Split the armory tweak into a separate plugin - it is too big now.

develop
Alexander Gavrilov 2012-10-28 22:05:00 +04:00
parent ed4904fb66
commit 7219200d17
5 changed files with 379 additions and 221 deletions

@ -10,9 +10,8 @@ DFHack future
- fastdwarf: new mode using debug flags, and some internal consistency fixes. - fastdwarf: new mode using debug flags, and some internal consistency fixes.
- added a small stand-alone utility for applying and removing binary patches. - added a small stand-alone utility for applying and removing binary patches.
- removebadthoughts: add --dry-run option - removebadthoughts: add --dry-run option
New tweaks: New commands:
- tweak armory: prevents stockpiling of armor and weapons stored on stands and racks. - fix-armory: activates a plugin that makes armor stands and weapon racks be used again.
- tweak stock-armory: makes dwarves actively haul equipment from stockpiles to the armory.
New GUI scripts: New GUI scripts:
- gui/guide-path: displays the cached path for minecart Guide orders. - gui/guide-path: displays the cached path for minecart Guide orders.
- gui/workshop-job: displays inputs of a workshop job and allows tweaking them. - gui/workshop-job: displays inputs of a workshop job and allows tweaking them.

@ -121,7 +121,3 @@ tweak fast-trade
tweak military-stable-assign tweak military-stable-assign
# in same list, color units already assigned to squads in brown & green # in same list, color units already assigned to squads in brown & green
tweak military-color-assigned tweak military-color-assigned
# stop squad equpment stored on weapon racks and armor stands from being stockpiled
tweak armory
tweak stock-armory

@ -124,6 +124,7 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(power-meter power-meter.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(power-meter power-meter.cpp LINK_LIBRARIES lua)
DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua)
DFHACK_PLUGIN(add-spatter add-spatter.cpp) DFHACK_PLUGIN(add-spatter add-spatter.cpp)
DFHACK_PLUGIN(fix-armory fix-armory.cpp)
# not yet. busy with other crud again... # not yet. busy with other crud again...
#DFHACK_PLUGIN(versionosd versionosd.cpp) #DFHACK_PLUGIN(versionosd versionosd.cpp)
DFHACK_PLUGIN(misery misery.cpp) DFHACK_PLUGIN(misery misery.cpp)

@ -0,0 +1,376 @@
// Fixes containers in barracks to actually work as intended.
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Gui.h"
#include "modules/Screen.h"
#include "modules/Units.h"
#include "modules/Items.h"
#include "modules/Job.h"
#include "modules/World.h"
#include "MiscUtils.h"
#include "DataDefs.h"
#include <VTableInterpose.h>
#include "df/ui.h"
#include "df/world.h"
#include "df/squad.h"
#include "df/unit.h"
#include "df/squad_position.h"
#include "df/item_weaponst.h"
#include "df/item_armorst.h"
#include "df/item_helmst.h"
#include "df/item_pantsst.h"
#include "df/item_shoesst.h"
#include "df/item_glovesst.h"
#include "df/item_shieldst.h"
#include "df/item_flaskst.h"
#include "df/item_backpackst.h"
#include "df/item_quiverst.h"
#include "df/building_weaponrackst.h"
#include "df/building_armorstandst.h"
#include "df/building_cabinetst.h"
#include "df/building_boxst.h"
#include "df/job.h"
#include "df/general_ref_building_holderst.h"
#include "df/barrack_preference_category.h"
#include <stdlib.h>
using std::vector;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
using df::global::gamemode;
using df::global::ui_build_selector;
using df::global::ui_menu_width;
using df::global::ui_area_map_width;
using namespace DFHack::Gui;
using Screen::Pen;
static command_result fix_armory(color_ostream &out, vector <string> & parameters);
DFHACK_PLUGIN("fix-armory");
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"fix-armory", "Enables or disables the fix-armory plugin.", fix_armory, false,
" fix-armory enable\n"
" Enables the tweaks.\n"
" fix-armory disable\n"
" Disables the tweaks. All equipment will be hauled off to stockpiles.\n"
