Conflicts:
	plugins/autolabor.cpp
develop
Quietust 2012-08-02 10:32:25 -05:00
commit 1ed6d6e7e0
10 changed files with 622 additions and 193 deletions

2
.gitignore vendored

@ -52,7 +52,9 @@ dfhack/python/dist
# Ruby binding binaries
plugins/ruby/libruby*
plugins/ruby/msvcrtruby*.tar.gz
plugins/ruby/ruby-autogen.rb
plugins/ruby/ruby-autogen.rb.rule
# CPack stuff
build/CPack*Config.cmake

@ -1377,8 +1377,6 @@ For exemple, to grow 40 plump helmet spawn:
growcrops plump 40
This is a ruby script and needs the ruby plugin.
removebadthoughts
=================
@ -1396,8 +1394,6 @@ you unpause.
With the optional ``-v`` parameter, the script will dump the negative thoughts
it removed.
This is a ruby script and needs the ruby plugin.
slayrace
========
@ -1418,3 +1414,23 @@ after selecting the unit with the 'v' cursor:
::
rb_eval df.unit_find.body.blood_count = 0
magmasource
===========
Create an infinite magma source on a tile.
This script registers a map tile as a magma source, and every 12 game ticks
that tile receives 1 new unit of flowing magma.
Place the game cursor where you want to create the source (must be a
flow-passable tile, and not too high in the sky) and call
::
magmasource here
To add more than 1 unit everytime, call the command again.
To delete one source, place the cursor over its tile and use ``delete-here``.
To remove all placed sources, call ``magmasource stop``.
With no argument, this command shows an help message and list existing sources.

@ -1 +1 @@
Subproject commit d0b2d0750dc2d529a152eba4f3f519f69ff7eab0
Subproject commit c85e9fb35d3510c5dcc367056cda3237d77a7add

