produce boulders from digging as per game rules

also add options struct for later configurability
develop
myk002 2021-06-04 12:15:15 -07:00
parent 02d7d4c5b6
commit 52e666a45a
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GPG Key ID: 8A39CA0FA0C16E78
1 changed files with 208 additions and 27 deletions

@ -9,17 +9,65 @@
#include "modules/Maps.h"
#include "modules/MapCache.h"
#include "modules/Random.h"
#include "modules/World.h"
#include <df/historical_entity.h>
#include <df/map_block.h>
#include <df/reaction_product_itemst.h>
#include <df/tile_designation.h>
#include <df/tile_occupancy.h>
#include <df/ui.h>
#include <df/unit.h>
#include <df/world.h>
#include <df/map_block.h>
#include <df/world_site.h>
DFHACK_PLUGIN("dig-now");
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(world);
using namespace DFHack;
struct dig_now_options {
DFCoord start; // upper-left coordinate, min z-level
DFCoord end; // lower-right coordinate, max z-level
// whether to unhide dug regions that are unreachable from the main fortress
bool unhide_unreachable;
// percent chance ([0..100]) for creating a boulder for the given rock type
uint32_t boulder_percent_layer;
uint32_t boulder_percent_vein;
uint32_t boulder_percent_small_cluster;
uint32_t boulder_percent_deep;
// whether to generate boulders at the cursor position instead of at their
// dig locations
bool dump_boulders;
// if set to the pos of a walkable tile, will dump at this position instead
// of the in-game cursor
DFCoord cursor;
static DFCoord getMapSize() {
uint32_t endx, endy, endz;
Maps::getTileSize(endx, endy, endz);
return DFCoord(endx, endy, endz);
}
// boulder percentage defaults from
// https://dwarffortresswiki.org/index.php/DF2014:Mining
dig_now_options() :
start(0, 0, 0),
end(getMapSize()),
unhide_unreachable(false),
boulder_percent_layer(25),
boulder_percent_vein(33),
boulder_percent_small_cluster(100),
boulder_percent_deep(100),
dump_boulders(false) { }
};
static void flood_unhide(color_ostream &out, const DFCoord &pos) {
auto L = Lua::Core::State;
Lua::StackUnwinder top(L);
@ -184,19 +232,37 @@ static void clean_ramps(MapExtras::MapCache &map, const DFCoord &pos) {
clean_ramp(map, DFCoord(pos.x, pos.y+1, pos.z));
}
// TODO: if requested, create boulders
// returns material type of walls at the given position, or -1 if not a wall
static int16_t get_wall_mat(MapExtras::MapCache &map, const DFCoord &pos) {
df::tiletype tt = map.tiletypeAt(pos);
df::tiletype_shape shape = tileShape(tt);
if (shape != df::tiletype_shape::WALL)
return -1;
t_matpair matpair;
if (map.isVeinAt(pos))
matpair = map.veinMaterialAt(pos);
else if (map.isLayerAt(pos))
matpair = map.layerMaterialAt(pos);
return matpair.mat_type;
}
static bool dig_tile(color_ostream &out, MapExtras::MapCache &map,
const DFCoord &pos, df::tile_dig_designation designation) {
const DFCoord &pos, df::tile_dig_designation designation,
int16_t *wall_mat) {
df::tiletype tt = map.tiletypeAt(pos);
// TODO: handle tree trunks, roots, and surface tiles
if (!isGroundMaterial(tileMaterial(tt)))
df::tiletype_material tile_mat = tileMaterial(tt);
if (!isGroundMaterial(tile_mat))
return false;
*wall_mat = get_wall_mat(map, pos);
df::tiletype target_type = df::tiletype::Void;
switch(designation) {
case df::tile_dig_designation::Default:
// TODO: should not leave a smooth floor when removing stairs/ramps
if (can_dig_default(tt)) {
df::tiletype_shape shape = tileShape(tt);
df::tiletype_shape target_shape = df::tiletype_shape::FLOOR;
@ -214,7 +280,7 @@ static bool dig_tile(color_ostream &out, MapExtras::MapCache &map,
DFCoord pos_below(pos.x, pos.y, pos.z-1);
if (map.ensureBlockAt(pos_below) &&
dig_tile(out, map, pos_below,
df::tile_dig_designation::Ramp)) {