));
if (Core::getInstance().isMapLoaded())
plugin_onstatechange(out, SC_MAP_LOADED);
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out)
{
return CR_OK;
}
static bool belongs_to_position(df::item *item, df::building *holder)
{
int sid = holder->getSpecificSquad();
if (sid < 0)
return false;
auto squad = df::squad::find(sid);
if (!squad)
return false;
int position = holder->getSpecificPosition();
if (position == -1 && holder->getType() == building_type::Weaponrack)
{
for (size_t i = 0; i < squad->positions.size(); i++)
{
if (binsearch_index(squad->positions[i]->assigned_items, item->id) >= 0)
return true;
}
}
else
{
auto cpos = vector_get(squad->positions, position);
if (cpos && binsearch_index(cpos->assigned_items, item->id) >= 0)
return true;
}
return false;
}
static bool is_in_armory(df::item *item)
{
if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
return false;
auto holder_ref = Items::getGeneralRef(item, general_ref_type::BUILDING_HOLDER);
if (!holder_ref)
return false;
auto holder = holder_ref->getBuilding();
if (!holder)
return false;
return belongs_to_position(item, holder);
}
template<class Item> struct armory_hook : Item {
typedef Item interpose_base;
DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
{
if (is_in_armory(this))
return false;
return INTERPOSE_NEXT(isCollected)();
}
};
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
static bool can_store_item(df::item *item)
{
if (!item || item->stockpile_countdown > 0)
return false;
if (item->flags.bits.in_job ||
item->flags.bits.removed ||
item->flags.bits.in_building ||
item->flags.bits.encased ||
item->flags.bits.owned ||
item->flags.bits.forbid ||
item->flags.bits.on_fire)
return false;
auto top = item;
while (top->flags.bits.in_inventory)
{
auto parent = Items::getContainer(top);
if (!parent) break;
top = parent;
}
if (Items::getGeneralRef(top, general_ref_type::UNIT_HOLDER))
return false;
if (is_in_armory(item))
return false;
return true;
}
static void try_store_item(std::vector<int32_t> &vec, df::item *item)
{
for (size_t i = 0; i < vec.size(); i++)
{
auto target = df::building::find(vec[i]);
if (!target)
continue;
if (!target->canStoreItem(item, true))
continue;
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
return;
auto job = new df::job();
job->pos = df::coord(target->centerx, target->centery, target->z);
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Armorstand:
job->job_type = job_type::StoreArmor;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Cabinet:
job->job_type = job_type::StoreItemInCabinet;
break;
default:
job->job_type = job_type::StoreItemInChest;
break;
}
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
continue;
}
href->building_id = target->id;
target->jobs.push_back(job);
job->references.push_back(href);
Job::linkIntoWorld(job);
return;
}
}
static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df::squad_position *pos)
{
for (size_t j = 0; j < items.size(); j++)
{
auto item = df::item::find(items[j]);
if (!can_store_item(item))
continue;
if (item->isWeapon())
try_store_item(squad->rack_combat, item);
else if (item->isClothing())
try_store_item(pos->preferences[barrack_preference_category::Cabinet], item);
else if (item->isArmorNotClothing())
try_store_item(pos->preferences[barrack_preference_category::Armorstand], item);
else
try_store_item(pos->preferences[barrack_preference_category::Box], item);
}
}
static bool is_enabled = false;
DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
{
if (!is_enabled)
return CR_OK;
if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
return CR_OK;
auto &squads = df::global::world->squads.all;
for (size_t si = 0; si < squads.size(); si++)
{
auto squad = squads[si];
for (size_t i = 0; i < squad->positions.size(); i++)
{
auto pos = squad->positions[i];
try_store_item_set(pos->assigned_items, squad, pos);
}
}
return CR_OK;
}
static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, bool enable)
