Merge pull request #2737 from johncosker/merge-autoslab
Implement autoslab engraving featuredevelop
commit
a0b3656c45
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autoslab
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========
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.. dfhack-tool::
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:summary: Automatically engrave slabs for ghostly citizens.
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:tags: fort auto workorders
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:no-command:
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Automatically queue orders to engrave slabs of existing ghosts. Will only queue
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an order if there is no existing slab with that unit's memorial engraved and
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there is not already an existing work order to engrave a slab for that unit.
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Make sure you have spare slabs on hand for engraving! If you run
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`orders import library/rockstock <orders>`, you'll be sure to always have
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some slabs in stock.
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Usage
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-----
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``enable autoslab``
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Enables the plugin and starts checking for ghosts that need memorializing.
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``disable autoslab``
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Disables the plugin.
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/* Simple plugin to check for ghosts and automatically queue jobs to engrave slabs for them.
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*
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* Enhancement idea: Queue up a ConstructSlab job, then link the engrave slab job to it. Avoids need to have slabs in stockpiles
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* Would require argument parsing, specifying materials
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* Enhancement idea: Automatically place the slab. This seems like a tricky problem but maybe solveable with named zones?
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* Might be made obsolete by people just using buildingplan to pre-place plans for slab?
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* Enhancement idea: Optionally enable autoengraving for pets.
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* Enhancement idea: Try to get ahead of ghosts by autoengraving for dead dwarves with no remains, or dwarves
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* whose remains are unreachable.
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*/
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#include "Core.h"
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#include "Debug.h"
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#include "PluginManager.h"
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#include "modules/Persistence.h"
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#include "modules/Translation.h"
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#include "modules/World.h"
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#include "df/historical_figure.h"
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#include "df/item.h"
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#include "df/manager_order.h"
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#include "df/plotinfost.h"
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#include "df/unit.h"
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#include "df/world.h"
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using namespace DFHack;
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DFHACK_PLUGIN("autoslab");
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DFHACK_PLUGIN_IS_ENABLED(is_enabled);
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REQUIRE_GLOBAL(world);
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// logging levels can be dynamically controlled with the `debugfilter` command.
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namespace DFHack
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{
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// for configuration-related logging
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DBG_DECLARE(autoslab, status, DebugCategory::LINFO);
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// for logging during the periodic scan
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DBG_DECLARE(autoslab, cycle, DebugCategory::LINFO);
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}
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static const auto CONFIG_KEY = std::string(plugin_name) + "/config";
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static PersistentDataItem config;
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enum ConfigValues
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{
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CONFIG_IS_ENABLED = 0,
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};
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static int get_config_val(int index)
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{
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if (!config.isValid())
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return -1;
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return config.ival(index);
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}
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static bool get_config_bool(int index)
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{
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return get_config_val(index) == 1;
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}
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static void set_config_val(int index, int value)
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{
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if (config.isValid())
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config.ival(index) = value;
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}
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static void set_config_bool(int index, bool value)
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{
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set_config_val(index, value ? 1 : 0);
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}
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static int32_t cycle_timestamp = 0; // world->frame_counter at last cycle
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static void do_cycle(color_ostream &out);
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands)
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{
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DEBUG(status, out).print("initializing %s\n", plugin_name);
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return CR_OK;
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}
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DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
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{
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if (!Core::getInstance().isWorldLoaded())
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{
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out.printerr("Cannot enable %s without a loaded world.\n", plugin_name);
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return CR_FAILURE;
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}
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if (enable != is_enabled)
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{
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is_enabled = enable;
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DEBUG(status, out).print("%s from the API; persisting\n", is_enabled ? "enabled" : "disabled");
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set_config_bool(CONFIG_IS_ENABLED, is_enabled);
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}
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else
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{
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DEBUG(status, out).print("%s from the API, but already %s; no action\n", is_enabled ? "enabled" : "disabled", is_enabled ? "enabled" : "disabled");
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}
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown(color_ostream &out)
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{
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DEBUG(status, out).print("shutting down %s\n", plugin_name);
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return CR_OK;
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}
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DFhackCExport command_result plugin_load_data(color_ostream &out)
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{
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config = World::GetPersistentData(CONFIG_KEY);
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if (!config.isValid())
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{
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DEBUG(status, out).print("no config found in this save; initializing\n");
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config = World::AddPersistentData(CONFIG_KEY);
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set_config_bool(CONFIG_IS_ENABLED, is_enabled);
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}
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// we have to copy our enabled flag into the global plugin variable, but
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// all the other state we can directly read/modify from the persistent
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// data structure.
