remove defunct tool fix-armory

develop
myk002 2022-07-25 10:21:59 -07:00
parent 886289d805
commit a6cb79c237
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GPG Key ID: 8A39CA0FA0C16E78
3 changed files with 0 additions and 853 deletions

@ -1,12 +0,0 @@
fix-armory
==========
Tags:
:dfhack-keybind:`fix-armory`
Allow the military to store equipment in barracks. However,
`this plugin requires a binpatch <binpatches/needs-patch>`, which has not
been available since DF 0.34.11.
Usage::
enable fix-armory

@ -120,7 +120,6 @@ if(BUILD_SUPPORTED)
dfhack_plugin(eventful eventful.cpp LINK_LIBRARIES lua) dfhack_plugin(eventful eventful.cpp LINK_LIBRARIES lua)
dfhack_plugin(fastdwarf fastdwarf.cpp) dfhack_plugin(fastdwarf fastdwarf.cpp)
dfhack_plugin(filltraffic filltraffic.cpp) dfhack_plugin(filltraffic filltraffic.cpp)
dfhack_plugin(fix-armory fix-armory.cpp)
dfhack_plugin(fix-unit-occupancy fix-unit-occupancy.cpp) dfhack_plugin(fix-unit-occupancy fix-unit-occupancy.cpp)
dfhack_plugin(fixveins fixveins.cpp) dfhack_plugin(fixveins fixveins.cpp)
dfhack_plugin(flows flows.cpp) dfhack_plugin(flows flows.cpp)

@ -1,840 +0,0 @@
// 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 "modules/Maps.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/squad_ammo_spec.h"
#include "df/items_other_id.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/item_ammost.h"
#include "df/building_weaponrackst.h"
#include "df/building_armorstandst.h"
#include "df/building_cabinetst.h"
#include "df/building_boxst.h"
#include "df/building_squad_use.h"
#include "df/job.h"
#include "df/general_ref_building_holderst.h"
#include "df/general_ref_building_destinationst.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 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));
if (Core::getInstance().isMapLoaded())
plugin_onstatechange(out, SC_MAP_LOADED);
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out)
{
return CR_OK;
}
/*
* PART 1 - Stop restockpiling of items stored in the armory.
*
* For everything other than ammo this is quite straightforward,
* since the uniform switch code already tries to store items
* in barracks containers, and it is thus known what the intention
* is. Moreover these containers know which squad and member they
* belong to.
*
* For ammo there is no such code (in fact, ammo is never removed
* from a quiver, except when it is dropped itself), so I had to
* apply some improvisation. There is one place where BOX containers
* with Squad Equipment set are used as an anchor location for a
* pathfinding check when assigning ammo, so presumably that's
* the correct place. I however wanted to also differentiate
* training ammo, so came up with the following rules:
*
* 1. Combat ammo and ammo without any allowed use can be stored
* in BOXes marked for Squad Equipment, either directly or via
* containing room. No-allowed-use ammo is assumed to be reserved
* for emergency combat use, or something like that; however if
* it is already stored in a training chest, it won't be moved.
* 1a. If assigned to a squad position, that box can be used _only_
* for ammo assigned to that specific _squad_. Otherwise, if
* multiple squads can use this room, they will store their
* ammo all mixed up.
* 2. Training ammo can be stored in BOXes within archery ranges
* (designated from archery target) that are enabled for Training.
* Train-only ammo in particular can _only_ be stored in such
* boxes. The inspiration for this comes from some broken code
* for weapon racks in Training rooms.
*
* As an additional feature (partially needed due to the constraints
* of working from an external hack), this plugin also blocks instant
* queueing of stockpiling jobs for items blocked on the ground, if
* these items are assigned to any squad.
*
* Since there apparently still are bugs that cause uniform items to be
* momentarily dropped on ground, this delay is set not to the minimally
* necessary 50 ticks, but to 0.5 - 1.0 in-game days, so as to provide a
* grace period during which the items can be instantly picked up again.
