remove defunct advtools plugin

develop
myk002 2022-07-18 12:36:11 -07:00
parent 02ba204f5b
commit 5ff31e0cc1
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GPG Key ID: 8A39CA0FA0C16E78
3 changed files with 0 additions and 840 deletions

@ -1,12 +0,0 @@
adv-bodyswap
============
This allows taking control over your followers and other creatures in adventure
mode. For example, you can make them pick up new arms and armor and equip them
properly.
Usage:
* When viewing unit details, body-swaps into that unit.
* In the main adventure mode screen, reverts transient swap.
:dfhack-keybind:`adv-bodyswap`

@ -82,7 +82,6 @@ if(BUILD_SUPPORTED)
dfhack_plugin(3dveins 3dveins.cpp) dfhack_plugin(3dveins 3dveins.cpp)
dfhack_plugin(add-spatter add-spatter.cpp) dfhack_plugin(add-spatter add-spatter.cpp)
# dfhack_plugin(advtools advtools.cpp)
dfhack_plugin(autochop autochop.cpp) dfhack_plugin(autochop autochop.cpp)
dfhack_plugin(autoclothing autoclothing.cpp) dfhack_plugin(autoclothing autoclothing.cpp)
dfhack_plugin(autodump autodump.cpp) dfhack_plugin(autodump autodump.cpp)

@ -1,827 +0,0 @@
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "MiscUtils.h"
#include "modules/World.h"
#include "modules/Translation.h"
#include "modules/Materials.h"
#include "modules/Maps.h"
#include "modules/Items.h"
#include "modules/Gui.h"
#include "modules/Units.h"
#include "DataDefs.h"
#include "df/world.h"
#include "df/ui_advmode.h"
#include "df/item.h"
#include "df/unit.h"
#include "df/unit_inventory_item.h"
#include "df/unit_relationship_type.h"
#include "df/map_block.h"
#include "df/nemesis_record.h"
#include "df/historical_figure.h"
#include "df/general_ref_is_nemesisst.h"
#include "df/general_ref_contains_itemst.h"
#include "df/general_ref_contained_in_itemst.h"
#include "df/general_ref_unit_holderst.h"
#include "df/general_ref_building_civzone_assignedst.h"
#include "df/material.h"
#include "df/craft_material_class.h"
#include "df/viewscreen_optionst.h"
#include "df/viewscreen_dungeonmodest.h"
#include "df/viewscreen_dungeon_monsterstatusst.h"
#include "df/nemesis_flags.h"
#include <math.h>
using namespace DFHack;
using namespace df::enums;
using df::nemesis_record;
using df::historical_figure;
using namespace DFHack::Translation;
/*
advtools
========
A package of different adventure mode tools. Usage:
:list-equipped [all]: List armor and weapons equipped by your companions.
If all is specified, also lists non-metal clothing.
:metal-detector [all-types] [non-trader]:
Reveal metal armor and weapons in shops. The options
disable the checks on item type and being in shop.
*/
DFHACK_PLUGIN("advtools");
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(ui_advmode);
/*********************
* PLUGIN INTERFACE *
*********************/
static bool bodyswap_hotkey(df::viewscreen *top);
command_result adv_bodyswap (color_ostream &out, std::vector <std::string> & parameters);
command_result adv_tools (color_ostream &out, std::vector <std::string> & parameters);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
if (!ui_advmode)
return CR_OK;
commands.push_back(PluginCommand(
"advtools", "Adventure mode tools.",
adv_tools, false,
" list-equipped [all]\n"
" List armor and weapons equipped by your companions.\n"
" If all is specified, also lists non-metal clothing.\n"
" metal-detector [all-types] [non-trader]\n"
" Reveal metal armor and weapons in shops. The options\n"
" disable the checks on item type and being in shop.\n"
));
commands.push_back(PluginCommand(
"adv-bodyswap", "Change the adventurer unit.",
adv_bodyswap, bodyswap_hotkey,
" - When viewing unit details, body-swaps into that unit.\n"
" - In the main adventure mode screen, reverts transient swap.\n"
"Options:\n"
" force\n"
" Allow swapping into non-companion units.\n"
