some improvements to digger

develop
mizipzor 2010-02-17 19:21:23 +01:00
parent a448504e4a
commit 2051073a2d
1 changed files with 97 additions and 14 deletions

@ -8,12 +8,14 @@
// TODO add a sort of "sub-target" to dig() to make it able to designate stone as well
// TODO add proper cli
// TODO add interactive text based menu
// TODO add ability to mark num closest to cursor
#include <iostream>
#include <integers.h>
#include <vector>
#include <list>
#include <cstdlib>
#include <algorithm>
using namespace std;
#include <DFTypes.h>
@ -31,48 +33,120 @@ int vec_count(vector<uint16_t>& vec, uint16_t t)
return count;
}
int dig(DFHack::API& DF, vector<uint16_t>& targets)
// manhattan distance
int source_distance(int sx, int sy, int sz,
int x, int y, int z, int i)
{
// TODO changing x and y seems to be optimized away (?)
cout << x << " " << i << " " << i%16 << " " << x+(i%16) << endl;
// handle the fact that x,y,z refers to a 16x16 grid
//x += i%16;
//y += i/16;
int dx = i%16;
int dy = i/16;
//x *= 16;
//y *= 16;
//x += dx;
//y += dy;
return abs(sx-(x+(i%16)))+abs(sy-(y+(i/16)))+abs(sz-z);
}
struct DigTarget
{
int source_distance; // the distance to the source coords, used for sorting
int x, y, z; // call read designations with these and you have the tile at i
int i; // 0 <= i <= 255
bool operator<(const DigTarget& o) { return source_distance < o.source_distance; }
};
int dig(DFHack::API& DF,
vector<uint16_t>& targets,
int num = -1,
const int x_source = 0,
const int y_source = 0,
const int z_source = 0)
{
if (num == 0)
return 0; // max limit of 0, nothing to do
uint32_t x_max,y_max,z_max;
DFHack::t_designation designations[256];
uint16_t tiles[256];
uint32_t count = 0;
//uint32_t count = 0;
DF.getSize(x_max,y_max,z_max);
// every tile found, will later be sorted by distance to source
vector<DigTarget> candidates;
// walk the map
for(uint32_t x = 0; x< x_max;x++)
for(uint32_t x = 0; x < x_max; x++)
{
for(uint32_t y = 0; y< y_max;y++)
for(uint32_t y = 0; y < y_max; y++)
{
for(uint32_t z = 0; z< z_max;z++)
for(uint32_t z = 0; z < z_max; z++)
{
if (z != z_source)
continue; // hack to cut down on targets
if(DF.isValidBlock(x,y,z))
{
// read block designations and tiletype
DF.ReadDesignations(x,y,z, (uint32_t *) designations);
DF.ReadTileTypes(x,y,z, (uint16_t *) tiles);
// check all tiles, if type is in target list and its visible: designate for dig
// search all tiles for dig targets:
// visible, not yet marked for dig and matching tile type
for (uint32_t i = 0; i < 256; i++)
{
if (designations[i].bits.hidden == 0 &&
designations[i].bits.dig == 0 &&
vec_count(targets, DFHack::tileTypeTable[tiles[i]].c) > 0)
{
//cout << "target found at: ";
//cout << x << "," << y << "," << z << "," << i << endl;
designations[i].bits.dig = DFHack::designation_default;
++count;
//designations[i].bits.dig = DFHack::designation_default;
//++count;
DigTarget dt;
dt.x = x;
dt.y = y;
dt.z = z;
dt.i = i;
dt.source_distance = source_distance(
x_source, y_source, z_source,
x, y, z, i);
candidates.push_back(dt);
}
}
// write the designations back
// could probably be optimized in the cases where we dont changed anything
DF.WriteDesignations(x,y,z, (uint32_t *) designations);
}
}
}
}
return count;
// TODO the following routine doesnt check if the tile is already marked for digging
// if we found more tiles than was requested, sort them by distance to source,
// keep the front 'num' elements and drop the rest
if (num != -1 && candidates.size() > (unsigned int)num)
{
sort(candidates.begin(), candidates.end());
candidates.resize(num);
}
num = candidates.size();
// mark the tiles for actual digging
for (vector<DigTarget>::iterator i = candidates.begin(); i != candidates.end(); ++i)
{
// TODO this could probably be made much better, theres a big chance the trees are on the same grid
DF.ReadDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations);
designations[(*i).i].bits.dig = DFHack::designation_default;
DF.WriteDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations);
}
return num;
}
int main (int argc, const char* argv[])
@ -97,7 +171,16 @@ int main (int argc, const char* argv[])
}
DF.InitMap();
int count = dig(DF, targets); // <-- important part
// TODO hack until we have a proper cli to specify origin
int x_source = 134, y_source = 134, z_source = 16; // my wagon starts here; cut trees close to wagon
//DF.InitViewAndCursor();
//if (!DF.getViewCoords(x_source, y_source, z_source))
//{
// cerr << "Enable cursor" << endl;
// return 1;
//}
int count = dig(DF, targets, 10, x_source, y_source, z_source); // <-- important part
cout << count << " targets designated" << endl;
DF.Detach();