{
if (!hook.apply(enable))
out.printerr("Could not %s hook.\n", enable?"activate":"deactivate");
}
static void enable_hooks(color_ostream &out, bool enable)
{
is_enabled = enable;
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
}
static void enable_plugin(color_ostream &out)
{
auto entry = World::GetPersistentData("fix-armory/enabled", NULL);
if (!entry.isValid())
{
out.printerr("Could not save the status.\n");
return;
}
enable_hooks(out, true);
}
static void disable_plugin(color_ostream &out)
{
auto entry = World::GetPersistentData("fix-armory/enabled");
World::DeletePersistentData(entry);
enable_hooks(out, false);
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
if (!gamemode || *gamemode == game_mode::DWARF)
{
bool enable = World::GetPersistentData("fix-armory/enabled").isValid();
if (enable)
{
out.print("Enabling the fix-armory plugin.\n");
enable_hooks(out, true);
}
else
enable_hooks(out, false);
}
break;
case SC_MAP_UNLOADED:
enable_hooks(out, false);
default:
break;
}
return CR_OK;
}
static command_result fix_armory(color_ostream &out, vector <string> &parameters)
{
CoreSuspender suspend;
if (parameters.empty())
return CR_WRONG_USAGE;
string cmd = parameters[0];
if (cmd == "enable")
{
enable_plugin(out);
}
else if (cmd == "disable")
{
disable_plugin(out);
}
else
return CR_WRONG_USAGE;
return CR_OK;
}

@ -49,20 +49,6 @@
#include "df/viewscreen_tradegoodsst.h" #include "df/viewscreen_tradegoodsst.h"
#include "df/viewscreen_layer_militaryst.h" #include "df/viewscreen_layer_militaryst.h"
#include "df/squad_position.h" #include "df/squad_position.h"
#include "df/item_weaponst.h"
#include "df/item_armorst.h"
#include "df/item_helmst.h"
#include "df/item_pantsst.h"
#include "df/item_shoesst.h"
#include "df/item_glovesst.h"
#include "df/item_shieldst.h"
#include "df/item_flaskst.h"
#include "df/item_backpackst.h"
#include "df/item_quiverst.h"
#include "df/building_weaponrackst.h"
#include "df/building_armorstandst.h"
#include "df/building_cabinetst.h"
#include "df/building_boxst.h"
#include "df/job.h" #include "df/job.h"
#include "df/general_ref_building_holderst.h" #include "df/general_ref_building_holderst.h"
@ -142,11 +128,6 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
" tweak military-color-assigned [disable]\n" " tweak military-color-assigned [disable]\n"
" Color squad candidates already assigned to other squads in brown/green\n" " Color squad candidates already assigned to other squads in brown/green\n"
" to make them stand out more in the list.\n" " to make them stand out more in the list.\n"
" tweak armory [disable]\n"
" Prevents squad equipment stored on armor stands and weapon racks from\n"
" being carried off to ordinary stockpiles.\n"
" tweak stock-armory [disable]\n"
" Makes dwarves actively haul assigned equipment to the armory.\n"
)); ));
return CR_OK; return CR_OK;
} }
@ -681,181 +662,6 @@ struct military_assign_hook : df::viewscreen_layer_militaryst {
IMPLEMENT_VMETHOD_INTERPOSE(military_assign_hook, feed); IMPLEMENT_VMETHOD_INTERPOSE(military_assign_hook, feed);
IMPLEMENT_VMETHOD_INTERPOSE(military_assign_hook, render); IMPLEMENT_VMETHOD_INTERPOSE(military_assign_hook, render);
static bool belongs_to_position(df::item *item, df::building *holder)
{
int sid = holder->getSpecificSquad();
if (sid < 0)
return false;
auto squad = df::squad::find(sid);
if (!squad)
return false;
int position = holder->getSpecificPosition();
if (position == -1 && holder->getType() == building_type::Weaponrack)
{
for (size_t i = 0; i < squad->positions.size(); i++)
{
if (binsearch_index(squad->positions[i]->assigned_items, item->id) >= 0)
return true;
}
}
else
{
auto cpos = vector_get(squad->positions, position);
if (cpos && binsearch_index(cpos->assigned_items, item->id) >= 0)
return true;
}
return false;
}
static bool is_in_armory(df::item *item)
{
if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
return false;