@ -31,9 +31,16 @@
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <MiscUtils.h>
#include "modules/MapCache.h"
#include "modules/Items.h"
using std::string;
using std::endl;
using namespace DFHack;
@ -89,6 +96,8 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
// The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case
DFHACK_PLUGIN("autolabor");
void generate_labor_to_skill_map();
enum labor_mode {
DISABLE,
HAULERS,
@ -383,6 +392,8 @@ struct labor_default
int active_dwarfs;
};
static int hauler_pct = 33;
static std::vector<struct labor_info> labor_infos;
static const struct labor_default default_labor_infos[] = {
@ -501,6 +512,8 @@ struct dwarf_info_t
int noble_penalty; // penalty for assignment due to noble status
bool medical; // this dwarf has medical responsibility
bool trader; // this dwarf has trade responsibility
bool diplomacy; // this dwarf meets with diplomats
int single_labor; // this dwarf will be exclusively assigned to one labor (-1/NONE for none)
};
static bool isOptionEnabled(unsigned flag)
@ -544,6 +557,16 @@ static void init_state()
if (!enable_autolabor)
return;
auto cfg_haulpct = pworld->GetPersistentData("autolabor/haulpct");
if (cfg_haulpct.isValid())
{
hauler_pct = cfg_haulpct.ival(0);
}
else
{
hauler_pct = 33;
}
// Load labors from save
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
@ -576,8 +599,37 @@ static void init_state()
labor_infos[i].active_dwarfs = 0;
reset_labor((df::enums::unit_labor::unit_labor) i);
}
generate_labor_to_skill_map();
}
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
static void generate_labor_to_skill_map()
{
// Generate labor -> skill mapping
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = df::enums::job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != df::enums::unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
}
static void enable_plugin(color_ostream &out)
{
auto pworld = Core::getInstance().getWorld();
@ -685,6 +737,181 @@ struct values_sorter
std::vector<int> & values;
};
static void assign_labor(unit_labor::unit_labor labor,
int n_dwarfs,
std::vector<dwarf_info_t>& dwarf_info,
bool trader_requested,
std::vector<df::unit *>& dwarfs,
bool has_butchers,
bool has_fishery,
color_ostream& out)
{
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode() != AUTOMATIC)
return;
int best_dwarf = 0;
int best_value = -10000;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode();
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != df::enums::job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
if ((*s)->id == skill)
{
skill_level = (*s)->rating;
skill_experience = (*s)->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
// bias by happiness
value += dwarfs[dwarf]->status.happiness;
values[dwarf] = value;
candidates.push_back(dwarf);
}
// Sort candidates by preference value
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
// Disable the labor on everyone
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
int min_dwarfs = labor_infos[labor].minimum_dwarfs();
int max_dwarfs = labor_infos[labor].maximum_dwarfs();
// Special - don't assign hunt without a butchers, or fish without a fishery
if (df::enums::unit_labor::HUNT == labor && !has_butchers)
min_dwarfs = max_dwarfs = 0;
if (df::enums::unit_labor::FISH == labor && !has_fishery)
min_dwarfs = max_dwarfs = 0;
bool want_idle_dwarf = true;
if (state_count[IDLE] < 2)
want_idle_dwarf = false;
/*
* Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in
* order of preference, and then assign additional dwarfs that meet any of these conditions:
* - The dwarf is idle and there are no idle dwarves assigned to this labor
* - The dwarf has nonzero skill associated with the labor
* - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
* We stop assigning dwarfs when we reach the maximum allowed.
* Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs
* (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted.
* Military and children/nobles will not have labors assigned.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
bool preferred_dwarf = false;
if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE)
preferred_dwarf = true;
if (dwarf_skill[dwarf] > 0)
preferred_dwarf = true;
if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive)
preferred_dwarf = true;
if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
preferred_dwarf = true;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: value %i %s %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf], dwarf_info[dwarf].trader ? "(trader)" : "", dwarf_info[dwarf].diplomacy ? "(diplomacy)" : "");
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
want_idle_dwarf = false;
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
@ -742,7 +969,12 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
df::building_tradedepotst* depot = (df::building_tradedepotst*) build;
trader_requested = depot->trade_flags.bits.trader_requested;
if (print_debug)
out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n");
{
if (trader_requested)
out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n");
else
out.print("Trade depot found but trader is not requested.\n");
}
}
}
@ -750,7 +982,10 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
df::unit* cre = world->units.all[i];
if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant &&
!cre->flags1.bits.dead && !cre->flags1.bits.forest) {
!cre->flags1.bits.dead && !cre->flags1.bits.forest)
{
if (cre->burrows.size() > 0)
continue; // dwarfs assigned to burrows are skipped entirely
dwarfs.push_back(cre);
}
}
@ -766,6 +1001,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
dwarf_info[dwarf].single_labor = -1;
// assert(dwarfs[dwarf]->status.souls.size() > 0);
// assert fails can cause DF to crash, so don't do that
@ -777,9 +1014,11 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
int noble_penalty = 0;
df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id);
for (int i = 0; i < hf->entity_links.size(); i++) {
for (int i = 0; i < hf->entity_links.size(); i++)
{
df::histfig_entity_link* hfelink = hf->entity_links.at(i);
if (hfelink->getType() == df::histfig_entity_link_type::POSITION) {
if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
{
df::histfig_entity_link_positionst *epos =
(df::histfig_entity_link_positionst*) hfelink;
df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
@ -803,7 +1042,27 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarf_info[dwarf].trader = true;
}
dwarf_info[dwarf].noble_penalty = noble_penalty;
}
dwarf_info[dwarf].noble_penalty = noble_penalty;
// identify dwarfs who are needed for meetings and mark them for exclusion
for (int i = 0; i < ui->activities.size(); ++i)
{
df::activity_info *act = ui->activities[i];
if (!act) continue;
bool p1 = act->person1 == dwarfs[dwarf];
bool p2 = act->person2 == dwarfs[dwarf];
if (p1 || p2)
{
dwarf_info[dwarf].diplomacy = true;
if (print_debug)
out.print("Dwarf %i \"%s\" has a meeting, will be cleared of all labors\n", dwarf, dwarfs[dwarf]->name.first_name.c_str());
break;
}
}
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
@ -907,26 +1166,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]);
}
// Generate labor -> skill mapping
df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = df::enums::job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != df::enums::unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
std::vector<df::unit_labor> labors;
FOR_ENUM_ITEMS(unit_labor, labor)
@ -956,6 +1195,12 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{
dwarfs[dwarf]->status.labors[labor] = false;
}
if (dwarfs[dwarf]->status.labors[labor])
{
if (labor_infos[labor].is_exclusive)
@ -977,172 +1222,34 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
assert(labor < ARRAY_COUNT(labor_infos));
*/