*/
// Completely block the use of stockpiles
#define NO_STOCKPILES
// Check if the item is assigned to any use controlled by the military tab
static bool is_assigned_item(df::item *item)
{
if (!ui)
return false;
auto type = item->getType();
int idx = binsearch_index(ui->equipment.items_assigned[type], item->id);
if (idx < 0)
return false;
return true;
}
// Check if this ammo item is assigned to this squad with one of the specified uses
static bool is_squad_ammo(df::item *item, df::squad *squad, bool combat, bool train)
{
for (size_t i = 0; i < squad->ammunition.size(); i++)
{
auto spec = squad->ammunition[i];
bool cs = spec->flags.bits.use_combat;
bool ts = spec->flags.bits.use_training;
// no-use ammo assumed to fit any category
if (((cs || !ts) && combat) || ((ts || !cs) && train))
{
if (binsearch_index(spec->assigned, item->id) >= 0)
return true;
}
}
return false;
}
// Recursively check room parents to find out if this ammo item is allowed here
static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_id)
{
auto squads = holder->getSquads();
if (squads)
{
for (size_t i = 0; i < squads->size(); i++)
{
auto use = (*squads)[i];
// For containers assigned to a squad, only consider that squad
if (squad_id >= 0 && use->squad_id != squad_id)
continue;
// Squad Equipment -> combat
bool combat = use->mode.bits.squad_eq;
bool train = false;
if (combat || train)
{
auto squad = df::squad::find(use->squad_id);
if (squad && is_squad_ammo(item, squad, combat, train))
return true;
}
}
}
// Ugh, archery targets don't actually have a squad use vector
else if (holder->getType() == building_type::ArcheryTarget)
{
auto &squads = world->squads.all;
for (size_t si = 0; si < squads.size(); si++)
{
auto squad = squads[si];
// For containers assigned to a squad, only consider that squad
if (squad_id >= 0 && squad->id != squad_id)
continue;
for (size_t j = 0; j < squad->rooms.size(); j++)
{
auto use = squad->rooms[j];
if (use->building_id != holder->id)
continue;
// Squad Equipment -> combat
bool combat = use->mode.bits.squad_eq;
// Archery target with Train -> training
bool train = use->mode.bits.train;
if (combat || train)
{
if (is_squad_ammo(item, squad, combat, train))
return true;
}
break;
}
}
}
for (size_t i = 0; i < holder->parents.size(); i++)
if (can_store_ammo_rec(item, holder->parents[i], squad_id))
return true;
return false;
}
// Check if the ammo item can be stored in this container
static bool can_store_ammo(df::item *item, df::building *holder)
{
// Only chests
if (holder->getType() != building_type::Box)
return false;
// with appropriate flags set
return can_store_ammo_rec(item, holder, holder->getSpecificSquad());
}
// Check if the item is assigned to the squad member who owns this armory building
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();
// Weapon racks belong to the whole squad, i.e. can be used by any position
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;
}
// Check if the item is appropriately stored in an armory building
static bool is_in_armory(df::item *item)
{
if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
return false;
auto holder = Items::getHolderBuilding(item);
if (!holder)
return false;
// If indeed in a building, check if it is the right one
if (item->getType() == item_type::AMMO)
return can_store_ammo(item, holder);
else
return belongs_to_position(item, holder);
}
/*
* Hooks used to affect stockpiling code as it runs, and prevent it
* from doing unwanted stuff.
*
* Toady can simply add these checks directly to the stockpiling code;
* we have to abuse some handy item vmethods.
*/
template<class Item> struct armory_hook : Item {
typedef Item interpose_base;
/*
* This vmethod is called by the actual stockpiling code before it
* tries to queue a job, and is normally used to prevent stockpiling
* of uncollected webs.
*/
DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
{
#ifdef NO_STOCKPILES
/*
* Completely block any items assigned to a squad from being stored
* in stockpiles. The reason is that I still observe haulers running
* around with bins to pick them up for some reason. There could be
* some unaccounted race conditions involved.
