add buildingplan skeleton
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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/World.h"
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#include "df/world.h"
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#include <string>
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#include <vector>
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using std::string;
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using std::vector;
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using namespace DFHack;
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DFHACK_PLUGIN("buildingplan");
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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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// for configuration-related logging
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DBG_DECLARE(buildingplan, status, DebugCategory::LINFO);
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// for logging during the periodic scan
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DBG_DECLARE(buildingplan, cycle, DebugCategory::LINFO);
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}
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static const string CONFIG_KEY = string(plugin_name) + "/config";
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static PersistentDataItem config;
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enum ConfigValues {
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CONFIG_IS_ENABLED = 0,
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CONFIG_BLOCKS = 1,
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CONFIG_BOULDERS = 2,
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CONFIG_LOGS = 3,
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CONFIG_BARS = 4,
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};
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static int get_config_val(int index) {
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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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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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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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set_config_val(index, value ? 1 : 0);
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}
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static const int32_t CYCLE_TICKS = 600; // twice per game day
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static int32_t cycle_timestamp = 0; // world->frame_counter at last cycle
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static command_result do_command(color_ostream &out, vector<string> ¶meters);
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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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DEBUG(status,out).print("initializing %s\n", plugin_name);
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// provide a configuration interface for the plugin
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commands.push_back(PluginCommand(
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plugin_name,
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"Plan building placement before you have materials.",
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do_command));
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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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if (!Core::getInstance().isWorldLoaded()) {
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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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is_enabled = enable;
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DEBUG(status,out).print("%s from the API; persisting\n",
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is_enabled ? "enabled" : "disabled");
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set_config_bool(CONFIG_IS_ENABLED, is_enabled);
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} else {
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DEBUG(status,out).print("%s from the API, but already %s; no action\n",
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is_enabled ? "enabled" : "disabled",
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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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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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config = World::GetPersistentData(CONFIG_KEY);
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if (!config.isValid()) {
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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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set_config_bool(CONFIG_BLOCKS, true);
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set_config_bool(CONFIG_BOULDERS, true);
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set_config_bool(CONFIG_LOGS, true);
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set_config_bool(CONFIG_BARS, false);
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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",
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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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if (event == DFHack::SC_WORLD_UNLOADED) {
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if (is_enabled) {
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DEBUG(status,out).print("world unloaded; disabling %s\n",
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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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DFhackCExport command_result plugin_onupdate(color_ostream &out) {
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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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static command_result do_command(color_ostream &out, vector<string> ¶meters) {
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// be sure to suspend the core if any DF state is read or modified
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CoreSuspender suspend;
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if (!Core::getInstance().isWorldLoaded()) {
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out.printerr("Cannot run %s without a loaded world.\n", plugin_name);
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return CR_FAILURE;
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}
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// TODO: configuration logic
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// simple commandline parsing can be done in C++, but there are lua libraries
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// that can easily handle more complex commandlines. see the blueprint plugin
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// for an example.
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return CR_OK;
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}
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/////////////////////////////////////////////////////
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// cycle logic
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//
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static void do_cycle(color_ostream &out) {
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// mark that we have recently run
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cycle_timestamp = world->frame_counter;
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DEBUG(cycle,out).print("running %s cycle\n", plugin_name);
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// TODO: logic that runs every get_config_val(CONFIG_CYCLE_TICKS) ticks
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}
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