Got initial working version.

develop
JapaMala 2019-04-27 15:56:58 -05:00
parent 51b9d7a275
commit 1b387a8ccf
1 changed files with 44 additions and 28 deletions

@ -49,6 +49,7 @@ struct ClothingRequirement
return false;
if (b->material_category.whole != this->material_category.whole)
return false;
return true;
}
};
@ -84,8 +85,8 @@ DFhackCExport command_result plugin_init(color_ostream &out, std::vector <Plugin
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" autoclothing material item <number>\n"
"Example:\n"
" autoclothing cloth dress 10\n"
" Sets the desired number of cloth dresses available per citizen to 1.\n"
" autoclothing cloth \"short skirt\" 10\n"
" Sets the desired number of cloth short skirts available per citizen to 10.\n"
" autoclothing cloth dress\n"
" Displays the currently set number of cloth dresses chosen per citizen.\n"
));
@ -146,9 +147,10 @@ DFhackCExport command_result plugin_onupdate(color_ostream &out)
static bool setItemFromName(std::string name, ClothingRequirement* requirement)
{
#define SEARCH_ITEM_RAWS(rawType, jobType, itemType) \
for (auto&& itemdef : world->raws.itemdefs.rawType) \
for (auto& itemdef : world->raws.itemdefs.rawType) \
{ \
if (itemdef->name == name) \
std::string fullName = itemdef->adjective.empty() ? itemdef->name : itemdef->adjective + " " + itemdef->name; \
if (fullName == name) \
{ \
requirement->job_type = job_type::jobType; \
requirement->item_type = item_type::itemType; \
@ -156,7 +158,6 @@ for (auto&& itemdef : world->raws.itemdefs.rawType) \
return true; \
} \
}
SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR);
SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES);
SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES);
@ -212,8 +213,6 @@ static bool armorFlagsMatch(BitArray<df::armor_general_flags> * flags, df::job_m
return true;
if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.silk)
return true;
if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.strand)
return true;
if (flags->is_set(df::armor_general_flags::BARRED) && category->bits.bone)
return true;
if (flags->is_set(df::armor_general_flags::SCALED) && category->bits.shell)
@ -288,7 +287,15 @@ command_result autoclothing(color_ostream &out, std::vector <std::string> & para
bool matchedExisting = false;
if (parameters.size() > 2)
{
newRequirement.needed_per_citizen = std::stoi(parameters[0]);
try
{
newRequirement.needed_per_citizen = std::stoi(parameters[2]);
}
catch (const std::exception&)
{
out << parameters[2] << " is not a valid number." << endl;
return CR_WRONG_USAGE;
}
settingSize = true;
}
for (size_t i = 0; i < clothingOrders.size(); i++)
@ -306,7 +313,7 @@ command_result autoclothing(color_ostream &out, std::vector <std::string> & para
else
{
clothingOrders[i] = newRequirement;
out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[3] << endl;
out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
}
}
else
@ -326,7 +333,7 @@ command_result autoclothing(color_ostream &out, std::vector <std::string> & para
else
{
clothingOrders.push_back(newRequirement);
out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[3] << endl;
out << "Added order for " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
}
}
else
@ -334,25 +341,34 @@ command_result autoclothing(color_ostream &out, std::vector <std::string> & para
out << parameters[0] << " " << parameters[1] << " is not set." << endl;
}
}
if (settingSize)
{
if (!autoclothing_enabled)
{
out << "Enabling automatic clothing management" << endl;
autoclothing_enabled = true;
}
do_autoclothing();
}
// Give control back to DF.
return CR_OK;
}
static void find_needed_clothing_items()
{
for (auto&& unit : world->units.active)
for (auto& unit : world->units.active)
{
//obviously we don't care about illegal aliens.
if (!isCitizen(unit))
continue;
//now check each clothing order to see what the unit might be missing.
for (auto&& clothingOrder : clothingOrders)
for (auto& clothingOrder : clothingOrders)
{
int alreadyOwnedAmount = 0;
//looping through the items first, then clothing order might be a little faster, but this way is cleaner.
for (auto&& ownedItem : unit->owned_items)
for (auto& ownedItem : unit->owned_items)
{
auto item = findItemByID(ownedItem);
@ -375,21 +391,21 @@ static void find_needed_clothing_items()
continue;
//technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
clothingOrder.total_needed_per_race[unit->race] += alreadyOwnedAmount;
clothingOrder.total_needed_per_race[unit->race] += neededAmount;
}
}
}
static void remove_available_clothing()
{
for (auto&& item : world->items.all)
for (auto& item : world->items.all)
{
//skip any owned items.
if (getOwner(item))
continue;
//again, for each item, find if any clothing order matches the
for (auto&& clothingOrder : clothingOrders)
for (auto& clothingOrder : clothingOrders)
{
if (item->getType() != clothingOrder.item_type)
continue;
@ -409,9 +425,9 @@ static void remove_available_clothing()
static void add_clothing_orders()
{
for (auto&& clothingOrder : clothingOrders)
for (auto& clothingOrder : clothingOrders)
{
for (auto&& orderNeeded : clothingOrder.total_needed_per_race)
for (auto& orderNeeded : clothingOrder.total_needed_per_race)
{
auto race = orderNeeded.first;
auto amount = orderNeeded.second;
@ -420,7 +436,7 @@ static void add_clothing_orders()
continue;
bool orderExistedAlready = false;
for (auto&& managerOrder : world->manager_orders)
for (auto& managerOrder : world->manager_orders)
{
//Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
if (managerOrder->job_type != clothingOrder.job_type)
@ -442,17 +458,17 @@ static void add_clothing_orders()
//if it wasn't there, we need to make a new one.
if (!orderExistedAlready)
{
df::manager_order newOrder;
df::manager_order * newOrder = new df::manager_order();
newOrder.id = world->manager_order_next_id;
newOrder->id = world->manager_order_next_id;
world->manager_order_next_id++;
newOrder.job_type = clothingOrder.job_type;
newOrder.item_subtype = clothingOrder.item_subtype;
newOrder.hist_figure_id = race;
newOrder.material_category = clothingOrder.material_category;
newOrder.amount_left = amount;
newOrder.amount_total = amount;
world->manager_orders.push_back(&newOrder);
newOrder->job_type = clothingOrder.job_type;
newOrder->item_subtype = clothingOrder.item_subtype;
newOrder->hist_figure_id = race;
newOrder->material_category = clothingOrder.material_category;
newOrder->amount_left = amount;
newOrder->amount_total = amount;
world->manager_orders.push_back(newOrder);
}
}
}