*/
if (is_assigned_item(this))
return false;
#else
// Block stockpiling of items in the armory.
if (is_in_armory(this))
return false;
/*
* When an item is removed from inventory due to Pickup Equipment
* process, the unit code directly invokes the stockpiling code
* and thus creates the job even before the item is actually dropped
* on the ground. We don't want this at all, especially due to the
* grace period idea.
*
* With access to source, that code can just be changed to simply
* drop the item on ground, without running stockpiling code.
*/
if (this->flags.bits.in_inventory)
{
auto holder = Items::getHolderUnit(this);
// When that call happens, the item is still in inventory
if (holder && is_assigned_item(this))
{
// And its ID is is this vector
if (::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
return false;
}
}
#endif
// Call the original vmethod
return INTERPOSE_NEXT(isCollected)();
}
/*
* This vmethod is used to actually put the item on the ground.
* When it does that, it also adds it to a vector of items to be
* instanly restockpiled by a loop in another part of the code.
*
* We don't want this either, even more than when removing from
* uniform, because this can happen in lots of various situations,
* including deconstructed containers etc, and we want our own
* armory code below to have a chance to look at the item.
*
* The logical place for this code is in the loop that processes
* that vector, but that part is not virtual.
*/
DEFINE_VMETHOD_INTERPOSE(bool, moveToGround, (int16_t x, int16_t y, int16_t z))
{
// First, let it do its work
bool rv = INTERPOSE_NEXT(moveToGround)(x, y, z);
// Prevent instant restockpiling of dropped assigned items.
if (is_assigned_item(this))
{
// The original vmethod adds the item to this vector to force instant check
auto &ovec = world->items.other[items_other_id::ANY_RECENTLY_DROPPED];
// If it is indeed there, remove it
if (erase_from_vector(ovec, &df::item::id, this->id))
{
// and queue it to be checked normally in 0.5-1 in-game days
// (this is a grace period in case the uniform is dropped just
// for a moment due to a momentary glitch)
this->stockpile_countdown = 12 + random_int(12);
this->stockpile_delay = 0;
}
}
return rv;
}
};
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);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, isCollected);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, moveToGround);
/*
* PART 2 - Actively queue jobs to haul assigned items to the armory.
*
* The logical place for this of course is in the same code that decides
* to put stuff in stockpiles, alongside the checks to prevent moving
* stuff away from the armory. We just run it independently every 50
* simulation frames.
*/
// Check if this item is loose and can be moved to armory
static bool can_store_item(df::item *item)
{
// bad id, or cooldown timer still counting
if (!item || item->stockpile_countdown > 0)
return false;
// bad flags?
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;
// in unit inventory?
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;
// already in armory?
if (is_in_armory(item))
return false;
return true;
}
// Queue a job to store the item in the building, if possible
static bool try_store_item(df::building *target, df::item *item)
{
// Check if the dwarves can path between the target and the item
df::coord tpos(target->centerx, target->centery, target->z);
df::coord ipos = Items::getPosition(item);
if (!Maps::canWalkBetween(tpos, ipos))
return false;
// Check if the target has enough space left
if (!target->canStoreItem(item, true))
return false;
// Create the job
auto href = df::allocate<df::general_ref_building_holderst>();
if (!href)
return false;
auto job = new df::job();
job->pos = tpos;
bool dest = false;
// Choose the job type - correct matching is needed so that
// later canStoreItem calls would take the job into account.
switch (target->getType()) {
case building_type::Weaponrack:
job->job_type = job_type::StoreWeapon;
// Without this flag dwarves will pick up the item, and
// then dismiss the job and put it back into the stockpile:
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::StoreOwnedItem;
dest = true;
break;
default:
job->job_type = job_type::StoreItemInHospital;
dest = true;
break;
}
// job <-> item link
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
{
delete job;
delete href;
return false;
}
// job <-> building link
href->building_id = target->id;
target->jobs.push_back(job);
job->general_refs.push_back(href);
// Two of the jobs need this link to find the job in canStoreItem().