" permanent\n"
" Permanently change the unit to be the adventurer.\n"
" Otherwise it will revert if adv-bodyswap is called\n"
" in the main screen, or if the main menu, Fast Travel\n"
" or Sleep/Wait screen is opened.\n"
" noinherit\n"
" In permanent mode, don't reassign companions to the new unit.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap);
DFHACK_PLUGIN_IS_ENABLED(in_transient_swap);
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_WORLD_LOADED:
case SC_WORLD_UNLOADED:
in_transient_swap = false;
break;
default:
break;
}
return CR_OK;
}
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
// Revert transient swaps before trouble happens
if (in_transient_swap)
{
auto screen = Core::getTopViewscreen();
bool revert = false;
if (strict_virtual_cast<df::viewscreen_dungeonmodest>(screen))
{
using namespace df::enums::ui_advmode_menu;
switch (ui_advmode->menu)
{
case Travel:
// was also Sleep, now equivalent
revert = true;
break;
default:
break;
}
}
else if (strict_virtual_cast<df::viewscreen_optionst>(screen))
{
// Options may mean save game
revert = true;
}
if (revert)
{
getPlayerNemesis(out, true);
in_transient_swap = false;
}
}
return CR_OK;
}
/*********************
* UTILITY FUNCTIONS *
*********************/
static bool bodyswap_hotkey(df::viewscreen *top)
{
return !!virtual_cast<df::viewscreen_dungeonmodest>(top) ||
!!virtual_cast<df::viewscreen_dungeon_monsterstatusst>(top);
}
bool bodySwap(color_ostream &out, df::unit *player)
{
if (!player)
{
out.printerr("Unit to swap is NULL\n");
return false;
}
auto &vec = world->units.active;
int idx = linear_index(vec, player);
if (idx < 0)
{
out.printerr("Unit to swap not found: %d\n", player->id);
return false;
}
if (idx != 0)
std::swap(vec[0], vec[idx]);
return true;
}
df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap)
{
auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id);
if (!real_nemesis || !real_nemesis->unit)
{
out.printerr("Invalid player nemesis id: %d\n", ui_advmode->player_id);
return NULL;
}
if (restore_swap)
{
df::unit *ctl = world->units.active[0];
auto ctl_nemesis = Units::getNemesis(ctl);
if (ctl_nemesis != real_nemesis)
{
if (!bodySwap(out, real_nemesis->unit))
return NULL;
auto name = TranslateName(&real_nemesis->unit->name, false);
out.print("Returned into the body of %s.\n", name.c_str());
}
real_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = -1;
in_transient_swap = false;
}
return real_nemesis;
}
void changeGroupLeader(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
{
auto &cvec = new_nemesis->companions;
// Swap companions
cvec.swap(old_nemesis->companions);
vector_erase_at(cvec, linear_index(cvec, new_nemesis->id));
insert_into_vector(cvec, old_nemesis->id);
// Update follow
new_nemesis->group_leader_id = -1;
new_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = -1;
for (unsigned i = 0; i < cvec.size(); i++)
{
auto nm = df::nemesis_record::find(cvec[i]);
if (!nm)
continue;
nm->group_leader_id = new_nemesis->id;
if (nm->unit)
nm->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = new_nemesis->unit_id;
}
}
void copyAcquaintances(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
{
auto &svec = old_nemesis->unit->adventurer_knows;
auto &tvec = new_nemesis->unit->adventurer_knows;
for (unsigned i = 0; i < svec.size(); i++)
insert_into_vector(tvec, svec[i]);
insert_into_vector(tvec, old_nemesis->unit_id);
}
void sortCompanionNemesis(std::vector<nemesis_record*> *list, int player_id = -1)
{
std::map<int, nemesis_record*> table;
std::vector<nemesis_record*> output;
output.reserve(list->size());
if (player_id < 0)
{
auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id);
if (real_nemesis)
player_id = real_nemesis->id;
}
// Index records; find the player