df::tile_dig_designation::Ramp, wall_mat)) {
clean_ramps(map, pos_below);
// if we successfully dug out the ramp below, that took care
// of the ramp top here
@ -246,6 +312,7 @@ static bool dig_tile(color_ostream &out, MapExtras::MapCache &map,
if (can_dig_ramp(tt)) {
target_type = findSimilarTileType(tt, df::tiletype_shape::RAMP);
DFCoord pos_above(pos.x, pos.y, pos.z+1);
wall_mat[1] = get_wall_mat(map, pos_above);
if (target_type != tt && map.ensureBlockAt(pos_above)) {
// set tile type directly instead of calling dig_shape
// because we need to use *this* tile's material, not the
@ -287,14 +354,38 @@ static bool carve_tile(color_ostream &out, MapExtras::MapCache &map,
return false;
}
static bool produces_boulder(const dig_now_options &options,
Random::MersenneRNG &rng,
df::inclusion_type vein_type) {
uint32_t probability;
switch (vein_type) {
case df::inclusion_type::CLUSTER:
case df::inclusion_type::VEIN:
probability = options.boulder_percent_vein;
break;
case df::inclusion_type::CLUSTER_ONE:
case df::inclusion_type::CLUSTER_SMALL:
probability = options.boulder_percent_small_cluster;
break;
default:
probability = options.boulder_percent_layer;
break;
}
return rng.random(100) < probability;
}
static void do_dig(color_ostream &out, std::vector<DFCoord> &dug_coords,
const DFCoord &start, const DFCoord &end) {
// use the proxy layer for the layer material-setting ease-of-use functions.
std::map<int16_t, std::vector<DFCoord>> &boulder_coords,
const dig_now_options &options) {
MapExtras::MapCache map;
Random::MersenneRNG rng;
rng.init();
for (uint32_t z = start.z; z <= end.z; ++z) {
for (uint32_t y = start.y; y <= end.y; ++y) {
for (uint32_t x = start.x; x <= end.x; ++x) {
for (uint32_t z = options.start.z; z <= options.end.z; ++z) {
for (uint32_t y = options.start.y; y <= options.end.y; ++y) {
for (uint32_t x = options.start.x; x <= options.end.x; ++x) {
// this will return NULL if the map block hasn't been allocated
// yet, but that means there aren't any designations anyway.
if (!Maps::getTileBlock(x, y, z))
@ -304,11 +395,21 @@ static void do_dig(color_ostream &out, std::vector<DFCoord> &dug_coords,
df::tile_designation td = map.designationAt(pos);
df::tile_occupancy to = map.occupancyAt(pos);
if (td.bits.dig != df::tile_dig_designation::No) {
if (dig_tile(out, map, pos, td.bits.dig)) {
int16_t wall_mat[2];
memset(wall_mat, -1, sizeof(wall_mat));
if (dig_tile(out, map, pos, td.bits.dig, wall_mat)) {
td = map.designationAt(pos);
td.bits.dig = df::tile_dig_designation::No;
map.setDesignationAt(pos, td);
dug_coords.push_back(pos);
for (size_t i = 0; i < 2; ++i) {
if (wall_mat[i] < 0)
continue;
if (produces_boulder(options, rng,
map.BlockAtTile(pos)->veinTypeAt(pos))) {
boulder_coords[wall_mat[i]].push_back(pos);
}
}
}
} else if (td.bits.smooth > 0) {
bool want_engrave = td.bits.smooth == 2;
@ -337,6 +438,89 @@ static void do_dig(color_ostream &out, std::vector<DFCoord> &dug_coords,
map.WriteAll();
}
// if pos is empty space, teleport to floor below
// if we fall out of the world, z coordinate will be negative (invalid)
static DFCoord simulate_fall(const DFCoord &pos) {
DFCoord resting_pos(pos);
while (resting_pos.z >= 0) {
df::tiletype tt = *Maps::getTileType(resting_pos);
df::tiletype_shape_basic basic_shape = tileShapeBasic(tileShape(tt));
if (isWalkable(tt) && basic_shape != df::tiletype_shape_basic::Open)
break;
--resting_pos.z;
}
return resting_pos;
}
static void create_boulders(color_ostream &out,
const std::map<int16_t, std::vector<DFCoord>> &boulder_coords,
const dig_now_options &options) {
df::unit *unit = world->units.active[0];
df::historical_entity *civ = df::historical_entity::find(unit->civ_id);
df::world_site *site = World::isFortressMode() ?
