Expose new MapCache features in probe and tiletypes.

develop
Alexander Gavrilov 2013-10-05 20:53:43 +04:00
parent 63d8267606
commit 6852adbd91
4 changed files with 128 additions and 7 deletions

@ -1,8 +1,11 @@
DFHack future
Internals:
- Lua API for a better random number generator and perlin noise functions.
New commands:
- restrictliquid - Restrict traffic on every visible square with liquid.
- restrictice - Restrict traffic on squares above visible ice.
- enable, disable - Built-in commands that can be used to enable/disable many plugins.
New scripts:
- masspit: designate caged creatures in a zone for pitting
- locate_ore: scan the map for unmined ore veins
@ -15,6 +18,7 @@ DFHack future
- ruby: add df.dfhack_run "somecommand"
- magmasource: rename to 'source', allow water/magma sources/drains
- core: fix SC_WORLD_(UN)LOADED event for arena mode
- tiletypes: support changing tile material to arbitrary stone.
New tweaks:
- hive-crash: Prevent crash if bees die in a hive with ungathered products (bug 6368).
New plugins:

@ -576,6 +576,33 @@ Or this:
This will hide previously revealed tiles (or show hidden with the 0 option).
More recently, the tool supports changing the base material of the tile to
an arbitrary stone from the raws, by creating new veins as required. Note
that this mode paints under ice and constructions, instead of overwriting
them. To enable, use:
::
paint stone MICROCLINE
This mode is incompatible with the regular ``material`` setting, so changing
it cancels the specific stone selection:
::
paint material ANY
Since different vein types have different drop rates, it is possible to choose
which one to use in painting:
::
paint veintype CLUSTER_SMALL
When the chosen type is ``CLUSTER`` (the default), the tool may automatically
choose to use layer stone or lava stone instead of veins if its material matches
the desired one.
Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:
::

@ -263,6 +263,9 @@ command_result df_probe (color_ostream &out, vector <string> & parameters)
out << " / " << inorganic[vein_rock].id
<< " / "
<< inorganic[vein_rock].name
<< " ("
<< ENUM_KEY_STR(inclusion_type,b->veinTypeAt(cursor))
<< ")"
<< endl;
else
out << endl;