for (size_t i = 0; i < list->size(); i++)
{
auto item = (*list)[i];
if (item->id == player_id)
output.push_back(item);
else
table[item->figure->id] = item;
}
// Pull out the items by the persistent sort order
auto &order_vec = ui_advmode->companions.all_histfigs;
for (size_t i = 0; i < order_vec.size(); i++)
{
auto it = table.find(order_vec[i]);
if (it == table.end())
continue;
output.push_back(it->second);
table.erase(it);
}
// The remaining ones in reverse id order
for (auto it = table.rbegin(); it != table.rend(); ++it)
output.push_back(it->second);
list->swap(output);
}
void listCompanions(color_ostream &out, std::vector<nemesis_record*> *list, bool units = true)
{
nemesis_record *player = getPlayerNemesis(out, false);
if (!player)
return;
list->push_back(player);
for (size_t i = 0; i < player->companions.size(); i++)
{
auto item = nemesis_record::find(player->companions[i]);
if (item && (item->unit || !units))
list->push_back(item);
}
}
std::string getUnitNameProfession(df::unit *unit)
{
std::string name = TranslateName(&unit->name, false) + ", ";
if (unit->custom_profession.empty())
name += ENUM_ATTR_STR(profession, caption, unit->profession);
else
name += unit->custom_profession;
return name;
}
enum InventoryMode {
INV_HAULED,
INV_WEAPON,
INV_WORN,
INV_IN_CONTAINER
};
typedef std::pair<df::item*,InventoryMode> inv_item;
static void listContainerInventory(std::vector<inv_item> *list, df::item *container)
{
auto &refs = container->general_refs;
for (size_t i = 0; i < refs.size(); i++)
{
auto ref = refs[i];
if (!strict_virtual_cast<df::general_ref_contains_itemst>(ref))
continue;
df::item *child = ref->getItem();
if (!child) continue;
list->push_back(inv_item(child, INV_IN_CONTAINER));
listContainerInventory(list, child);
}
}
void listUnitInventory(std::vector<inv_item> *list, df::unit *unit)
{
auto &items = unit->inventory;
for (size_t i = 0; i < items.size(); i++)
{
auto item = items[i];
InventoryMode mode;
switch (item->mode) {
case df::unit_inventory_item::Hauled:
mode = INV_HAULED;
break;
case df::unit_inventory_item::Weapon:
mode = INV_WEAPON;
break;
default:
mode = INV_WORN;
}
list->push_back(inv_item(item->item, mode));
listContainerInventory(list, item->item);
}
}
bool isShopItem(df::item *item)
{
for (size_t k = 0; k < item->general_refs.size(); k++)
{
auto ref = item->general_refs[k];
if (virtual_cast<df::general_ref_building_civzone_assignedst>(ref))
return true;
}
return false;
}
bool isWeaponArmor(df::item *item)
{
using namespace df::enums::item_type;
switch (item->getType()) {
case HELM:
case ARMOR:
case WEAPON:
case AMMO:
case GLOVES:
case PANTS:
case SHOES:
return true;
default:
return false;
}
}
int containsMetalItems(df::item *item, bool all, bool non_trader, bool rec = false)
{
int cnt = 0;
auto &refs = item->general_refs;
for (size_t i = 0; i < refs.size(); i++)
{
auto ref = refs[i];
if (strict_virtual_cast<df::general_ref_unit_holderst>(ref))
return 0;
if (!rec && strict_virtual_cast<df::general_ref_contained_in_itemst>(ref))
return 0;
if (strict_virtual_cast<df::general_ref_contains_itemst>(ref))
{
df::item *child = ref->getItem();
if (!child) continue;
cnt += containsMetalItems(child, all, non_trader, true);
}
}
if (!non_trader && !isShopItem(item))
return cnt;
if (!all && !isWeaponArmor(item))
return cnt;
MaterialInfo minfo(item);
if (minfo.getCraftClass() != craft_material_class::Metal)
return cnt;
return ++cnt;
}
void joinCounts(std::map<df::coord, int> &counts)
{
for (auto it = counts.begin(); it != counts.end(); it++)
{
df::coord pt = it->first;
while (pt.x > 0 && counts.count(pt - df::coord(1,0,0)))
pt.x--;
while (pt.y > 0 &&counts.count(pt - df::coord(0,1,0)))
pt.y--;
while (pt.x < 0 && counts.count(pt + df::coord(1,0,0)))
pt.x++;
while (pt.y < 0 &&counts.count(pt + df::coord(0,1,0)))