// They also don't actually need BUILDING_HOLDER, but it doesn't hurt.
if (dest)
{
auto rdest = df::allocate<df::general_ref_building_destinationst>();
if (rdest)
{
rdest->building_id = target->id;
job->general_refs.push_back(rdest);
}
}
// add to job list
Job::linkIntoWorld(job);
return true;
}
// Store the item into the first building in the list that would accept it.
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 (try_store_item(target, item))
return;
}
}
// Store the items into appropriate armory buildings
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]);
// not loose
if (!can_store_item(item))
continue;
// queue jobs to put it in the appropriate container
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);
}
}
// For storing ammo, use a data structure sorted by free space, to even out the load
typedef std::map<int, std::set<df::building*> > ammo_box_set;
// Enumerate boxes in the room, adding them to the set
static void index_boxes(df::building *root, ammo_box_set &group, int squad_id)
{
if (root->getType() == building_type::Box)
{
int id = root->getSpecificSquad();
if (id < 0 || id == squad_id)
{
//color_ostream_proxy out(Core::getInstance().getConsole());
//out.print("%08x %d\n", unsigned(root), root->getFreeCapacity(true));
group[root->getFreeCapacity(true)].insert(root);
}
}
for (size_t i = 0; i < root->children.size(); i++)
index_boxes(root->children[i], group, squad_id);
}
// Loop over the set from most empty to least empty
static bool try_store_ammo(df::item *item, ammo_box_set &group)
{
int volume = item->getVolume();
for (auto it = group.rbegin(); it != group.rend(); ++it)
{
if (it->first < volume)
break;
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2)
{
auto bld = *it2;
if (try_store_item(bld, item))
{
it->second.erase(bld);
group[bld->getFreeCapacity(true)].insert(bld);
return true;
}
}
}
return false;
}
// Collect chests for ammo storage
static void index_ammo_boxes(df::squad *squad, ammo_box_set &train_set, ammo_box_set &combat_set)
{
for (size_t j = 0; j < squad->rooms.size(); j++)
{
auto room = squad->rooms[j];
auto bld = df::building::find(room->building_id);
// Chests in rooms marked for Squad Equipment used for combat ammo
if (room->mode.bits.squad_eq)
index_boxes(bld, combat_set, squad->id);
// Chests in archery ranges used for training ammo
if (room->mode.bits.train && bld->getType() == building_type::ArcheryTarget)
index_boxes(bld, train_set, squad->id);
}
}
// Store ammo into appropriate chests
static void try_store_ammo(df::squad *squad)
{
bool indexed = false;
ammo_box_set train_set, combat_set;
for (size_t i = 0; i < squad->ammunition.size(); i++)
{
auto spec = squad->ammunition[i];
bool cs = spec->flags.bits.use_combat;
bool ts = spec->flags.bits.use_training;
for (size_t j = 0; j < spec->assigned.size(); j++)
{
auto item = df::item::find(spec->assigned[j]);
// not loose
if (!can_store_item(item))
continue;
// compute the maps lazily
if (!indexed)
{
indexed = true;
index_ammo_boxes(squad, train_set, combat_set);
}
// BUG: if the same container is in both sets,
// when a job is queued, the free space in the other
// set will not be updated, which could lead to uneven
// loading - but not to overflowing the container!
// As said above, combat goes into Squad Equipment
if (cs && try_store_ammo(item, combat_set))
continue;
// Training goes into Archery Range with Train
if (ts && try_store_ammo(item, train_set))
continue;
// No use goes into combat
if (!(ts || cs) && try_store_ammo(item, combat_set))
continue;
}
}
}
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
{
if (!is_enabled)
return CR_OK;
// Process every 50th frame, sort of like regular stockpiling does
if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
return CR_OK;
// Loop over squads
auto &squads = 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);
}
try_store_ammo(squad);
}
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);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, isCollected), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, moveToGround), 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;
}
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (enable)
enable_plugin(out);
else
disable_plugin(out);
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")
return plugin_enable(out, true);
else if (cmd == "disable")
return plugin_enable(out, false);
else
return CR_WRONG_USAGE;
return CR_OK;
}