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@ -9,6 +9,7 @@ void debug(const string &msg)
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color_ostream_proxy out(Core::getInstance().getConsole());
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color_ostream_proxy out(Core::getInstance().getConsole());
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out << "DEBUG (" << PLUGIN_VERSION << "): " << msg << endl;
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out << "DEBUG (" << PLUGIN_VERSION << "): " << msg << endl;
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}
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}
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#define dbg Core::getInstance().getConsole()
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void enable_quickfort_fn(pair<const df::building_type, bool>& pair) { pair.second = true; }
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void enable_quickfort_fn(pair<const df::building_type, bool>& pair) { pair.second = true; }
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@ -521,51 +522,47 @@ void Planner::reset(color_ostream &out)
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void Planner::initialize()
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void Planner::initialize()
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{
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{
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std::vector<std::string> item_names;
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#define add_building_type(btype, itype) \
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typedef df::enum_traits<df::item_type> item_types;
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item_for_building_type[df::building_type::btype] = df::item_type::itype; \
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int size = item_types::last_item_value - item_types::first_item_value+1;
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default_item_filters[df::building_type::btype] = ItemFilter(); \
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for (size_t i = 1; i < size; i++)
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available_item_vectors[df::item_type::itype] = std::vector<df::item *>(); \
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{
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is_relevant_item_type[df::item_type::itype] = true; \
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is_relevant_item_type[(df::item_type) (i-1)] = false;
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if (planmode_enabled.find(df::building_type::btype) == planmode_enabled.end()) \
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std::string item_name = toLower(item_types::key_table[i]);
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planmode_enabled[df::building_type::btype] = false
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std::string item_name_clean;
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for (auto c = item_name.begin(); c != item_name.end(); c++)
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FOR_ENUM_ITEMS(item_type, it)
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{
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is_relevant_item_type[it] = false;
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if (*c == '_')
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continue;
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add_building_type(Armorstand, ARMORSTAND);
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item_name_clean += *c;
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add_building_type(Bed, BED);
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}
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add_building_type(Chair, CHAIR);
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item_names.push_back(item_name_clean);
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add_building_type(Coffin, COFFIN);
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}
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add_building_type(Door, DOOR);
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// add_building_type(Floodgate, FLOODGATE); not displayed before or after being built
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typedef df::enum_traits<df::building_type> building_types;
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add_building_type(Hatch, HATCH_COVER);
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size = building_types::last_item_value - building_types::first_item_value+1;
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// not displayed before or after being built:
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for (size_t i = 1; i < size; i++)
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// add_building_type(GrateWall, GRATE);
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{
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// add_building_type(GrateFloor, GRATE);
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auto building_type = (df::building_type) (i-1);
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// add_building_type(BarsVertical, BAR);
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if (building_type == building_type::Weapon || building_type == building_type::Floodgate)
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// add_building_type(BarsFloor, BAR);
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continue;
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add_building_type(Cabinet, CABINET);
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add_building_type(Box, BOX);
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std::string building_name = toLower(building_types::key_table[i]);
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// skip kennels, farm plot
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for (size_t j = 0; j < item_names.size(); j++)
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add_building_type(Weaponrack, WEAPONRACK);
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{
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add_building_type(Statue, STATUE);
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if (building_name == item_names[j])
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add_building_type(Slab, SLAB);
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{
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add_building_type(Table, TABLE);
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auto btype = (df::building_type) (i-1);
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// skip roads ... furnaces
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auto itype = (df::item_type) j;
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add_building_type(WindowGlass, WINDOW);
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// skip gem window ... support
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item_for_building_type[btype] = itype;
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add_building_type(AnimalTrap, ANIMALTRAP);
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default_item_filters[btype] = ItemFilter();
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add_building_type(Chain, CHAIN);
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available_item_vectors[itype] = std::vector<df::item *>();
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add_building_type(Cage, CAGE);
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is_relevant_item_type[itype] = true;
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// skip archery target
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add_building_type(TractionBench, TRACTION_BENCH);
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if (planmode_enabled.find(btype) == planmode_enabled.end())
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// skip nest box, hive (tools)
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{
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planmode_enabled[btype] = false;
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#undef add_building_type
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}
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}
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}
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}
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}
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}
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void Planner::doCycle()
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void Planner::doCycle()
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