@ -97,6 +97,8 @@ void help( color_ostream & out, std::vector<std::string> &commands, int start, i
<< " Subterranean / st: set subterranean flag" << std::endl
<< " Skyview / sv: set skyview flag" << std::endl
<< " Aquifer / aqua: set aquifer flag" << std::endl
<< " Stone: paint specific stone material" << std::endl
<< " Veintype: use specific vein type for stone" << std::endl
<< "See help [option] for more information" << std::endl;
}
else if (option == "shape" || option == "s" ||option == "sh")
@ -165,6 +167,22 @@ void help( color_ostream & out, std::vector<std::string> &commands, int start, i
out << "Available aquifer flags:" << std::endl
<< " ANY, 0, 1" << std::endl;
}
else if (option == "stone")
{
out << "The stone option allows painting any specific stone material." << std::endl
<< "The normal 'material' option is forced to STONE, and cannot" << std::endl
<< "be changed without cancelling the specific stone selection." << std::endl
<< "Note: this feature paints under ice and constructions," << std::endl
<< "instead of replacing them with brute force." << std::endl;
}
else if (option == "veintype")
{
out << "Specifies which vein type to use when painting specific stone." << std::endl
<< "The vein type determines stone drop rate. Available types:" << std::endl;
FOR_ENUM_ITEMS(inclusion_type,i)
out << " " << ENUM_KEY_STR(inclusion_type,i) << std::endl;
out << "Vein type other than CLUSTER forces creation of a vein." << std::endl;
}
}
struct TileType
@ -179,6 +197,8 @@ struct TileType
int subterranean;
int skyview;
int aquifer;
int stone_material;
df::inclusion_type vein_type;
TileType()
{
@ -197,21 +217,27 @@ struct TileType
subterranean = -1;
skyview = -1;
aquifer = -1;
stone_material = -1;
vein_type = inclusion_type::CLUSTER;
}
bool empty()
{
return shape == -1 && material == -1 && special == -1 && variant == -1
&& dig == -1 && hidden == -1 && light == -1 && subterranean == -1
&& skyview == -1 && aquifer == -1;
&& skyview == -1 && aquifer == -1 && stone_material == -1;
}
inline bool matches(const df::tiletype source,
const df::tile_designation des)
const df::tile_designation des,
const t_matpair mat)
{
bool rv = true;
rv &= (shape == -1 || shape == tileShape(source));
rv &= (material == -1 || material == tileMaterial(source));
if (stone_material >= 0)
rv &= isStoneMaterial(source) && mat.mat_type == 0 && mat.mat_index == stone_material;
else
rv &= (material == -1 || material == tileMaterial(source));
rv &= (special == -1 || special == tileSpecial(source));
rv &= (variant == -1 || variant == tileVariant(source));
rv &= (dig == -1 || (dig != 0) == (des.bits.dig != tile_dig_designation::No));
@ -353,6 +379,20 @@ std::ostream &operator<<(std::ostream &stream, const TileType &paint)
needSpace = true;
}
if (paint.stone_material >= 0)
{
if (needSpace)
{
stream << " ";
needSpace = false;
}
stream << MaterialInfo(0,paint.stone_material).getToken()
<< " " << ENUM_KEY_STR(inclusion_type, paint.vein_type);
used = true;
needSpace = true;
}
if (!used)
{
stream << "any";
@ -497,6 +537,9 @@ bool processTileType(color_ostream & out, TileType &paint, std::vector<std::stri
}
else if (option == "material" || option == "mat" || option == "m")
{
// Setting the material conflicts with stone_material
paint.stone_material = -1;
if (is_valid_enum_item((df::tiletype_material)valInt))
{
paint.material = (df::tiletype_material)valInt;
@ -630,6 +673,25 @@ bool processTileType(color_ostream & out, TileType &paint, std::vector<std::stri
found = true;
}
else if (option == "stone")
{
MaterialInfo mat;
if (!mat.findInorganic(value))
out << "Unknown inorganic material: " << value << std::endl;
else if (!isStoneInorganic(mat.index))
out << "Not a stone material: " << value << std::endl;
else
{
paint.material = tiletype_material::STONE;
paint.stone_material = mat.index;
}
}
else if (option == "veintype")
{
if (!find_enum_item(&paint.vein_type, value))
out << "Unknown vein type: " << value << std::endl;
}
else
{
out << "Unknown option: '" << option << "'" << std::endl;
@ -672,12 +734,24 @@ command_result executePaintJob(color_ostream &out)
// Force the game to recompute its walkability cache
df::global::world->reindex_pathfinding = true;
int failures = 0;
for (coord_vec::iterator iter = all_tiles.begin(); iter != all_tiles.end(); ++iter)
{
const df::tiletype source = map.tiletypeAt(*iter);
MapExtras::Block *blk = map.BlockAtTile(*iter);
if (!blk)
continue;
df::tiletype source = map.tiletypeAt(*iter);
df::tile_designation des = map.designationAt(*iter);
if (!filter.matches(source, des))
// Stone painting operates on the base layer
if (paint.stone_material >= 0)
source = blk->baseTiletypeAt(*iter);
t_matpair basemat = blk->baseMaterialAt(*iter);
if (!filter.matches(source, des, basemat))
{
continue;
}
@ -725,7 +799,7 @@ command_result executePaintJob(color_ostream &out)
*/
// Remove direction from directionless tiles
DFHack::TileDirection direction = tileDirection(source);
if (!(material == tiletype_material::RIVER || shape == tiletype_shape::BROOK_BED || shape == tiletype_shape::WALL && (material == tiletype_material::CONSTRUCTION || special == tiletype_special::SMOOTH)))
if (!(material == tiletype_material::RIVER || shape == tiletype_shape::BROOK_BED || special == tiletype_special::TRACK || shape == tiletype_shape::WALL && (material == tiletype_material::CONSTRUCTION || special == tiletype_special::SMOOTH)))
{
direction.whole = 0;
}
@ -738,7 +812,15 @@ command_result executePaintJob(color_ostream &out)
}
// make sure it's not invalid
if(type != tiletype::Void)
map.setTiletypeAt(*iter, type);
{
if (paint.stone_material >= 0)
{
if (!blk->setStoneAt(*iter, type, paint.stone_material, paint.vein_type, true, true))
failures++;
}
else
map.setTiletypeAt(*iter, type);
}
if (paint.hidden > -1)
{
@ -780,6 +862,11 @@ command_result executePaintJob(color_ostream &out)
map.setDesignationAt(*iter, des);
}
if (failures > 0)
out.printerr("Could not update %d tiles of %d.\n", failures, all_tiles.size());
else
out.print("Processed %d tiles.\n", all_tiles.size());
if (map.WriteAll())
{
out.print("OK\n");