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode() != AUTOMATIC)
continue;
int best_dwarf = 0;
int best_value = -10000;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode();
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != df::enums::job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
if ((*s)->id == skill)
{
skill_level = (*s)->rating;
skill_experience = (*s)->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
values[dwarf] = value;
candidates.push_back(dwarf);
}
// Sort candidates by preference value
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
// Disable the labor on everyone
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
int min_dwarfs = labor_infos[labor].minimum_dwarfs();
int max_dwarfs = labor_infos[labor].maximum_dwarfs();
// Special - don't assign hunt without a butchers, or fish without a fishery
if (df::enums::unit_labor::HUNT == labor && !has_butchers)
min_dwarfs = max_dwarfs = 0;
if (df::enums::unit_labor::FISH == labor && !has_fishery)
min_dwarfs = max_dwarfs = 0;
bool want_idle_dwarf = true;
if (state_count[IDLE] < 2)
want_idle_dwarf = false;
/*
* Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in
* order of preference, and then assign additional dwarfs that meet any of these conditions:
* - The dwarf is idle and there are no idle dwarves assigned to this labor
* - The dwarf has nonzero skill associated with the labor
* - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
* We stop assigning dwarfs when we reach the maximum allowed.
* Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs
* (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted.
* Military and children/nobles will not have labors assigned.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
bool preferred_dwarf = false;
if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE)
preferred_dwarf = true;
if (dwarf_skill[dwarf] > 0)
preferred_dwarf = true;
if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive)
preferred_dwarf = true;
if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
preferred_dwarf = true;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: value %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf]);
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
want_idle_dwarf = false;
}
assign_labor(labor, n_dwarfs, dwarf_info, trader_requested, dwarfs, has_butchers, has_fishery, out);
}
// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
// make sure that hauling jobs are handled quickly rather than building up.
int num_haulers = state_count[IDLE] + state_count[BUSY] / 3;
int num_haulers = state_count[IDLE] + state_count[BUSY] * hauler_pct / 100;
if (num_haulers < 1)
num_haulers = 1;
std::vector<int> hauler_ids;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].trader && trader_requested)
if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == df::enums::unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
dwarfs[dwarf]->status.labors[labor] = false;
}
continue;
}
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
hauler_ids.push_back(dwarf);
}
@ -1222,6 +1329,7 @@ void print_labor (df::enums::unit_labor::unit_labor labor, color_ostream &out)
}
}
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
@ -1255,7 +1363,20 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_OK;
}
if (parameters.size() == 2 || parameters.size() == 3) {
else if (parameters.size() == 2 && parameters[0] == "haulpct")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
int pct = atoi (parameters[1].c_str());
hauler_pct = pct;
return CR_OK;
}
else if (parameters.size() == 2 || parameters.size() == 3) {
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
@ -1359,7 +1480,8 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "debug") {
else if (parameters.size() == 1 && parameters[0] == "debug")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
@ -1379,3 +1501,206 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_OK;
}
}
struct StockpileInfo {
df::building_stockpilest* sp;
int size;
int free;
int x1, x2, y1, y2, z;
public:
StockpileInfo(df::building_stockpilest *sp_) : sp(sp_)
{
MapExtras::MapCache mc;
z = sp_->z;
x1 = sp_->room.x;
x2 = sp_->room.x + sp_->room.width;
y1 = sp_->room.y;
y2 = sp_->room.y + sp_->room.height;
int e = 0;
size = 0;
free = 0;
for (int y = y1; y < y2; y++)
for (int x = x1; x < x2; x++)
if (sp_->room.extents[e++] == 1)
{
size++;
DFCoord cursor (x,y,z);
uint32_t blockX = x / 16;
uint32_t tileX = x % 16;
uint32_t blockY = y / 16;
uint32_t tileY = y % 16;
MapExtras::Block * b = mc.BlockAt(cursor/16);
if(b && b->is_valid())
{
auto &block = *b->getRaw();
df::tile_occupancy &occ = block.occupancy[tileX][tileY];
if (!occ.bits.item)
free++;
}
}
}
bool isFull() { return free == 0; }
bool canHold(df::item *i)
{
return false;
}
bool inStockpile(df::item *i)
{
df::item *container = Items::getContainer(i);
if (container)
return inStockpile(container);
if (i->pos.z != z) return false;
if (i->pos.x < x1 || i->pos.x >= x2 ||
i->pos.y < y1 || i->pos.y >= y2) return false;
int e = (i->pos.x - x1) + (i->pos.y - y1) * sp->room.width;
return sp->room.extents[e] == 1;
}
int getId() { return sp->id; }
};
static int stockcheck(color_ostream &out, vector <string> & parameters)
{
int count = 0;
std::vector<StockpileInfo*> stockpiles;
for (int i = 0; i < world->buildings.all.size(); ++i)
{
df::building *build = world->buildings.all[i];
auto type = build->getType();
if (df::enums::building_type::Stockpile == type)
{
df::building_stockpilest *sp = virtual_cast<df::building_stockpilest>(build);
StockpileInfo *spi = new StockpileInfo(sp);
stockpiles.push_back(spi);
}
}
std::vector<df::item*> &items = world->items.other[df::enums::items_other_id::ANY_FREE];
// Precompute a bitmask with the bad flags
df::item_flags bad_flags;
bad_flags.whole = 0;
#define F(x) bad_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(artifact1);
F(spider_web); F(owned); F(in_job);
#undef F
for (size_t i = 0; i < items.size(); i++)
{
df::item *item = items[i];
if (item->flags.whole & bad_flags.whole)
continue;
// we really only care about MEAT, FISH, FISH_RAW, PLANT, CHEESE, FOOD, and EGG
df::item_type typ = item->getType();
if (typ != df::enums::item_type::MEAT &&
typ != df::enums::item_type::FISH &&
typ != df::enums::item_type::FISH_RAW &&
typ != df::enums::item_type::PLANT &&
typ != df::enums::item_type::CHEESE &&
typ != df::enums::item_type::FOOD &&
typ != df::enums::item_type::EGG)
continue;
df::item *container = 0;
df::unit *holder = 0;
df::building *building = 0;
for (size_t i = 0; i < item->itemrefs.size(); i++)
{
df::general_ref *ref = item->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
container = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
df::item *nextcontainer = container;
df::item *lastcontainer = 0;
while(nextcontainer) {
df::item *thiscontainer = nextcontainer;
nextcontainer = 0;
for (size_t i = 0; i < thiscontainer->itemrefs.size(); i++)
{
df::general_ref *ref = thiscontainer->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
lastcontainer = nextcontainer = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
}
if (holder)
continue; // carried items do not rot as far as i know
if (building) {
df::building_type btype = building->getType();
if (btype == df::enums::building_type::TradeDepot ||
btype == df::enums::building_type::Wagon)
continue; // items in trade depot or the embark wagon do not rot
if (typ == df::enums::item_type::EGG && btype ==df::enums::building_type::NestBox)
continue; // eggs in nest box do not rot
}
int canHoldCount = 0;
StockpileInfo *current = 0;
for (int idx = 0; idx < stockpiles.size(); idx++)
{
StockpileInfo *spi = stockpiles[idx];
if (spi->canHold(item)) canHoldCount++;
if (spi->inStockpile(item)) current=spi;
}
if (current)
continue;
count++;
}
return count;
}

