Enhance createitem, can now place items into containers or buildings

develop
Quietust 2013-12-27 12:53:33 -06:00
parent 6e6d830ba6
commit 540bcc1f46
1 changed files with 148 additions and 3 deletions

@ -7,6 +7,7 @@
#include "MiscUtils.h"
#include "modules/Maps.h"
#include "modules/MapCache.h"
#include "modules/Gui.h"
#include "modules/Items.h"
#include "modules/Materials.h"
@ -22,6 +23,7 @@
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/reaction_reagent.h"
#include "df/reaction_reagent_itemst.h"
#include "df/reaction_product_itemst.h"
using namespace std;
@ -33,18 +35,27 @@ using df::global::gametype;
DFHACK_PLUGIN("createitem");
int dest_container = -1, dest_building = -1;
command_result df_createitem (color_ostream &out, vector <string> & parameters);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector<PluginCommand> &commands)
{
commands.push_back(PluginCommand("createitem", "Create arbitrary item at the selected unit's feet.", df_createitem, false,
commands.push_back(PluginCommand("createitem", "Create arbitrary items.", df_createitem, false,
"Syntax: createitem <item> <material> [count]\n"
" <item> - Item token for what you wish to create, as specified in custom\n"
" reactions. If the item has no subtype, omit the :NONE.\n"
" <material> - The material you want the item to be made of, as specified\n"
" in custom reactions. For REMAINS, FISH, FISH_RAW, VERMIN,\n"
" PET, and EGG, replace this with a creature ID and caste.\n"
" [count] - How many of the item you wish to create.\n"));
" [count] - How many of the item you wish to create.\n"
"\n"
"By default, items are created at the feet of the selected unit.\n"
"\n"
"Syntax: createitem <destination>\n"
" <destination> - Where to put subsequently created items.\n"
" Valid values are 'floor', 'item', and 'building'.\n"
));
return CR_OK;
}
@ -61,6 +72,14 @@ bool makeItem (df::reaction_product_itemst *prod, df::unit *unit, bool second_it
bool is_gloves = (prod->item_type == df::item_type::GLOVES);
bool is_shoes = (prod->item_type == df::item_type::SHOES);
df::item *container = NULL;
df::building *building = NULL;
df::reaction_reagent_itemst *reagent = NULL;
if (dest_container != -1)
container = df::item::find(dest_container);
if (dest_building != -1)
building = df::building::find(dest_building);
prod->produce(unit, &out_items, &in_reag, &in_items, 1, df::job_skill::NONE,
df::historical_entity::find(unit->civ_id),
((*gametype == df::game_type::DWARF_MAIN) || (*gametype == df::game_type::DWARF_RECLAIM)) ? df::world_site::find(ui->site_id) : NULL);
@ -70,8 +89,27 @@ bool makeItem (df::reaction_product_itemst *prod, df::unit *unit, bool second_it
// otherwise, make a second set because shoes are normally made in pairs
if (is_shoes && out_items.size() == prod->count * 2)
is_shoes = false;
MapExtras::MapCache mc;
for (size_t i = 0; i < out_items.size(); i++)
{
bool on_ground = true;
if (container)
{
on_ground = false;
out_items[i]->flags.bits.removed = 1;
if (!Items::moveToContainer(mc, out_items[i], container))
out_items[i]->moveToGround(container->pos.x, container->pos.y, container->pos.z);
}
if (building)
{
on_ground = false;
out_items[i]->flags.bits.removed = 1;
if (!Items::moveToBuilding(mc, out_items[i], (df::building_actual *)building, 0))
out_items[i]->moveToGround(building->centerx, building->centery, building->z);
}
if (on_ground)
out_items[i]->moveToGround(unit->pos.x, unit->pos.y, unit->pos.z);
if (is_gloves)
{
@ -97,8 +135,104 @@ command_result df_createitem (color_ostream &out, vector <string> & parameters)
int32_t mat_index = -1;
int count = 1;
if (parameters.size() == 1)
{
if (parameters[0] == "floor")
{
dest_container = -1;
dest_building = -1;
out.print("Items created will be placed on the floor.\n");
return CR_OK;
}
else if (parameters[0] == "item")
{
dest_building = -1;
df::item *item = Gui::getSelectedItem(out);
if (!item)
{
out.printerr("You must select a container!\n");
return CR_FAILURE;
}
switch (item->getType())
{
case df::item_type::FLASK:
case df::item_type::BARREL:
case df::item_type::BUCKET:
case df::item_type::ANIMALTRAP:
case df::item_type::BOX:
case df::item_type::BIN:
case df::item_type::BACKPACK:
case df::item_type::QUIVER:
break;
case df::item_type::TOOL:
if (item->hasToolUse(df::tool_uses::LIQUID_CONTAINER))
break;
if (item->hasToolUse(df::tool_uses::FOOD_STORAGE))
break;
if (item->hasToolUse(df::tool_uses::SMALL_OBJECT_STORAGE))
break;
if (item->hasToolUse(df::tool_uses::TRACK_CART))
break;
default:
out.printerr("The selected item cannot be used for item storage!\n");
return CR_FAILURE;
}
dest_container = item->id;
string name;
item->getItemDescription(&name, 0);
out.print("Items created will be placed inside %s.\n", name.c_str());
return CR_OK;
}
else if (parameters[0] == "building")
{
dest_container = -1;
df::building *building = Gui::getSelectedBuilding(out);
if (!building)
{
out.printerr("You must select a building!\n");
return CR_FAILURE;
}
switch (building->getType())
{
case df::building_type::Coffin:
case df::building_type::Furnace:
case df::building_type::TradeDepot:
case df::building_type::Shop:
case df::building_type::Box:
case df::building_type::Weaponrack:
case df::building_type::Armorstand:
case df::building_type::Workshop:
case df::building_type::Cabinet:
case df::building_type::SiegeEngine:
case df::building_type::Trap:
case df::building_type::AnimalTrap:
case df::building_type::Cage:
case df::building_type::Wagon:
case df::building_type::NestBox:
case df::building_type::Hive:
break;
default:
out.printerr("The selected building cannot be used for item storage!\n");
return CR_FAILURE;
}
if (building->getBuildStage() != building->getMaxBuildStage())
{
out.printerr("The selected building has not yet been fully constructed!\n");
return CR_FAILURE;
}
dest_building = building->id;
string name;
building->getName(&name);
out.print("Items created will be placed inside %s.\n", name.c_str());
return CR_OK;
}
else
return CR_WRONG_USAGE;
}
if ((parameters.size() < 2) || (parameters.size() > 3))
return CR_WRONG_USAGE;
item_str = parameters[0];
material_str = parameters[1];
@ -250,6 +384,17 @@ command_result df_createitem (color_ostream &out, vector <string> & parameters)
break;
}
if ((dest_container != -1) && !df::item::find(dest_container))
{
dest_container = -1;
out.printerr("Previously selected container no longer exists - item will be placed on the floor.\n");
}
if ((dest_building != -1) && !df::building::find(dest_building))
{
dest_building = -1;
out.printerr("Previously selected building no longer exists - item will be placed on the floor.\n");
}
bool result = makeItem(prod, unit);
delete prod;
if (!result)