));
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}
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break;
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case df::enums::building_type::AnimalTrap:
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break;
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case df::enums::building_type::Support:
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break;
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case df::enums::building_type::ArcheryTarget:
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break;
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case df::enums::building_type::Chain:
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break;
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case df::enums::building_type::Cage:
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break;
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case df::enums::building_type::Stockpile:
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break;
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case df::enums::building_type::Civzone:
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FOR_ENUM_ITEMS(civzone_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(civzone_type, st));
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}
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break;
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case df::enums::building_type::Weapon:
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break;
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case df::enums::building_type::Wagon:
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break;
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case df::enums::building_type::ScrewPump:
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break;
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case df::enums::building_type::Construction:
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FOR_ENUM_ITEMS(construction_type, st)
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{
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bld = out->add_building_list();
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bld->mutable_building_type()->set_building_type(bt);
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bld->mutable_building_type()->set_building_subtype(st);
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bld->mutable_building_type()->set_building_custom(-1);
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bld->set_id(ENUM_KEY_STR(building_type, bt) + "_" + ENUM_KEY_STR(construction_type, st));
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}
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break;
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case df::enums::building_type::Hatch:
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break;
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case df::enums::building_type::GrateWall:
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break;
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case df::enums::building_type::GrateFloor:
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break;
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case df::enums::building_type::BarsVertical:
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break;
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case df::enums::building_type::BarsFloor:
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break;
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case df::enums::building_type::GearAssembly:
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break;
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case df::enums::building_type::AxleHorizontal:
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break;
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case df::enums::building_type::AxleVertical:
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break;
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case df::enums::building_type::WaterWheel:
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break;
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case df::enums::building_type::Windmill:
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break;
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case df::enums::building_type::TractionBench:
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break;
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case df::enums::building_type::Slab:
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break;
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case df::enums::building_type::Nest:
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break;
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case df::enums::building_type::NestBox:
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break;
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case df::enums::building_type::Hive:
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break;
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case df::enums::building_type::Rollers:
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break;
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default:
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break;
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}
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}
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return CR_OK;
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}
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void CopyBuilding(int buildingIndex, RemoteFortressReader::BuildingInstance * remote_build)
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{
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df::building * local_build = df::global::world->buildings.all[buildingIndex];
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remote_build->set_index(buildingIndex);
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int minZ = local_build->z;
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if (local_build->getType() == df::enums::building_type::Well)
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{
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df::building_wellst * well_building = virtual_cast<df::building_wellst>(local_build);
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if (well_building)
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minZ = well_building->bucket_z;
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}
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remote_build->set_pos_x_min(local_build->x1);
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remote_build->set_pos_y_min(local_build->y1);
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remote_build->set_pos_z_min(minZ);
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remote_build->set_pos_x_max(local_build->x2);
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remote_build->set_pos_y_max(local_build->y2);
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remote_build->set_pos_z_max(local_build->z);
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auto buildingType = remote_build->mutable_building_type();
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auto type = local_build->getType();
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buildingType->set_building_type(type);
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buildingType->set_building_subtype(local_build->getSubtype());
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buildingType->set_building_custom(local_build->getCustomType());
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auto material = remote_build->mutable_material();
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material->set_mat_type(local_build->mat_type);
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material->set_mat_index(local_build->mat_index);
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remote_build->set_building_flags(local_build->flags.whole);
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remote_build->set_is_room(local_build->is_room);
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if (local_build->is_room || local_build->getType() == df::enums::building_type::Civzone || local_build->getType() == df::enums::building_type::Stockpile)
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{
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auto room = remote_build->mutable_room();
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room->set_pos_x(local_build->room.x);
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room->set_pos_y(local_build->room.y);
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room->set_width(local_build->room.width);
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room->set_height(local_build->room.height);
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for (int i = 0; i < (local_build->room.width * local_build->room.height); i++)
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{
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room->add_extents(local_build->room.extents[i]);
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}
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}
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switch (type)
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{
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case df::enums::building_type::NONE:
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break;
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case df::enums::building_type::Chair:
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break;
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case df::enums::building_type::Bed:
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break;
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case df::enums::building_type::Table:
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break;
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case df::enums::building_type::Coffin:
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break;
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case df::enums::building_type::FarmPlot:
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break;
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case df::enums::building_type::Furnace:
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break;
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case df::enums::building_type::TradeDepot:
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break;
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case df::enums::building_type::Shop:
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break;
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case df::enums::building_type::Door:
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break;
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case df::enums::building_type::Floodgate:
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break;
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case df::enums::building_type::Box:
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break;
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case df::enums::building_type::Weaponrack:
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break;
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case df::enums::building_type::Armorstand:
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break;
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case df::enums::building_type::Workshop:
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break;
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case df::enums::building_type::Cabinet:
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break;
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case df::enums::building_type::Statue:
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break;
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case df::enums::building_type::WindowGlass:
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break;
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case df::enums::building_type::WindowGem:
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break;
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case df::enums::building_type::Well:
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break;
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case df::enums::building_type::Bridge:
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{
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auto actual = strict_virtual_cast<df::building_bridgest>(local_build);
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if (actual)
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{
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auto direction = actual->direction;
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switch (direction)
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{
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case df::building_bridgest::Retracting:
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break;
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case df::building_bridgest::Left:
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remote_build->set_direction(WEST);
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break;
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case df::building_bridgest::Right:
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remote_build->set_direction(EAST);
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break;
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case df::building_bridgest::Up:
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remote_build->set_direction(NORTH);
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break;
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case df::building_bridgest::Down:
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remote_build->set_direction(SOUTH);
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break;
|
||||
default:
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break;
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||||
}
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||||
}
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||||
}
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||||
break;
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case df::enums::building_type::RoadDirt:
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break;
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case df::enums::building_type::RoadPaved:
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break;
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case df::enums::building_type::SiegeEngine:
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{
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auto actual = strict_virtual_cast<df::building_siegeenginest>(local_build);
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if (actual)
|
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{
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auto facing = actual->facing;
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switch (facing)
|
||||
{
|
||||
case df::building_siegeenginest::Left:
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remote_build->set_direction(WEST);
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break;
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case df::building_siegeenginest::Up:
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remote_build->set_direction(NORTH);
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break;
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case df::building_siegeenginest::Right:
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remote_build->set_direction(EAST);
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||||
break;
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||||
case df::building_siegeenginest::Down:
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remote_build->set_direction(SOUTH);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case df::enums::building_type::Trap:
|
||||
break;
|
||||
case df::enums::building_type::AnimalTrap:
|
||||
break;
|
||||
case df::enums::building_type::Support:
|
||||
break;
|
||||
case df::enums::building_type::ArcheryTarget:
|
||||
break;
|
||||
case df::enums::building_type::Chain:
|
||||
break;
|
||||
case df::enums::building_type::Cage:
|
||||
break;
|
||||
case df::enums::building_type::Stockpile:
|
||||
break;
|
||||
case df::enums::building_type::Civzone:
|
||||
break;
|
||||
case df::enums::building_type::Weapon:
|
||||
break;
|
||||
case df::enums::building_type::Wagon:
|
||||
break;
|
||||
case df::enums::building_type::ScrewPump:
|
||||
{
|
||||
auto actual = strict_virtual_cast<df::building_screw_pumpst>(local_build);
|
||||
if (actual)
|
||||
{
|
||||
auto direction = actual->direction;
|
||||
switch (direction)
|
||||
{
|
||||
case df::enums::screw_pump_direction::FromNorth:
|
||||
remote_build->set_direction(NORTH);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromEast:
|
||||
remote_build->set_direction(EAST);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromSouth:
|
||||
remote_build->set_direction(SOUTH);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromWest:
|
||||
remote_build->set_direction(WEST);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case df::enums::building_type::Construction:
|
||||
break;
|
||||
case df::enums::building_type::Hatch:
|
||||
break;
|
||||
case df::enums::building_type::GrateWall:
|
||||
break;
|
||||
case df::enums::building_type::GrateFloor:
|
||||
break;
|
||||
case df::enums::building_type::BarsVertical:
|
||||
break;
|
||||
case df::enums::building_type::BarsFloor:
|
||||
break;
|
||||
case df::enums::building_type::GearAssembly:
|
||||
break;
|
||||
case df::enums::building_type::AxleHorizontal:
|
||||
{
|
||||
auto actual = strict_virtual_cast<df::building_axle_horizontalst>(local_build);
|
||||
if (actual)
|
||||
{
|
||||
if (actual->is_vertical)
|
||||
remote_build->set_direction(NORTH);
|
||||
else
|
||||
remote_build->set_direction(EAST);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case df::enums::building_type::AxleVertical:
|
||||
break;
|
||||
case df::enums::building_type::WaterWheel:
|
||||
{
|
||||
auto actual = strict_virtual_cast<df::building_water_wheelst>(local_build);
|
||||
if (actual)
|
||||
{
|
||||
if (actual->is_vertical)
|
||||
remote_build->set_direction(NORTH);
|
||||
else
|
||||
remote_build->set_direction(EAST);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case df::enums::building_type::Windmill:
|
||||
{
|
||||
auto actual = strict_virtual_cast<df::building_windmillst>(local_build);
|
||||
if (actual)
|
||||
{
|
||||
if (actual->orient_x < 0)
|
||||
remote_build->set_direction(WEST);
|
||||
else if (actual->orient_x > 0)
|
||||
remote_build->set_direction(EAST);
|
||||
else if (actual->orient_y < 0)
|
||||
remote_build->set_direction(NORTH);
|
||||
else if (actual->orient_y > 0)
|
||||
remote_build->set_direction(SOUTH);
|
||||
else
|
||||
remote_build->set_direction(WEST);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case df::enums::building_type::TractionBench:
|
||||
break;
|
||||
case df::enums::building_type::Slab:
|
||||
break;
|
||||
case df::enums::building_type::Nest:
|
||||
break;
|
||||
case df::enums::building_type::NestBox:
|
||||
break;
|
||||
case df::enums::building_type::Hive:
|
||||
break;
|
||||
case df::enums::building_type::Rollers:
|
||||
{
|
||||
auto actual = strict_virtual_cast<df::building_rollersst>(local_build);
|
||||
if (actual)
|
||||
{
|
||||
auto direction = actual->direction;
|
||||
switch (direction)
|
||||
{
|
||||
case df::enums::screw_pump_direction::FromNorth:
|
||||
remote_build->set_direction(NORTH);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromEast:
|
||||
remote_build->set_direction(EAST);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromSouth:
|
||||
remote_build->set_direction(SOUTH);
|
||||
break;
|
||||
case df::enums::screw_pump_direction::FromWest:
|
||||
remote_build->set_direction(WEST);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,9 @@
|
||||
#ifndef BUILDING_READER_H
|
||||
#define BUILDING_READER_H
|
||||
#include "RemoteClient.h"
|
||||
#include "RemoteFortressReader.pb.h"
|
||||
|
||||
DFHack::command_result GetBuildingDefList(DFHack::color_ostream &stream, const DFHack::EmptyMessage *in, RemoteFortressReader::BuildingList *out);
|
||||
void CopyBuilding(int buildingIndex, RemoteFortressReader::BuildingInstance * remote_build);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue