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@ -90,6 +90,48 @@ DFhackCExport command_result plugin_shutdown (color_ostream &out)
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return CR_OK;
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}
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/*
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* PART 1 - Stop restockpiling of items stored in the armory.
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*
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* For everything other than ammo this is quite straightforward,
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* since the uniform switch code already tries to store items
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* in barracks containers, and it is thus known what the intention
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* is. Moreover these containers know which squad and member they
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* belong to.
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*
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* For ammo there is no such code (in fact, ammo is never removed
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* from a quiver, except when it is dropped itself), so I had to
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* apply some improvisation. There is one place where BOX containers
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* with Squad Equipment set are used as an anchor location for a
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* pathfinding check when assigning ammo, so presumably that's
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* the correct place. I however wanted to also differentiate
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* training ammo, so came up with the following rules:
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*
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* 1. Combat ammo and ammo without any allowed use can be stored
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* in BOXes marked for Squad Equipment, either directly or via
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* containing room. No-allowed-use ammo is assumed to be reserved
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* for emergency combat use, or something like that.
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* 1a. If assigned to a squad position, that box can be used _only_
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* for ammo assigned to that specific _squad_. Otherwise, if
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* multiple squads can use this room, they will store their
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* ammo all mixed up.
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* 2. Training ammo can be stored in BOXes within archery ranges
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* (designated from archery target) that are enabled for Training.
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* Train-only ammo in particular can _only_ be stored in such
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* boxes. The inspiration for this comes from some broken code
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* for weapon racks in Training rooms.
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*
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* As an additional feature (partially needed due to the constraints
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* of working from an external hack), this plugin also blocks instant
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* queueing of stockpiling jobs for items blocked on the ground, if
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* these items are assigned to any squad.
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*
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* Since there apparently still are bugs that cause uniform items to be
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* momentarily dropped on ground, this delay is set not to the minimally
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* necessary 50 ticks, but to 0.5 - 1.0 in-game days, so as to provide a
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* grace period during which the items can be instantly picked up again.
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*/
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// Check if the item is assigned to any use controlled by the military tab
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static bool is_assigned_item(df::item *item)
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{
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@ -104,6 +146,8 @@ static bool is_assigned_item(df::item *item)
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// Exclude weapons used by miners, wood cutters etc
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switch (type) {
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case item_type::WEAPON:
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// the game code also checks this for ammo, funnily enough
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// maybe it's not just for weapons?..
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if (binsearch_index(ui->equipment.work_weapons, item->id) >= 0)
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return false;
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break;
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@ -115,6 +159,7 @@ static bool is_assigned_item(df::item *item)
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return true;
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}
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// Check if this ammo item is assigned to this squad with one of the specified uses
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static bool is_squad_ammo(df::item *item, df::squad *squad, bool train, bool combat)
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{
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for (size_t i = 0; i < squad->ammunition.size(); i++)
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@ -123,6 +168,7 @@ static bool is_squad_ammo(df::item *item, df::squad *squad, bool train, bool com
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bool cs = spec->flags.bits.use_combat;
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bool ts = spec->flags.bits.use_training;
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// no-use ammo assumed to be combat
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if (((cs || !ts) && combat) || (ts && train))
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{
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if (binsearch_index(spec->assigned, item->id) >= 0)
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@ -133,6 +179,7 @@ static bool is_squad_ammo(df::item *item, df::squad *squad, bool train, bool com
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return false;
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}
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// Recursively check room parents to find out if this ammo item is allowed here
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static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_id)
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{
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auto squads = holder->getSquads();
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@ -145,10 +192,13 @@ static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_i
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{
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auto use = (*squads)[i];
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// For containers assigned to a squad, only consider that squad
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if (squad_id >= 0 && use->squad_id != squad_id)
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continue;
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// Squad Equipment -> combat
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bool combat = use->mode.bits.squad_eq;
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// Archery target with Train -> training
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bool train = target && use->mode.bits.train;
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if (combat || train)
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@ -168,11 +218,14 @@ static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_i
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return false;
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}
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// Check if the ammo item can be stored in this container
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static bool can_store_ammo(df::item *item, df::building *holder)
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{
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// Only chests
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if (holder->getType() != building_type::Box)
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return false;
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// with appropriate flags set
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return can_store_ammo_rec(item, holder, holder->getSpecificSquad());
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}
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@ -225,33 +278,71 @@ static bool is_in_armory(df::item *item)
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return belongs_to_position(item, holder);
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}
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/*
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* Hooks used to affect stockpiling code as it runs, and prevent it
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* from doing unwanted stuff.
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*
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* Toady can simply add these checks directly to the stockpiling code;
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* we have to abuse some handy item vmethods.
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*/
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template<class Item> struct armory_hook : Item {
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typedef Item interpose_base;
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/*
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* This vmethod is called by the actual stockpiling code before it
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* tries to queue a job, and is normally used to prevent stockpiling
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* of uncollected webs.
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*/
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DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
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{
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// Normally this vmethod is used to prevent stockpiling of uncollected webs.
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// This uses it to also block stockpiling of items in the armory.
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// Block stockpiling of items in the armory.
