Add new plugin for cleaning up construction building materials
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// Destroys items being used as part of constructions
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// and flags the constructions to recreate their components upon disassembly
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using namespace std;
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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 "modules/Maps.h"
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#include "DataDefs.h"
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#include "df/item.h"
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#include "df/world.h"
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#include "df/construction.h"
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#include "df/map_block.h"
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using namespace DFHack;
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using namespace df::enums;
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using df::global::world;
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DFHACK_PLUGIN("cleanconst");
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command_result df_cleanconst(color_ostream &out, vector <string> & parameters);
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DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"cleanconst", "Cleans up construction materials.",
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df_cleanconst, false,
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" This utility alters all constructions on the map so that they spawn their.\n"
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" building component when they are disassembled, allowing their actual\n"
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" build items to be safely deleted.\n"
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));
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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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command_result df_cleanconst(color_ostream &out, vector <string> & parameters)
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{
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CoreSuspender suspend;
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if (!Maps::IsValid())
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{
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out.printerr("Map is not available!\n");
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return CR_FAILURE;
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}
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size_t numItems = world->items.all.size();
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int cleaned_total = 0;
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// proceed with the cleanup operation
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for (size_t i = 0; i < numItems; i++)
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{
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df::item *item = world->items.all[i];
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// only process items marked as "in construction"
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if (!item->flags.bits.construction)
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continue;
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df::coord pos(item->pos.x, item->pos.y, item->pos.z);
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df::construction *cons = df::construction::find(pos);
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if (!cons)
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{
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out.printerr("Item at %i,%i,%i marked as construction but no construction is present!\n", pos.x, pos.y, pos.z);
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continue;
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}
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// if the construction is already labeled as "no build item", then leave it alone
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if (cons->flags.bits.no_build_item)
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continue;
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// only destroy the item if the construction claims to be made of the exact same thing
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if (item->getType() != cons->item_type ||
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item->getSubtype() != cons->item_subtype ||
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item->getMaterial() != cons->mat_type ||
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item->getMaterialIndex() != cons->mat_index)
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continue;
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item->flags.bits.garbage_collect = 1;
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cons->flags.bits.no_build_item = 1;
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cleaned_total++;
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}
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out.print("Done. %d constructed items cleaned up.\n", cleaned_total);
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return CR_OK;
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}
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