@ -77,6 +77,13 @@ DFhackCExport command_result plugin_shutdown ( color_ostream &out )
command_result df_stripcaged(color_ostream &out, vector <string> & parameters)
{
CoreSuspender suspend;
bool keeparmor = true;
if (parameters.size() == 1 && parameters[0] == "dumparmor")
{
out << "Dumping armor too" << endl;
keeparmor = false;
}
size_t count = 0;
for (size_t i=0; i < world->units.all.size(); i++)
@ -89,6 +96,11 @@ command_result df_stripcaged(color_ostream &out, vector <string> & parameters)
df::unit_inventory_item* uii = unit->inventory[j];
if (uii->item)
{
if (keeparmor && (uii->item->isArmorNotClothing() || uii->item->isClothing()))
continue;
std::string desc;
uii->item->getItemDescription(&desc,0);
out << "Item " << desc << " dumped." << endl;
uii->item->flags.bits.forbid = 0;
uii->item->flags.bits.dump = 1;
count++;

@ -38,15 +38,17 @@ module DFHack
@callback.call
else
if year > @minyear or (year == @minyear and yeartick >= @minyeartick)
@callback.call
@minyear = year
@minyeartick = yeartick + @ticklimit
if @minyeartick > yearlen
@minyear += 1
@minyeartick -= yearlen
end
@callback.call
end
end
rescue
puts_err "onupdate cb #$!", $!.backtrace
end
def <=>(o)

