Conflicts: library/include/modules/Items.h library/modules/Items.cppdevelop
commit
51f06c78fc
@ -0,0 +1,457 @@
|
||||
// forceequip plugin
|
||||
// Moves local items from the ground into a unit's inventory
|
||||
#include <iostream>
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
#include <climits>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
#include <set>
|
||||
using namespace std;
|
||||
|
||||
#include "Core.h"
|
||||
#include "Console.h"
|
||||
#include "Export.h"
|
||||
#include "PluginManager.h"
|
||||
#include "modules/Maps.h"
|
||||
#include "modules/Gui.h"
|
||||
#include "modules/Items.h"
|
||||
#include "modules/Materials.h"
|
||||
#include "modules/MapCache.h"
|
||||
#include "DataDefs.h"
|
||||
#include "df/item.h"
|
||||
#include "df/itemdef.h"
|
||||
#include "df/world.h"
|
||||
#include "df/general_ref.h"
|
||||
#include "df/unit.h"
|
||||
#include "df/body_part_raw.h"
|
||||
#include "MiscUtils.h"
|
||||
#include "df/unit_inventory_item.h"
|
||||
#include "df/body_part_template_flags.h"
|
||||
#include "df/creature_raw.h"
|
||||
#include "df/caste_raw.h"
|
||||
#include "df/body_detail_plan.h"
|
||||
#include "df/body_template.h"
|
||||
#include "df/body_part_template.h"
|
||||
#include "df/unit_soul.h"
|
||||
#include "df/unit_skill.h"
|
||||
#include "df/general_ref.h"
|
||||
#include "df/caste_raw.h"
|
||||
|
||||
#include "DFHack.h"
|
||||
|
||||
using namespace DFHack;
|
||||
using namespace df::enums;
|
||||
|
||||
using MapExtras::Block;
|
||||
using MapExtras::MapCache;
|
||||
using df::global::world;
|
||||
|
||||
DFHACK_PLUGIN("forceequip");
|
||||
|
||||
command_result df_forceequip(color_ostream &out, vector <string> & parameters);
|
||||
|
||||
const string forceequip_help =
|
||||
"ForceEquip moves local items into a unit's inventory. It is typically\n"
|
||||
"used to equip specific clothing/armor items onto a dwarf, but can also\n"
|
||||
"be used to put armor onto a war animal or to add unusual items (such\n"
|
||||
"as crowns) to any unit.\n"
|
||||
"This plugin can process multiple items in a single call, but will only\n"
|
||||
"work with a single unit (the first one it finds under the cursor).\n"
|
||||
"In order to minimize confusion, it is recommended that you use\n"
|
||||
"forceequip only when you have a unit standing alone atop a pile of\n"
|
||||
"gear that you would like it to wear. Items which are stored in bins\n"
|
||||
"or other containers (e.g. chests, armor racks) may also work, but\n"
|
||||
"piling items on the floor (via a garbage dump activity zone, of the\n"
|
||||
"DFHack autodump command) is the most reliable way to do it.\n"
|
||||
"The plugin will ignore any items that are forbidden. Hence, you\n"
|
||||
"can setup a large pile of surplus gear, walk a unit onto it (or\n"
|
||||
"pasture an animal on it), unforbid a few items and run forceequip.\n"
|
||||
"The (forbidden) majority of your gear will remain in-place, ready\n"
|
||||
"for the next passerby."