pt.y++;
if (pt == it->first)
continue;
counts[pt] += it->second;
it->second = 0;
}
}
/*********************
* FORMATTING *
*********************/
static void printCompanionHeader(color_ostream &out, size_t i, df::unit *unit)
{
out.color(COLOR_GREY);
if (i < 28)
out << char('a'+i);
else
out << i;
out << ": " << getUnitNameProfession(unit);
if (Units::isDead(unit))
out << " (DEAD)";
if (Units::isGhost(unit))
out << " (GHOST)";
out << endl;
out.reset_color();
}
static size_t formatSize(std::vector<std::string> *out, const std::map<std::string, int> in, size_t *cnt)
{
size_t len = 0;
for (auto it = in.begin(); it != in.end(); ++it)
{
std::string line = it->first;
if (it->second != 1)
line += stl_sprintf(" [%d]", it->second);
len = std::max(len, line.size());
out->push_back(line);
}
if (out->empty())
{
out->push_back("(none)");
len = 6;
}
if (cnt)
*cnt = std::max(*cnt, out->size());
return len;
}
static std::string formatDirection(df::coord delta)
{
std::string ns, ew, dir;
if (delta.x > 0)
ew = "E";
else if (delta.x < 0)
ew = "W";
if (delta.y > 0)
ns = "S";
else if (delta.y < 0)
ns = "N";
if (abs(delta.x) > abs(delta.y)*5)
dir = ew;
else if (abs(delta.y) > abs(delta.x)*5)
dir = ns;
else if (abs(delta.x) > abs(delta.y)*2)
dir = ew + ns + ew;
else if (abs(delta.y) > abs(delta.x)*2)
dir = ns + ns + ew;
else if (delta.x || delta.y)
dir = ns + ew;
else
dir = "***";
int dist = (int)sqrt((double)(delta.x*delta.x + delta.y*delta.y));
return stl_sprintf("%d away %s %+d", dist, dir.c_str(), delta.z);
}
static void printEquipped(color_ostream &out, df::unit *unit, bool all)
{
std::vector<inv_item> items;
listUnitInventory(&items, unit);
std::map<std::string, int> head, body, legs, weapons;
for (auto it = items.begin(); it != items.end(); ++it)
{
df::item *item = it->first;
// Skip non-worn non-weapons
ItemTypeInfo iinfo(item);
bool is_weapon = (it->second == INV_WEAPON || iinfo.type == item_type::AMMO);
if (!(is_weapon || it->second == INV_WORN))
continue;
// Skip non-metal, unless all
MaterialInfo minfo(item);
df::craft_material_class mclass = minfo.getCraftClass();
bool is_metal = (mclass == craft_material_class::Metal);
if (!(is_weapon || all || is_metal))
continue;
// Format the name
std::string name;
if (is_metal)
name = minfo.toString() + " ";
else if (mclass != craft_material_class::None)
name = toLower(ENUM_KEY_STR(craft_material_class,mclass)) + " ";
name += iinfo.toString();
// Add to the right table
int count = item->getStackSize();
if (is_weapon)
{
weapons[name] += count;
continue;
}
switch (iinfo.type) {
case item_type::HELM:
head[name] += count;
break;
case item_type::ARMOR:
case item_type::GLOVES:
case item_type::BACKPACK:
case item_type::QUIVER:
body[name] += count;
break;
case item_type::PANTS:
case item_type::SHOES:
legs[name] += count;
break;
default:
weapons[name] += count;
}
}
std::vector<std::string> cols[4];
size_t sizes[4];
size_t lines = 0;
sizes[0] = formatSize(&cols[0], head, &lines);
sizes[1] = formatSize(&cols[1], body, &lines);
sizes[2] = formatSize(&cols[2], legs, &lines);
sizes[3] = formatSize(&cols[3], weapons, &lines);
for (size_t i = 0; i < lines; i++)
{
for (int j = 0; j < 4; j++)
{
size_t sz = std::max(sizes[j], size_t(18));
out << "| " << std::left << std::setw(sz) << vector_get(cols[j],i) << " ";
}
out << "|" << std::endl;
}
}
/*********************
* COMMANDS *
*********************/
command_result adv_bodyswap (color_ostream &out, std::vector <std::string> & parameters)
{
// HOTKEY COMMAND; CORE IS SUSPENDED
bool force = false;
bool permanent = false;
bool no_make_leader = false;
for (unsigned i = 0; i < parameters.size(); i++)
{
auto &item = parameters[i];
if (item == "force")
force = true;
else if (item == "permanent")
permanent = true;
else if (item == "noinherit")
