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@ -8,12 +8,14 @@
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// TODO add a sort of "sub-target" to dig() to make it able to designate stone as well
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// TODO add proper cli
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// TODO add interactive text based menu
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// TODO add ability to mark num closest to cursor
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#include <iostream>
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#include <integers.h>
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#include <vector>
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#include <list>
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#include <cstdlib>
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#include <algorithm>
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using namespace std;
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#include <DFTypes.h>
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@ -31,14 +33,53 @@ int vec_count(vector<uint16_t>& vec, uint16_t t)
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return count;
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}
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int dig(DFHack::API& DF, vector<uint16_t>& targets)
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// manhattan distance
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int source_distance(int sx, int sy, int sz,
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int x, int y, int z, int i)
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{
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// TODO changing x and y seems to be optimized away (?)
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cout << x << " " << i << " " << i%16 << " " << x+(i%16) << endl;
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// handle the fact that x,y,z refers to a 16x16 grid
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//x += i%16;
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//y += i/16;
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int dx = i%16;
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int dy = i/16;
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//x *= 16;
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//y *= 16;
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//x += dx;
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//y += dy;
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return abs(sx-(x+(i%16)))+abs(sy-(y+(i/16)))+abs(sz-z);
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}
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struct DigTarget
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{
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int source_distance; // the distance to the source coords, used for sorting
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int x, y, z; // call read designations with these and you have the tile at i
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int i; // 0 <= i <= 255
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bool operator<(const DigTarget& o) { return source_distance < o.source_distance; }
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};
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int dig(DFHack::API& DF,
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vector<uint16_t>& targets,
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int num = -1,
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const int x_source = 0,
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const int y_source = 0,
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const int z_source = 0)
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{
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if (num == 0)
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return 0; // max limit of 0, nothing to do
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uint32_t x_max,y_max,z_max;
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DFHack::t_designation designations[256];
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uint16_t tiles[256];
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uint32_t count = 0;
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//uint32_t count = 0;
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DF.getSize(x_max,y_max,z_max);
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// every tile found, will later be sorted by distance to source
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vector<DigTarget> candidates;
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// walk the map
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for(uint32_t x = 0; x < x_max; x++)
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{
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@ -46,33 +87,66 @@ int dig(DFHack::API& DF, vector<uint16_t>& targets)
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{
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for(uint32_t z = 0; z < z_max; z++)
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{
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if (z != z_source)
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continue; // hack to cut down on targets
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if(DF.isValidBlock(x,y,z))
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{
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// read block designations and tiletype
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DF.ReadDesignations(x,y,z, (uint32_t *) designations);
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DF.ReadTileTypes(x,y,z, (uint16_t *) tiles);
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// check all tiles, if type is in target list and its visible: designate for dig
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// search all tiles for dig targets:
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// visible, not yet marked for dig and matching tile type
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for (uint32_t i = 0; i < 256; i++)
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{
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if (designations[i].bits.hidden == 0 &&
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designations[i].bits.dig == 0 &&
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vec_count(targets, DFHack::tileTypeTable[tiles[i]].c) > 0)
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{
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//cout << "target found at: ";
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//cout << x << "," << y << "," << z << "," << i << endl;
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designations[i].bits.dig = DFHack::designation_default;
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++count;
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//designations[i].bits.dig = DFHack::designation_default;
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//++count;
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DigTarget dt;
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dt.x = x;
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dt.y = y;
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dt.z = z;
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dt.i = i;
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dt.source_distance = source_distance(
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x_source, y_source, z_source,
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x, y, z, i);
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candidates.push_back(dt);
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}
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}
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// write the designations back
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// could probably be optimized in the cases where we dont changed anything
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DF.WriteDesignations(x,y,z, (uint32_t *) designations);
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}
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}
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}
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}
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return count;
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// TODO the following routine doesnt check if the tile is already marked for digging
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// if we found more tiles than was requested, sort them by distance to source,
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// keep the front 'num' elements and drop the rest
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if (num != -1 && candidates.size() > (unsigned int)num)
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{
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sort(candidates.begin(), candidates.end());
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candidates.resize(num);
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}
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num = candidates.size();
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// mark the tiles for actual digging
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for (vector<DigTarget>::iterator i = candidates.begin(); i != candidates.end(); ++i)
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{
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// TODO this could probably be made much better, theres a big chance the trees are on the same grid
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DF.ReadDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations);
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designations[(*i).i].bits.dig = DFHack::designation_default;
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DF.WriteDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations);
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}
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return num;
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}
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int main (int argc, const char* argv[])
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@ -97,7 +171,16 @@ int main (int argc, const char* argv[])
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}
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DF.InitMap();
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int count = dig(DF, targets); // <-- important part
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// TODO hack until we have a proper cli to specify origin
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int x_source = 134, y_source = 134, z_source = 16; // my wagon starts here; cut trees close to wagon
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//DF.InitViewAndCursor();
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//if (!DF.getViewCoords(x_source, y_source, z_source))
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//{
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// cerr << "Enable cursor" << endl;
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// return 1;
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//}
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int count = dig(DF, targets, 10, x_source, y_source, z_source); // <-- important part
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cout << count << " targets designated" << endl;
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DF.Detach();
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