|
||||
"\n"
|
||||
"As mentioned above, this plugin can be used to equip items onto\n"
|
||||
"units (such as animals) which cannot normally equip gear. There's\n"
|
||||
"an important caveat here - such creatures will automatically drop\n"
|
||||
"inappropriate gear almost immediately (within 10 game ticks).\n"
|
||||
"If you want them to retain their equipment, you must forbid it\n"
|
||||
"AFTER using forceequip to get it into their inventory.\n"
|
||||
"This technique can also be used to clothe dwarven infants, but\n"
|
||||
"only if you're able to separate them from their mothers.\n"
|
||||
"\n"
|
||||
"By default, the forceequip plugin will attempt to avoid\n"
|
||||
"conflicts and outright cheating. For instance, it will skip\n"
|
||||
"any item which is flagged for use in a job, and will not\n"
|
||||
"equip more than one piece of clothing/armor onto any given\n"
|
||||
"body part. These restrictions can be overridden via command\n"
|
||||
"switches (see examples below) but doing so puts you at greater\n"
|
||||
"risk of unexpected consequences. For instance, a dwarf who\n"
|
||||
"is wearing three breastplates will not be able to move very\n"
|
||||
"quickly.\n"
|
||||
"\n"
|
||||
"Items equipped by this plugin DO NOT become owned by the\n"
|
||||
"recipient. Adult dwarves are free to adjust their own\n"
|
||||
"wardrobe, and may promptly decide to doff your gear in\n"
|
||||
"favour of their owned items. Animals, as described above,\n"
|
||||
"will tend to discard ALL clothing immediately unless it is\n"
|
||||
"manually forbidden. Armor items seem to be an exception;\n"
|
||||
"an animal will tend to retain an equipped suit of mail\n"
|
||||
"even if you neglect to Forbid it.\n"
|
||||
"\n"
|
||||
"Please note that armored animals are quite vulnerable to ranged\n"
|
||||
"attacks. Unlike dwarves, animals cannot block, dodge, or deflect\n"
|
||||
"arrows, and they are slowed by the weight of their armor.\n"
|
||||
"\n"
|
||||
"This plugin currently does not support weapons.\n"
|
||||
"\n"
|
||||
"Options:\n"
|
||||
" here, h - process the unit and item(s) under the cursor.\n"
|
||||
" - This option is enabled by default since the plugin\n"
|
||||
" - does not currently support remote equpping.\n"
|
||||
" ignore, i - bypasses the usual item eligibility checks (such as\n"
|
||||
" - \"Never equip gear belonging to another dwarf\" and\n"
|
||||
" - \"Nobody is allowed to equip a Hive\".)\n"
|
||||
" multi, m - bypasses the 1-item-per-bodypart limit, allowing\n"
|
||||
" - the unit to receive an unlimited amount of gear.\n"
|
||||
" - Can be used legitimately (e.g. mitten + gauntlet)\n"
|
||||
" - or for cheating (e.g. twelve breastplates).\n"
|
||||
" m2, m3, m4 - alters the 1-item-per-bodypart limit, allowing\n"
|
||||
" - each part to receive 2, 3, or 4 pieces of gear.\n"
|
||||
" selected, s - rather than processing all items piled at a unit's\n"
|
||||
" - feet, process only the one item currently selected.\n"
|
||||
" bodypart, bp - must be followed by a bodypart code (e.g. LH).\n"
|
||||
" - Instructs the plugin to equip all available items\n"
|
||||
" - onto this body part only. Typically used in\n"
|
||||
" - conjunction with the f switch (to over-armor\n"
|
||||
" - a particular bodypart) or the i switch (to equip\n"
|
||||
" - an unusual item onto a specific slot).\n"
|
||||
" verbose, v - provides detailed narration and error messages.\n"
|
||||
" - Can be helpful in resolving failures; not needed\n"
|
||||
" - for casual use.\n"
|
||||
"\n"
|
||||
"Examples:\n"
|
||||
" forceequip\n"
|
||||
" attempts to equip all of the items under the cursor onto the unit\n"
|
||||
" under the cursor. Uses only clothing/armor items; ignores all\n"
|
||||
" other types. Equips a maximum of 1 item onto each bodypart,\n"
|
||||
" and equips only \"appropriate\" items in each slot (e.g. glove\n"
|
||||
" --> hand). Bypasses any item which might cause a conflict,\n"
|
||||
" such as a Boot belonging to a different dwarf.\n"
|
||||
" forceequip bp LH\n"
|
||||
" attempts to equip all local items onto the left hand of the local\n"
|
||||
" unit. If the hand is already equipped then nothing will happen,\n"
|
||||
" and if it is not equipped then only one appropriate item (e.g. \n"
|
||||
" a single mitten or gauntlet) will be equipped. This command can\n"
|
||||
" be useful if you don't want to selectively forbid individual items\n"
|
||||
" and simply want the unit to equip, say, a Helmet while leaving\n"
|
||||
" the rest of the pile alone.\n"
|
||||
" forceequip m bp LH\n"
|
||||
" as above, but will equip ALL appropriate items onto the unit's\n"
|
||||
" left hand. After running this command, it might end up wearing\n"
|
||||
" a dozen left-handed mittens. Use with caution, and remember\n"
|
||||
" that dwarves will tend to drop supernumary items ASAP.\n"