auto holder_ref = Items::getGeneralRef(item, general_ref_type::BUILDING_HOLDER);
if (!holder_ref)
return false;
auto holder = holder_ref->getBuilding();
if (!holder)
return false;
return belongs_to_position(item, holder);
}
template<class Item> struct armory_hook : Item {
typedef Item interpose_base;
DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
{
if (is_in_armory(this))
return false;
return INTERPOSE_NEXT(isCollected)();
}
};
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
static void check_stock_armory(df::building *target, int squad_idx)
{
auto squad = df::squad::find(squad_idx);
if (!squad)
return;
int position = target->getSpecificPosition();
for (size_t i = 0; i < squad->positions.size(); i++)
{
if (position >= 0 && position != int(i))
continue;
auto pos = squad->positions[i];
for (size_t j = 0; j < pos->assigned_items.size(); j++)
{
auto item = df::item::find(pos->assigned_items[j]);
if (!item || item->stockpile_countdown > 0)
continue;
if (item->flags.bits.in_job ||
item->flags.bits.removed ||
item->flags.bits.in_building ||
item->flags.bits.encased ||
item->flags.bits.owned ||
item->flags.bits.forbid ||
item->flags.bits.on_fire)
continue;
auto top = item;
while (top->flags.bits.in_inventory)
{
auto parent = Items::getContainer(top);
if (!parent) break;
top = parent;
}
if (Items::getGeneralRef(top, general_ref_type::UNIT_HOLDER))
continue;
if (is_in_armory(item))
continue;
if (!target->canStoreItem(item, true))
continue;
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
continue;
auto job = new df::job();
job->pos = df::coord(target->centerx, target->centery, target->z);
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Armorstand:
job->job_type = job_type::StoreArmor;
job->flags.bits.specific_dropoff = true;
break;
case building_type::Cabinet:
job->job_type = job_type::StoreItemInCabinet;
break;
default:
job->job_type = job_type::StoreItemInChest;
break;
}
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
continue;
}
href->building_id = target->id;
target->jobs.push_back(job);
job->references.push_back(href);
Job::linkIntoWorld(job);
}
}
}
template<class Building> struct stock_armory_hook : Building {
typedef Building interpose_base;
DEFINE_VMETHOD_INTERPOSE(void, updateAction, ())
{
if (this->specific_squad >= 0 && DF_GLOBAL_VALUE(cur_year_tick,0) % 50 == 0)
check_stock_armory(this, this->specific_squad);
INTERPOSE_NEXT(updateAction)();
}
};
template<> IMPLEMENT_VMETHOD_INTERPOSE(stock_armory_hook<df::building_weaponrackst>, updateAction);
template<> IMPLEMENT_VMETHOD_INTERPOSE(stock_armory_hook<df::building_armorstandst>, updateAction);
template<> IMPLEMENT_VMETHOD_INTERPOSE(stock_armory_hook<df::building_cabinetst>, updateAction);
template<> IMPLEMENT_VMETHOD_INTERPOSE(stock_armory_hook<df::building_boxst>, updateAction);
static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, vector <string> &parameters) static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, vector <string> &parameters)
{ {
if (vector_get(parameters, 1) == "disable") if (vector_get(parameters, 1) == "disable")
@ -1029,26 +835,6 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
{ {
enable_hook(out, INTERPOSE_HOOK(military_assign_hook, render), parameters); enable_hook(out, INTERPOSE_HOOK(military_assign_hook, render), parameters);
} }
else if (cmd == "armory")
{
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), parameters);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), parameters);
}
else if (cmd == "stock-armory")
{
enable_hook(out, INTERPOSE_HOOK(stock_armory_hook<df::building_armorstandst>, updateAction), parameters);
enable_hook(out, INTERPOSE_HOOK(stock_armory_hook<df::building_weaponrackst>, updateAction), parameters);
enable_hook(out, INTERPOSE_HOOK(stock_armory_hook<df::building_boxst>, updateAction), parameters);
enable_hook(out, INTERPOSE_HOOK(stock_armory_hook<df::building_cabinetst>, updateAction), parameters);
}
else else
return CR_WRONG_USAGE; return CR_WRONG_USAGE;