Replace drybuckets plugin with a script
Also closes #248, by checking job and building flags.develop
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// Dry Buckets : Remove all "water" objects from buckets scattered around the fortress
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#include "Core.h"
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#include "Console.h"
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#include "Export.h"
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#include "PluginManager.h"
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#include "DataDefs.h"
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#include "df/world.h"
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#include "df/item.h"
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#include "df/builtin_mats.h"
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using std::string;
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using std::vector;
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using namespace DFHack;
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using namespace df::enums;
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DFHACK_PLUGIN("drybuckets");
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REQUIRE_GLOBAL(world);
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command_result df_drybuckets (color_ostream &out, vector <string> & parameters)
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{
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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CoreSuspender suspend;
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int dried_total = 0;
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for (size_t i = 0; i < world->items.all.size(); i++)
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{
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df::item *item = world->items.all[i];
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if ((item->getType() == item_type::LIQUID_MISC) && (item->getMaterial() == builtin_mats::WATER))
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{
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item->flags.bits.garbage_collect = 1;
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dried_total++;
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}
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}
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if (dried_total)
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out.print("Done. %d buckets of water marked for emptying.\n", dried_total);
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return CR_OK;
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}
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DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand("drybuckets", "Removes water from buckets.", df_drybuckets));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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return CR_OK;
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}
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@ -0,0 +1,22 @@
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-- Removes water from buckets (for lye-making).
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--[[=begin
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fix/dry-buckets
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===============
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Removes water from all buckets in your fortress, allowing them
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to be used for making lye. Skips buckets in buildings (eg a well),
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being carried, or currently used by a job.
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=end]]
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local emptied = 0
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local water_type = dfhack.matinfo.find('WATER').type
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for _,item in ipairs(df.global.world.items.all) do
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if item:getMaterial() == water_type and not (item.flags.in_job or item.flags.in_building) then
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dfhack.items.remove(item)
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emptied = emptied + 1
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end
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end
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print('Emptied '..emptied..' buckets.')
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