|
||||
" forceequip m\n"
|
||||
" as above, but will equip ALL appropriate items onto any\n"
|
||||
" appropriate bodypart. Tends to put several boots onto the right\n"
|
||||
" foot while leaving the left foot bare.\n"
|
||||
" forceequip m2\n"
|
||||
" as above, but will equip up to two appropriate items onto each\n"
|
||||
" bodypart. Helps to balance footwear, but doesn't ensure proper\n"
|
||||
" placement (e.g. left foot gets two socks, right foot gets two\n"
|
||||
" shoes). For best results, use \"selected bp LH\" and\n"
|
||||
" \"selected bp RH\" instead.\n"
|
||||
" forceequip i\n"
|
||||
" performs the standard \"equip appropriate items onto appropriate\n"
|
||||
" bodyparts\" logic, but also includes items that would normally\n"
|
||||
" be considered ineligible (such as a sock which is owned by\n"
|
||||
" a different dwarf).\n"
|
||||
" forceequip bp NECK\n"
|
||||
" attempts to equip any appropriate gear onto the Neck of the\n"
|
||||
" local unit. Since the plugin believes that no items are actually\n"
|
||||
" appropriate for the Neck slot, this command does nothing.\n"
|
||||
" forceequip i bp NECK\n"
|
||||
" attempts to equip items from the local pile onto the Neck\n"
|
||||
" of the local unit. Ignores appropriateness restrictions.\n"
|
||||
" If there's a millstone or an albatross carcass sitting on\n"
|
||||
" the same square as the targeted unit, then there's a good\n"
|
||||
" chance that it will end up around his neck. For precise\n"
|
||||
" control, remember that you can selectively forbid some of\n"
|
||||
" the items that are piled on the ground.\n"
|
||||
" forceequip i m bp NECK\n"
|
||||
" as above, but equips an unlimited number of items onto the\n"
|
||||
" targeted bodypart. Effectively, all unforbidden items\n"
|
||||
" (including helms, millstones, boulders, etc) will be\n"
|
||||
" moved from the local pile and placed in the dwarf's\n"
|
||||
" inventory (specifically, on his neck). When used with\n"
|
||||
" a large pile of goods, this will leave the dwarf heavily\n"
|
||||
" encumbered and very slow to move.\n"
|
||||
" forceequip s\n"
|
||||
" requires that a single item be selected using the k menu.\n"
|
||||
" This item must occupy the same square as the target unit,\n"
|
||||
" and must be unforbidden. Attempts to equip this single\n"
|
||||
" item onto an appropriate slot in the unit's inventory.\n"
|
||||
" Can serve as a quicker alternative to the selective-\n"
|
||||
" unforbidding approach described above.\n"
|
||||
" forceequip s m i bp HD\n"
|
||||
" equips the selected item onto the unit's head. Ignores\n"
|
||||
" all possible restrictions and conflicts. If you know\n"
|
||||
" exactly what you want to equip, and exactly where you\n"
|
||||
" want it to go, then this is the most straightforward\n"
|
||||
" and reliable option.\n"
|
||||
" forceequip v bp QQQ\n"
|
||||
" guaranteed to fail (and accomplish nothing) because\n"
|
||||
" there are no bodyparts called QQQ. However, since the\n"
|
||||
" verbose switch is used, the resulting error messages\n"
|
||||
" will list every bodypart that the unit DOES possess.\n"
|
||||
" May be useful if you're unfamiliar with the BP codes\n"
|
||||
" used by Dwarf Fortress, or if you're experimenting\n"
|
||||
" with an exotic creature.\n"
|
||||
"\n"
|
||||
;
|
||||
|
||||
DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
|
||||
{
|
||||
commands.push_back(PluginCommand(
|
||||
"forceequip", "Moves local items from the ground into a unit's inventory",
|
||||
df_forceequip, false,
|
||||
forceequip_help.c_str()
|
||||
));
|
||||
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
|
||||
{
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
command_result df_forceequip(color_ostream &out, vector <string> & parameters)
|
||||
{
|
||||
// The "here" option is hardcoded to true, because the plugin currently doesn't support
|
||||
// equip-at-a-distance (e.g. grab items within 10 squares of the targeted unit)
|
||||
bool here = true;
|
||||
// For balance (anti-cheating) reasons, the plugin applies a limit on the number of
|
||||
// item that can be equipped on any bodypart. This limit defaults to 1 but can be
|
||||
// overridden with cmdline switches.
|
||||
int multiEquipLimit = 1;
|
||||
// The plugin applies several pre-checks in order to reduce the risk of conflict
|
||||
// and unintended side-effects. Most of these checks can be disabled via cmdline
|
||||
bool ignore = false;
|
||||
// By default, the plugin uses all gear piled on the selected square. Optionally,
|
||||
// it can target only a single item (selected on the k menu) instead
|
||||
bool selected = false;
|
||||
// Most of the plugin's text output is suppressed by default. It can be enabled
|
||||
// to provide insight into errors, and/or for debugging purposes.