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is_enabled = get_config_bool(CONFIG_IS_ENABLED);
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DEBUG(status, out).print("loading persisted enabled state: %s\n", is_enabled ? "true" : "false");
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return CR_OK;
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}
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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if (event == DFHack::SC_WORLD_UNLOADED)
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{
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if (is_enabled)
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{
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DEBUG(status, out).print("world unloaded; disabling %s\n", plugin_name);
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is_enabled = false;
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}
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}
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return CR_OK;
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}
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static const int32_t CYCLE_TICKS = 1200;
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DFhackCExport command_result plugin_onupdate(color_ostream &out)
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{
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CoreSuspender suspend;
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if (is_enabled && world->frame_counter - cycle_timestamp >= CYCLE_TICKS)
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do_cycle(out);
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return CR_OK;
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}
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// Name functions taken from manipulator.cpp
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static std::string get_first_name(df::unit *unit)
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{
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return Translation::capitalize(unit->name.first_name);
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}
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static std::string get_last_name(df::unit *unit)
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{
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df::language_name name = unit->name;
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std::string ret = "";
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for (int i = 0; i < 2; i++)
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{
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if (name.words[i] >= 0)
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ret += *world->raws.language.translations[name.language]->words[name.words[i]];
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}
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return Translation::capitalize(ret);
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}
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// Couldn't figure out any other way to do this besides look for the dwarf name in
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// the slab item description.
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// Ideally, we could get the historical figure id from the slab but I didn't
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// see anything like that in the item struct. This seems to work based on testing.
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// Confirmed nicknames don't show up in engraved slab names, so this should probably work okay
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bool engravedSlabItemExists(df::unit *unit, std::vector<df::item *> slabs)
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{
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for (auto slab : slabs)
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{
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std::string desc = "";
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slab->getItemDescription(&desc, 0);
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auto fullName = get_first_name(unit) + " " + get_last_name(unit);
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if (desc.find(fullName) != std::string::npos)
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return true;
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}
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return false;
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}
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// Queue up a single order to engrave the slab for the given unit
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static void createSlabJob(df::unit *unit)
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{
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auto next_id = world->manager_order_next_id++;
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auto order = new df::manager_order();
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order->id = next_id;
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order->job_type = df::job_type::EngraveSlab;
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order->hist_figure_id = unit->hist_figure_id;
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order->amount_left = 1;
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order->amount_total = 1;
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world->manager_orders.push_back(order);
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}
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static void checkslabs(color_ostream &out)
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{
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// Get existing orders for slab engraving as map hist_figure_id -> order ID
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std::map<int32_t, int32_t> histToJob;
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for (auto order : world->manager_orders)
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{
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if (order->job_type == df::job_type::EngraveSlab)
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histToJob[order->hist_figure_id] = order->id;
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}
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// Get list of engraved slab items on map
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std::vector<df::item *> engravedSlabs;
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std::copy_if(world->items.all.begin(), world->items.all.end(),
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std::back_inserter(engravedSlabs),
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[](df::item *item)
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{ return item->getType() == df::item_type::SLAB && item->getSlabEngravingType() == df::slab_engraving_type::Memorial; });
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// Build list of ghosts
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std::vector<df::unit *> ghosts;
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std::copy_if(world->units.all.begin(), world->units.all.end(),
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std::back_inserter(ghosts),
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[](const df::unit *unit)
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{ return unit->flags3.bits.ghostly; });
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for (auto ghost : ghosts)
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{
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// Only create a job is the map has no existing jobs for that historical figure or no existing engraved slabs
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if (histToJob.count(ghost->hist_figure_id) == 0 && !engravedSlabItemExists(ghost, engravedSlabs))
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{
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createSlabJob(ghost);
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auto fullName = get_first_name(ghost) + " " + get_last_name(ghost);
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out.print("Added slab order for ghost %s\n", fullName.c_str());
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}
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}
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}
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static void do_cycle(color_ostream &out)
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{
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// mark that we have recently run
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cycle_timestamp = world->frame_counter;
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checkslabs(out);
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}
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