diff --git a/plugins/CMakeLists.txt b/plugins/CMakeLists.txt index 70b40cedb..628e8f8e7 100644 --- a/plugins/CMakeLists.txt +++ b/plugins/CMakeLists.txt @@ -104,6 +104,7 @@ if (BUILD_SUPPORTED) DFHACK_PLUGIN(zone zone.cpp) DFHACK_PLUGIN(catsplosion catsplosion.cpp) DFHACK_PLUGIN(regrass regrass.cpp) + DFHACK_PLUGIN(forceequip forceequip.cpp) # this one exports functions to lua DFHACK_PLUGIN(burrows burrows.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(sort sort.cpp LINK_LIBRARIES lua) diff --git a/plugins/forceequip.cpp b/plugins/forceequip.cpp new file mode 100644 index 000000000..dd4e213a1 --- /dev/null +++ b/plugins/forceequip.cpp @@ -0,0 +1,457 @@ +// forceequip plugin +// Moves local items from the ground into a unit's inventory +#include +#include +#include +#include +#include +#include +#include +#include +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 & 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 &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 & 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; +}