|
||||
bool verbose = false;
|
||||
// By default, the plugin will mate each item to an appropriate bodypart. This
|
||||
// behaviour can be skipped if the user specifies a particular BP in the cmdline input.
|
||||
std::string targetBodyPartCode;
|
||||
|
||||
// Parse the input
|
||||
for (size_t i = 0; i < parameters.size(); i++)
|
||||
{
|
||||
string & p = parameters[i];
|
||||
|
||||
if (p == "help" || p == "?" || p == "h" || p == "/?" || p == "info" || p == "man")
|
||||
{
|
||||
out << forceequip_help << endl;
|
||||
return CR_OK;
|
||||
}
|
||||
else if (p == "here" || p == "h")
|
||||
{
|
||||
here = true;
|
||||
}
|
||||
else if (p == "ignore" || p == "i")
|
||||
{
|
||||
ignore = true;
|
||||
}
|
||||
else if (p == "multi" || p == "m")
|
||||
{
|
||||
multiEquipLimit = INT_MAX;
|
||||
}
|
||||
else if (p == "m2")
|
||||
{
|
||||
multiEquipLimit = 2;
|
||||
}
|
||||
else if (p == "m3")
|
||||
{
|
||||
multiEquipLimit = 3;
|
||||
}
|
||||
else if (p == "m4")
|
||||
{
|
||||
multiEquipLimit = 4;
|
||||
}
|
||||
else if (p == "selected" || p == "s")
|
||||
{
|
||||
selected = true;
|
||||
}
|
||||
else if (p == "verbose" || p == "v")
|
||||
{
|
||||
verbose = true;
|
||||
}
|
||||
else if (p == "bodypart" || p == "bp" )
|
||||
{
|
||||
// must be followed by bodypart code (e.g. NECK)
|
||||
if(i == parameters.size()-1 || parameters[i+1].size() == 0)
|
||||
{
|
||||
out.printerr("The bp switch must be followed by a bodypart code!\n");
|
||||
return CR_FAILURE;
|
||||
}
|
||||
targetBodyPartCode = parameters[i+1];
|
||||
i++;
|
||||
}
|
||||
else
|
||||
{
|
||||
out << p << ": Unknown command! Type \"forceequip help\" for assistance." << endl;
|
||||
return CR_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure that the map information is available (e.g. a game is actually in-progress)
|
||||
if (!Maps::IsValid())
|
||||
{
|
||||
out.printerr("Map is not available!\n");
|
||||
return CR_FAILURE;
|
||||
}
|
||||
|
||||
// Lookup the cursor position
|
||||
int cx, cy, cz;
|
||||
DFCoord pos_cursor;
|
||||
|
||||
// needs a cursor
|
||||
if (!Gui::getCursorCoords(cx,cy,cz))
|
||||
{
|
||||
out.printerr("Cursor position not found. Please enable the cursor.\n");
|
||||
return CR_FAILURE;
|
||||
}
|
||||
pos_cursor = DFCoord(cx,cy,cz);
|
||||
|
||||
// Iterate over all units, process the first one whose pos == pos_cursor
|
||||
df::unit * targetUnit;
|
||||
size_t numUnits = world->units.all.size();
|
||||
for(size_t i=0; i< numUnits; i++)
|
||||
{
|
||||
targetUnit = world->units.all[i]; // tentatively assume that we have a match; then verify
|
||||
DFCoord pos_unit(targetUnit->pos.x, targetUnit->pos.y, targetUnit->pos.z);
|
||||
|
||||
if (pos_unit == pos_cursor)
|
||||
break;
|
||||
|
||||
if (i + 1 == numUnits)
|
||||
{
|
||||
out.printerr("No unit found at cursor!\n");
|
||||
return CR_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Assert: unit found.
|
||||
|
||||
// If a specific bodypart was included in the command arguments, then search for it now
|
||||
df::body_part_raw * targetBodyPart = NULL;
|
||||
if (targetBodyPartCode.size() > 0) {
|
||||
for (int bpIndex = 0; bpIndex < targetUnit->body.body_plan->body_parts.size(); bpIndex ++)
|
||||
{
|
||||
// Tentatively assume that the part is a match
|
||||
targetBodyPart = targetUnit->body.body_plan->body_parts.at(bpIndex);
|
||||
if (targetBodyPart->part_code.compare(targetBodyPartCode) == 0)
|
||||
{
|
||||
// It is indeed a match; exit the loop (while leaving the variable populated)
|
||||
if (verbose) { out.print("Matching bodypart (%s) found.\n", targetBodyPart->part_name.c_str()); }
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not a match; nullify the variable (it will get re-populated on the next pass through the loop)
|
||||
if (verbose) { out.printerr("Bodypart \"%s\" does not match \"%s\".\n", targetBodyPart->part_code.c_str(), targetBodyPartCode.c_str()); }
|
||||
targetBodyPart = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetBodyPart)
|
||||
{
|
||||
// Loop iteration is complete but no match was found.