@ -6,9 +6,15 @@ module DFHack
# with an argument that respond to x/y/z (eg cursor), find first unit at this position
def unit_find(what=:selected, y=nil, z=nil)
if what == :selected
if curview._rtti_classname == :viewscreen_itemst
case curview._rtti_classname
when :viewscreen_itemst
ref = curview.entry_ref[curview.cursor_pos]
ref.unit_tg if ref.kind_of?(GeneralRefUnit)
when :viewscreen_unitlistst
v = curview
# TODO fix xml to use enums everywhere
page = DFHack::ViewscreenUnitlistst_TPage.int(v.page)
v.units[page][v.cursor_pos[page]]
else
case ui.main.mode
when :ViewUnits
@ -63,11 +69,11 @@ module DFHack
# current_job includes eat/drink/sleep/pickupequip
!u.job.current_job and
# filter 'attend meeting'
u.meetings.length == 0 and
not u.specific_refs.find { |s| s.type == :ACTIVITY } and
# filter soldiers (TODO check schedule)
u.military.squad_index == -1 and
# filter 'on break'
!u.status.misc_traits.find { |t| id == :OnBreak }
not u.status.misc_traits.find { |t| t.id == :OnBreak }
}
end

@ -1 +1 @@
Subproject commit 5d4f06d785f8a9933679fe3caa12c18215e9674d
Subproject commit 17b653665567a5f1df628217820f76bb0b9c70a5

@ -420,6 +420,7 @@ bool isTame(df::unit* creature)
{
switch (creature->training_level)
{
case df::animal_training_level::SemiWild: //??
case df::animal_training_level::Trained:
case df::animal_training_level::WellTrained:
case df::animal_training_level::SkilfullyTrained:
@ -429,7 +430,6 @@ bool isTame(df::unit* creature)
case df::animal_training_level::Domesticated:
tame=true;
break;
case df::animal_training_level::SemiWild: //??
case df::animal_training_level::Unk8: //??
case df::animal_training_level::WildUntamed:
default:
@ -1232,7 +1232,7 @@ bool isFreeEgglayer(df::unit * unit)
{
if( !isDead(unit) && !isUndead(unit)
&& isFemale(unit)
&& isDomesticated(unit) // better strict than sorry (medium trained wild animals can revert into wild state)
&& isTame(unit)
&& isOwnCiv(unit)
&& isEggLayer(unit)
&& !isAssigned(unit)

@ -0,0 +1,66 @@
# create an infinite magma source at the cursor
$magma_sources ||= []
case $script_args[0]
when 'here'
$magma_onupdate ||= df.onupdate_register(12) {
# called every 12 game ticks (100x a dwarf day)
if $magma_sources.empty?
df.onupdate_unregister($magma_onupdate)
$magma_onupdate = nil
end
$magma_sources.each { |x, y, z|
if tile = df.map_tile_at(x, y, z) and DFHack::TiletypeShape::PassableFlow[tile.shape]
des = tile.designation
des.flow_size += 1 if des.flow_size < 7
des.liquid_type = 1
des.flow_forbid = true
mf = tile.mapblock.flags
mf.update_liquid = true
mf.update_liquid_twice = true
zf = df.world.map.z_level_flags[z]
zf.update = true
zf.update_twice = true
end
}
}
if df.cursor.x != -30000
if tile = df.map_tile_at(df.cursor)
if DFHack::TiletypeShape::PassableFlow[tile.shape]
$magma_sources << [df.cursor.x, df.cursor.y, df.cursor.z]
else
puts "Impassable tile: I'm afraid I can't do that, Dave"
end
else
puts "Unallocated map block - build something here first"
end
else
puts "Please put the game cursor where you want a magma source"
end
when 'delete-here'
$magma_sources.delete [df.cursor.x, df.cursor.y, df.cursor.z]
when 'stop'
$magma_sources.clear
else
puts <<EOS
Creates a new infinite magma source at the cursor.
Arguments:
here - create a new source at the current cursor position
(call multiple times for higher flow)
delete-here - delete the source under the cursor
stop - delete all created magma sources
EOS
if $magma_sources.first
puts '', 'Current magma sources:', $magma_sources.map { |s| " #{s.inspect}" }
end
end