Block instant creation of store in stockpile jobs when removing uniforms.

develop
Alexander Gavrilov 2012-10-30 13:11:57 +04:00
parent 3ff5d38a5c
commit 4fa826d2b9
1 changed files with 163 additions and 48 deletions

@ -11,6 +11,7 @@
#include "modules/Items.h"
#include "modules/Job.h"
#include "modules/World.h"
#include "modules/Maps.h"
#include "MiscUtils.h"
@ -21,6 +22,7 @@
#include "df/squad.h"
#include "df/unit.h"
#include "df/squad_position.h"
#include "df/items_other_id.h"
#include "df/item_weaponst.h"
#include "df/item_armorst.h"
#include "df/item_helmst.h"
@ -84,6 +86,32 @@ DFhackCExport command_result plugin_shutdown (color_ostream &out)
return CR_OK;
}
// Check if the item is assigned to any use controlled by the military tab
static bool is_assigned_item(df::item *item)
{
if (!ui)
return false;
auto type = item->getType();
int idx = binsearch_index(ui->equipment.items_assigned[type], item->id);
if (idx < 0)
return false;
// Exclude weapons used by miners, wood cutters etc
switch (type) {
case item_type::WEAPON:
if (binsearch_index(ui->equipment.work_weapons, item->id) >= 0)
return false;
break;
default:
break;
}
return true;
}
// Check if the item is assigned to the squad member who owns this armory building
static bool belongs_to_position(df::item *item, df::building *holder)
{
int sid = holder->getSpecificSquad();
@ -96,6 +124,7 @@ static bool belongs_to_position(df::item *item, df::building *holder)
int position = holder->getSpecificPosition();
// Weapon racks belong to the whole squad, i.e. can be used by any position
if (position == -1 && holder->getType() == building_type::Weaponrack)
{
for (size_t i = 0; i < squad->positions.size(); i++)
@ -114,19 +143,17 @@ static bool belongs_to_position(df::item *item, df::building *holder)
return false;
}
// Check if the item is appropriately stored in an armory building
static bool is_in_armory(df::item *item)
{
if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
return false;
auto holder_ref = Items::getGeneralRef(item, general_ref_type::BUILDING_HOLDER);
if (!holder_ref)
return false;
auto holder = holder_ref->getBuilding();
auto holder = Items::getHolderBuilding(item);
if (!holder)
return false;
// If indeed in a building, check if it is the right one
return belongs_to_position(item, holder);
}
@ -135,11 +162,47 @@ template<class Item> struct armory_hook : Item {
DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
{
// Normally this vmethod is used to prevent stockpiling of uncollected webs.
// This uses it to also block stockpiling of items in the armory.
if (is_in_armory(this))
return false;
// Also never let items in process of being removed from uniform be stockpiled at once
if (this->flags.bits.in_inventory)
{
auto holder = Items::getHolderUnit(this);
if (holder && binsearch_index(holder->military.uniform_drop, this->id) >= 0)
{
if (is_assigned_item(this))
return false;
}
}
return INTERPOSE_NEXT(isCollected)();
}
DEFINE_VMETHOD_INTERPOSE(bool, moveToGround, (int16_t x, int16_t y, int16_t z))
{
bool rv = INTERPOSE_NEXT(moveToGround)(x, y, z);
// Prevent instant restockpiling of dropped assigned items.
if (is_assigned_item(this))
{
// The original vmethod adds the item to this vector to force instant check
auto &ovec = world->items.other[items_other_id::ANY_RECENTLY_DROPPED];
// If it is indeed there, remove it
if (erase_from_vector(ovec, &df::item::id, this->id))
{
// and queue it to be checked normally in 0.5-1 in-game days
this->stockpile_countdown = 12 + random_int(12);
this->stockpile_delay = 0;
}
}
return rv;
}
};
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, isCollected);
@ -153,11 +216,20 @@ template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollecte
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
// Check if this item is loose and can be moved to armory
static bool can_store_item(df::item *item)
{
if (!item || item->stockpile_countdown > 0)
return false;
if (item->flags.bits.in_job ||
item->flags.bits.removed ||
item->flags.bits.in_building ||
@ -185,6 +257,69 @@ static bool can_store_item(df::item *item)
return true;
}
// Queue a job to store the item in the building, if possible
static bool try_store_item(df::building *target, df::item *item)
{
// Check if the dwarves can path between the target and the item
df::coord tpos(target->centerx, target->centery, target->z);
df::coord ipos = Items::getPosition(item);
if (!Maps::canWalkBetween(tpos, ipos))
return false;
// Check if the target has enough space left
if (!target->canStoreItem(item, true))
return false;
// Create the job
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
return false;
auto job = new df::job();
job->pos = tpos;
// Choose the job type - correct matching is needed so that
// later canStoreItem calls would take the job into account.
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
// Without this flag dwarves will pick up the item, and
// then dismiss the job and put it back into the stockpile:
job->flags.bits.specific_dropoff = true;
break;
case building_type::Armorstand:
job->job_type = job_type::StoreArmor;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Cabinet:
job->job_type = job_type::StoreItemInCabinet;
break;
default:
job->job_type = job_type::StoreItemInChest;
break;
}
// job <-> item link
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
return false;
}
// job <-> building link
href->building_id = target->id;
target->jobs.push_back(job);
job->references.push_back(href);
// add to job list
Job::linkIntoWorld(job);
return true;
}
// Store the item into the first building in the list that would accept it.
static void try_store_item(std::vector<int32_t> &vec, df::item *item)
{
for (size_t i = 0; i < vec.size(); i++)
@ -193,56 +328,23 @@ static void try_store_item(std::vector<int32_t> &vec, df::item *item)
if (!target)
continue;
if (!target->canStoreItem(item, true))
continue;
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
if (try_store_item(target, item))
return;
auto job = new df::job();
job->pos = df::coord(target->centerx, target->centery, target->z);
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Armorstand:
job->job_type = job_type::StoreArmor;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Cabinet:
job->job_type = job_type::StoreItemInCabinet;
break;
default:
job->job_type = job_type::StoreItemInChest;
break;
}
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
continue;
}
href->building_id = target->id;
target->jobs.push_back(job);
job->references.push_back(href);
Job::linkIntoWorld(job);
return;
}
}
// Store the items into appropriate armory buildings
static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df::squad_position *pos)
{
for (size_t j = 0; j < items.size(); j++)
{
auto item = df::item::find(items[j]);
// bad id, or cooldown timer still counting
if (!item || item->stockpile_countdown > 0)
continue;
// not loose
if (!can_store_item(item))
continue;
@ -264,9 +366,11 @@ DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_ev
if (!is_enabled)
return CR_OK;
// Process every 50th frame, sort of like regular stockpiling does
if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
return CR_OK;
// Loop over squads
auto &squads = df::global::world->squads.all;
for (size_t si = 0; si < squads.size(); si++)
@ -304,6 +408,17 @@ static void enable_hooks(color_ostream &out, bool enable)
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
}
static void enable_plugin(color_ostream &out)