|
||||
out.printerr("The unit does not possess a bodypart of type \"%s\". Please check the spelling or choose a different unit.\n", targetBodyPartCode.c_str());
|
||||
return CR_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Search for item(s)
|
||||
MapCache mc;
|
||||
|
||||
// iterate over all items, process those where pos == pos_cursor
|
||||
int itemsEquipped = 0;
|
||||
int itemsFound = 0;
|
||||
int numItems = world->items.all.size(); // Normally, we iterate through EVERY ITEM in the world. This is expensive, but currently necessary.
|
||||
if (selected) { numItems = 1; } // If the user wants to process only the selected item, then the loop is trivialized (only one pass is needed).
|
||||
for(int i=0; i< numItems; i++)
|
||||
{
|
||||
df::item * currentItem;
|
||||
|
||||
// Search behaviour depends on whether the operation is driven by cursor location or UI selection
|
||||
if (selected)
|
||||
{
|
||||
// The "search" is trivial - the selection must always cover either one or zero items
|
||||
currentItem = Gui::getSelectedItem(out);
|
||||
if (!currentItem) { return CR_FAILURE; }
|
||||
}
|
||||
else
|
||||
{
|
||||
// Lookup the current item in the world-space
|
||||
currentItem = world->items.all[i];
|
||||
// Test the item's position
|
||||
DFCoord pos_item(currentItem->pos.x, currentItem->pos.y, currentItem->pos.z);
|
||||
if (pos_item != pos_cursor)
|
||||
{
|
||||
// The item is in the wrong place; skip it
|
||||
// Note: we do not emit any notification, even with the "verbose" switch, because the search space is enormous and we'd invariably flood the UI with useless text
|
||||
continue;
|
||||
}
|
||||
// Bypass any forbidden items
|
||||
else if (currentItem->flags.bits.forbid == 1)
|
||||
{
|
||||
// The item is forbidden; skip it
|
||||
if (verbose) { out.printerr("Forbidden item encountered; skipping to next item.\n"); }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Test the item; check whether we have any grounds to disqualify/reject it
|
||||
if (currentItem->flags.bits.in_inventory == 1)
|
||||
{
|
||||
// The item is in a unit's inventory; skip it
|
||||
if (verbose) { out.printerr("Inventory item encountered; skipping to next item.\n"); }
|
||||
}
|
||||
else
|
||||
{
|
||||
itemsFound ++; // Track the number of items found under the cursor (for feedback purposes)
|
||||
if (Items::moveToInventory(mc, currentItem, targetUnit, targetBodyPart, ignore, multiEquipLimit, verbose))
|
||||
{
|
||||
// // TODO TEMP EXPERIMENTAL - try to alter the item size in order to conform to its wearer
|
||||
// currentItem->getRace();
|
||||
// out.print("Critter size: %d| %d | Armor size: %d", world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_1, world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_2, currentItem->getTotalDimension());
|
||||
|
||||
itemsEquipped++; // Track the number of items successfully processed (for feedback purposes)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (itemsFound == 0) {
|
||||
out.printerr("No usable items found at the cursor position. Please choose a different location and try again.\n");
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
|
||||
if (itemsEquipped == 0 && !verbose) { out.printerr("Some items were found but no equipment changes could be made. Use the /verbose switch to display the reasons for failure.\n"); }
|
||||
if (itemsEquipped > 0) { out.print("%d items equipped.\n", itemsEquipped); }
|
||||
// At this point, some changes may have been made (such as detaching items from their original position), regardless of whether any equipment changes succeeded.
|
||||
// Therefore, we must update the map.
|
||||
mc.WriteAll();
|
||||
|
||||
// Note: we might expect to recalculate the unit's weight at this point, in order to account for the
|
||||
// added items. In fact, this recalculation occurs automatically during each dwarf's "turn".
|
||||
// The slight delay in recalculation is probably not worth worrying about.
|
||||
|
||||
// Work complete; report success
|
||||
return CR_OK;
|
||||
}
|
Loading…
Reference in New Issue