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if (is_in_armory(this))
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return false;
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// Also never let items in process of being removed from uniform be stockpiled at once
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/*
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* When an item is removed from inventory due to Pickup Equipment
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* process, the unit code directly invokes the stockpiling code
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* and thus creates the job even before the item is actually dropped
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* on the ground. We don't want this at all, especially due to the
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* grace period idea.
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*
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* With access to source, that code can just be changed to simply
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* drop the item on ground, without running stockpiling code.
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*/
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if (this->flags.bits.in_inventory)
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{
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auto holder = Items::getHolderUnit(this);
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if (holder && ::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
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// When that call happens, the item is still in inventory
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if (holder && is_assigned_item(this))
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{
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if (is_assigned_item(this))
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// And its ID is is this vector
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if (::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
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return false;
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}
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}
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// Call the original vmethod
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return INTERPOSE_NEXT(isCollected)();
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}
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/*
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* This vmethod is used to actually put the item on the ground.
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* When it does that, it also adds it to a vector of items to be
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* instanly restockpiled by a loop in another part of the code.
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*
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* We don't want this either, even more than when removing from
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* uniform, because this can happen in lots of various situations,
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* including deconstructed containers etc, and we want our own
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* armory code below to have a chance to look at the item.
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*
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* The logical place for this code is in the loop that processes
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* that vector, but that part is not virtual.
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*/
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DEFINE_VMETHOD_INTERPOSE(bool, moveToGround, (int16_t x, int16_t y, int16_t z))
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{
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// First, let it do its work
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bool rv = INTERPOSE_NEXT(moveToGround)(x, y, z);
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// Prevent instant restockpiling of dropped assigned items.
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@ -299,6 +390,15 @@ template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToG
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, moveToGround);
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/*
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* PART 2 - Actively queue jobs to haul assigned items to the armory.
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*
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* The logical place for this of course is in the same code that decides
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* to put stuff in stockpiles, alongside the checks to prevent moving
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* stuff away from the armory. We just run it independently every 50
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* simulation frames.
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*/
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// Check if this item is loose and can be moved to armory
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static bool can_store_item(df::item *item)
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{
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@ -397,6 +497,8 @@ static bool try_store_item(df::building *target, df::item *item)
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target->jobs.push_back(job);
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job->references.push_back(href);
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// Two of the jobs need this link to find the job in canStoreItem().
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// They also don't actually need BUILDING_HOLDER, but it doesn't hurt.
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if (dest)
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{
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auto rdest = df::allocate<df::general_ref_building_destinationst>();
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@ -438,6 +540,7 @@ static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df
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if (!can_store_item(item))
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continue;
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// queue jobs to put it in the appropriate container
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if (item->isWeapon())
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try_store_item(squad->rack_combat, item);
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else if (item->isClothing())
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@ -449,23 +552,30 @@ static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df
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}
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}
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// Use a data structure sorted by free space, to even out the load
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// For storing ammo, use a data structure sorted by free space, to even out the load
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typedef std::map<int, std::set<df::building*> > ammo_box_set;
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static void index_boxes(df::building *root, ammo_box_set &group)
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// Enumerate boxes in the room, adding them to the set
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static void index_boxes(df::building *root, ammo_box_set &group, int squad_id)
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{
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if (root->getType() == building_type::Box)
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{
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int id = root->getSpecificSquad();
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if (id < 0 || id == squad_id)
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{
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//color_ostream_proxy out(Core::getInstance().getConsole());
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//out.print("%08x %d\n", unsigned(root), root->getFreeCapacity(true));
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group[root->getFreeCapacity(true)].insert(root);
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}
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}
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for (size_t i = 0; i < root->children.size(); i++)
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index_boxes(root->children[i], group);
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index_boxes(root->children[i], group, squad_id);
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}
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// Loop over the set from most empty to least empty
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static bool try_store_ammo(df::item *item, ammo_box_set &group)
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{
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int volume = item->getVolume();
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@ -501,11 +611,11 @@ static void index_ammo_boxes(df::squad *squad, ammo_box_set &train_set, ammo_box
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// Chests in rooms marked for Squad Equipment used for combat ammo
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if (room->mode.bits.squad_eq)
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index_boxes(bld, combat_set);
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index_boxes(bld, combat_set, squad->id);
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// Chests in archery ranges used for training-only ammo
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// Chests in archery ranges used for training ammo
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if (room->mode.bits.train && bld->getType() == building_type::ArcheryTarget)
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index_boxes(bld, train_set);
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index_boxes(bld, train_set, squad->id);
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}
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}
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@ -529,16 +639,25 @@ static void try_store_ammo(df::squad *squad)
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if (!can_store_item(item))
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continue;
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// compute the maps lazily
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if (!indexed)
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{
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indexed = true;
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index_ammo_boxes(squad, train_set, combat_set);
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}
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// BUG: if the same container is in both sets,
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// when a job is queued, the free space in the other
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// set will not be updated, which could lead to uneven
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// loading - but not to overflowing the container!
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// As said above, combat goes into Squad Equipment
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if (cs && try_store_ammo(item, combat_set))
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continue;
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// Training goes into Archery Range with Train
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if (ts && try_store_ammo(item, train_set))
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continue;
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// No use goes into combat
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if (!(ts || cs) && try_store_ammo(item, combat_set))
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continue;
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}
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