no_make_leader = true;
else
return CR_WRONG_USAGE;
}
// Get the real player; undo previous transient swap
auto real_nemesis = getPlayerNemesis(out, true);
if (!real_nemesis)
return CR_FAILURE;
// Get the unit to swap to
auto new_unit = Gui::getSelectedUnit(out, true);
auto new_nemesis = Units::getNemesis(new_unit);
if (!new_nemesis)
{
if (new_unit)
{
out.printerr("Cannot swap into a non-historical unit.\n");
return CR_FAILURE;
}
return CR_OK;
}
if (new_nemesis == real_nemesis)
return CR_OK;
// Verify it's a companion
if (!force && linear_index(real_nemesis->companions, new_nemesis->id) < 0)
{
out.printerr("This is not your companion - use force to bodyswap.\n");
return CR_FAILURE;
}
// Swap
if (!bodySwap(out, new_nemesis->unit))
return CR_FAILURE;
auto name = TranslateName(&new_nemesis->unit->name, false);
out.print("Swapped into the body of %s.\n", name.c_str());
// Permanently re-link everything
if (permanent)
{
using namespace df::enums::nemesis_flags;
ui_advmode->player_id = linear_index(world->nemesis.all, new_nemesis);
// Flag 0 appears to be the 'active adventurer' flag, and
// the player_id field above seems to be computed using it
// when a savegame is loaded.
// Also, unless this is set, it is impossible to retire.
real_nemesis->flags.set(ACTIVE_ADVENTURER, false);
new_nemesis->flags.set(ACTIVE_ADVENTURER, true);
real_nemesis->flags.set(RETIRED_ADVENTURER, true); // former retired adventurer
new_nemesis->flags.set(ADVENTURER, true); // blue color in legends
// Reassign companions and acquaintances
if (!no_make_leader)
{
changeGroupLeader(new_nemesis, real_nemesis);
copyAcquaintances(new_nemesis, real_nemesis);
}
}
else
{
in_transient_swap = true;
// Make the player unit follow around to avoid bad consequences
// if it is unloaded before the transient swap is reverted.
real_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = new_nemesis->unit_id;
}
return CR_OK;
}
command_result adv_tools (color_ostream &out, std::vector <std::string> & parameters)
{
if (parameters.empty())
return CR_WRONG_USAGE;
CoreSuspender suspend;
const auto &command = parameters[0];
if (command == "list-equipped")
{
bool all = false;
for (size_t i = 1; i < parameters.size(); i++)
{
if (parameters[i] == "all")
all = true;
else
return CR_WRONG_USAGE;
}
std::vector<nemesis_record*> list;
listCompanions(out, &list);
sortCompanionNemesis(&list);
for (size_t i = 0; i < list.size(); i++)
{
auto item = list[i];
auto unit = item->unit;
printCompanionHeader(out, i, unit);
printEquipped(out, unit, all);
}
return CR_OK;
}
else if (command == "metal-detector")
{
bool all = false, non_trader = false;
for (size_t i = 1; i < parameters.size(); i++)
{
if (parameters[i] == "all-types")
all = true;
else if (parameters[i] == "non-trader")
non_trader = true;
else
return CR_WRONG_USAGE;
}
auto *player = getPlayerNemesis(out, false);
if (!player)
return CR_FAILURE;
df::coord player_pos = player->unit->pos;
int total = 0;
std::map<df::coord,int> counts;
auto &items = world->items.all;
for (size_t i = 0; i < items.size(); i++)
{
df::item *item = items[i];
int num = containsMetalItems(item, all, non_trader);
if (!num)
continue;
df::map_block *block = Maps::getTileBlock(item->pos);
if (!block)
continue;
total += num;
counts[(item->pos - player_pos)/10] += num;
auto &designations = block->designation;
auto &dgn = designations[item->pos.x%16][item->pos.y%16];
dgn.bits.hidden = 0; // revealed
dgn.bits.pile = 1; // visible
}
joinCounts(counts);
out.print("%d items of metal merchandise found in the vicinity.\n", total);
for (auto it = counts.begin(); it != counts.end(); it++)
{
if (!it->second)
continue;
df::coord delta = it->first * 10;
out.print(" %s: %d\n", formatDirection(delta).c_str(), it->second);
}
return CR_OK;
}
else
return CR_WRONG_USAGE;
}