df::world_site::find(ui->site_id) : NULL;
std::vector<df::reaction_reagent *> in_reag;
std::vector<df::item *> in_items;
// TODO: if options.dump_boulders is set, define and use dump coordinates
for (auto entry : boulder_coords) {
df::reaction_product_itemst *prod =
df::allocate<df::reaction_product_itemst>();
const std::vector<DFCoord> &coords = entry.second;
prod->item_type = df::item_type::BOULDER;
prod->item_subtype = -1;
prod->mat_type = 0;
prod->mat_index = entry.first;
prod->probability = 100;
prod->count = coords.size();
prod->product_dimension = 1;
std::vector<df::reaction_product*> out_products;
std::vector<df::item *> out_items;
prod->produce(unit, &out_products, &out_items, &in_reag, &in_items, 1,
job_skill::NONE, 0, civ, site, NULL);
size_t num_items = out_items.size();
if (num_items != coords.size()) {
out.printerr("unexpected number of boulders produced; "
"some boulders may be missing.\n");
num_items = min(num_items, entry.second.size());
}
for (size_t i = 0; i < num_items; ++i) {
DFCoord pos = simulate_fall(coords[i]);
if (pos.z < 0) {
out.printerr("unable to place boulder at (%d, %d, %d)\n",
coords[i].x, coords[i].y, coords[i].z);
continue;
}
out_items[i]->moveToGround(pos.x, pos.y, pos.z);
}
delete(prod);
}
}
static void unhide_dug_tiles(color_ostream &out,
const std::vector<DFCoord> &dug_coords,
const dig_now_options &options) {
if (options.unhide_unreachable) {
for (DFCoord pos : dug_coords) {
if (Maps::getTileDesignation(pos)->bits.hidden)
flood_unhide(out, pos);
}
return;
}
// TODO: hide all then flood unreveal starting from an active fortress unit
}
command_result dig_now(color_ostream &out, std::vector<std::string> &) {
CoreSuspender suspend;
@ -345,24 +529,21 @@ command_result dig_now(color_ostream &out, std::vector<std::string> &) {
return CR_FAILURE;
}
// tracks which positions to unhide
std::vector<DFCoord> dug_coords;
if (world->units.active.size() == 0) {
out.printerr("At least one unit must be alive!\n");
return CR_FAILURE;
}
// scan the whole map for now. we can add in configurable boundaries later
DFCoord start(0, 0, 0);
uint32_t endx, endy, endz;
Maps::getTileSize(endx, endy, endz);
DFCoord end(endx, endy, endz);
dig_now_options options;
do_dig(out, dug_coords, start, end);
// track which positions were modified and where to produce boulders of a
// give material
std::vector<DFCoord> dug_coords;
std::map<int16_t, std::vector<DFCoord>> boulder_coords;
// unhide newly dug tiles. we can't do this in do_dig() since our MapCache
// wouldn't detect the changes made by reveal.unhideFlood() without
// invalidating and reinitializing on every call
for (DFCoord pos : dug_coords) {
if (Maps::getTileDesignation(pos)->bits.hidden)
flood_unhide(out, pos);
}
do_dig(out, dug_coords, boulder_coords, options);
create_boulders(out, boulder_coords, options);
unhide_dug_tiles(out, dug_coords, options);
// force the game to recompute its walkability cache
world->reindex_pathfinding = true;