|  |  |  | @ -13,6 +13,7 @@ | 
		
	
		
			
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				|  |  |  |  | #include "modules/Items.h" | 
		
	
		
			
				|  |  |  |  | #include "modules/Maps.h" | 
		
	
		
			
				|  |  |  |  | #include "modules/Materials.h" | 
		
	
		
			
				|  |  |  |  | #include "modules/Units.h" | 
		
	
		
			
				|  |  |  |  | #include "modules/World.h" | 
		
	
		
			
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					|  |  |  | @ -30,8 +31,9 @@ struct ClothingRequirement | 
		
	
		
			
				|  |  |  |  |     df::job_type job_type; | 
		
	
		
			
				|  |  |  |  |     df::item_type item_type; | 
		
	
		
			
				|  |  |  |  |     int16_t item_subtype; | 
		
	
		
			
				|  |  |  |  |     df::job_material_category material_category; | 
		
	
		
			
				|  |  |  |  |     int16_t needed_per_citizen; | 
		
	
		
			
				|  |  |  |  |     std::map<int32_t, int32_t> total_needed_per_size; | 
		
	
		
			
				|  |  |  |  |     std::map<int16_t, int32_t> total_needed_per_race; | 
		
	
		
			
				|  |  |  |  | }; | 
		
	
		
			
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				|  |  |  |  | std::vector<ClothingRequirement>clothingOrders; | 
		
	
	
		
			
				
					|  |  |  | @ -104,7 +106,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan | 
		
	
		
			
				|  |  |  |  | // Whatever you put here will be done in each game step. Don't abuse it.
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				|  |  |  |  | // It's optional, so you can just comment it out like this if you don't need it.
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				|  |  |  |  | DFhackCExport command_result plugin_onupdate ( color_ostream &out ) | 
		
	
		
			
				|  |  |  |  | DFhackCExport command_result plugin_onupdate(color_ostream &out) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  |     if (!autoclothing_enabled) | 
		
	
		
			
				|  |  |  |  |         return CR_OK; | 
		
	
	
		
			
				
					|  |  |  | @ -151,14 +153,19 @@ static void do_autoclothing() | 
		
	
		
			
				|  |  |  |  |     if (clothingOrders.size() == 0) | 
		
	
		
			
				|  |  |  |  |         return; | 
		
	
		
			
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				|  |  |  |  |     //first we look through all the units on the map to see who needs new clothes.
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				|  |  |  |  |     for (auto&& unit : world->units.active) | 
		
	
		
			
				|  |  |  |  |     { | 
		
	
		
			
				|  |  |  |  |         //obviously we don't care about illegal aliens.
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				|  |  |  |  |         if (!isCitizen(unit)) | 
		
	
		
			
				|  |  |  |  |             continue; | 
		
	
		
			
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				|  |  |  |  |         //now check each clothing order to see what the unit might be missing.
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				|  |  |  |  |         for (auto&& clothingOrder : clothingOrders) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             int alreadyOwnedAmount = 0; | 
		
	
		
			
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				|  |  |  |  |             //looping through the items first, then clothing order might be a little faster, but this way is cleaner.
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				|  |  |  |  |             for (auto&& ownedItem : unit->owned_items) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 auto item = findItemByID(ownedItem); | 
		
	
	
		
			
				
					|  |  |  | @ -168,13 +175,96 @@ static void do_autoclothing() | 
		
	
		
			
				|  |  |  |  |                 if (item->getSubtype() != clothingOrder.item_subtype) | 
		
	
		
			
				|  |  |  |  |                     continue; | 
		
	
		
			
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				|  |  |  |  |                 MaterialInfo matInfo; | 
		
	
		
			
				|  |  |  |  |                 matInfo.decode(item); | 
		
	
		
			
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				|  |  |  |  |                 if (!matInfo.matches(clothingOrder.material_category)) | 
		
	
		
			
				|  |  |  |  |                     continue; | 
		
	
		
			
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				|  |  |  |  |                 alreadyOwnedAmount++; | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |             int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount; | 
		
	
		
			
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				|  |  |  |  |             if (neededAmount <= 0) | 
		
	
		
			
				|  |  |  |  |                 continue; | 
		
	
		
			
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				|  |  |  |  |             //technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
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				|  |  |  |  |             clothingOrder.total_needed_per_race[unit->race] += alreadyOwnedAmount; | 
		
	
		
			
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				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  |     } | 
		
	
		
			
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				|  |  |  |  |     //Now we go through all the items in the map to see how many clothing items we have but aren't owned yet.
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				|  |  |  |  |     for (auto&& item : world->items.all) | 
		
	
		
			
				|  |  |  |  |     { | 
		
	
		
			
				|  |  |  |  |         //skip any owned items.
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				|  |  |  |  |         if (getOwner(item)) | 
		
	
		
			
				|  |  |  |  |             continue; | 
		
	
		
			
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				|  |  |  |  |         //again, for each item, find if any clothing order matches the 
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				|  |  |  |  |         for (auto&& clothingOrder : clothingOrders) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             if (item->getType() != clothingOrder.item_type) | 
		
	
		
			
				|  |  |  |  |                 continue; | 
		
	
		
			
				|  |  |  |  |             if (item->getSubtype() != clothingOrder.item_subtype) | 
		
	
		
			
				|  |  |  |  |                 continue; | 
		
	
		
			
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				|  |  |  |  |             alreadyOwnedAmount -= clothingOrder.needed_per_citizen; | 
		
	
		
			
				|  |  |  |  |             MaterialInfo matInfo; | 
		
	
		
			
				|  |  |  |  |             matInfo.decode(item); | 
		
	
		
			
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				|  |  |  |  |             if (alreadyOwnedAmount <= 0) | 
		
	
		
			
				|  |  |  |  |             if (!matInfo.matches(clothingOrder.material_category)) | 
		
	
		
			
				|  |  |  |  |                 continue; | 
		
	
		
			
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				|  |  |  |  |             clothingOrder.total_needed_per_race[item->getMakerRace] --; | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  |     } | 
		
	
		
			
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				|  |  |  |  |     //Finally loop through the clothing orders to find ones that need more made.
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				|  |  |  |  |     for (auto&& clothingOrder : clothingOrders) | 
		
	
		
			
				|  |  |  |  |     { | 
		
	
		
			
				|  |  |  |  |         for (auto&& orderNeeded : clothingOrder.total_needed_per_race) | 
		
	
		
			
				|  |  |  |  |         { | 
		
	
		
			
				|  |  |  |  |             auto race = orderNeeded.first; | 
		
	
		
			
				|  |  |  |  |             auto amount = orderNeeded.second; | 
		
	
		
			
				|  |  |  |  |             //Previous operations can easily make this negative. That jus means we have more than we need already.
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				|  |  |  |  |             if (amount <= 0) | 
		
	
		
			
				|  |  |  |  |                 continue; | 
		
	
		
			
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				|  |  |  |  |             bool orderExistedAlready = false; | 
		
	
		
			
				|  |  |  |  |             for (auto&& managerOrder : world->manager_orders) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 //Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
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				|  |  |  |  |                 if (managerOrder->job_type != clothingOrder.job_type) | 
		
	
		
			
				|  |  |  |  |                     continue; | 
		
	
		
			
				|  |  |  |  |                 if (managerOrder->item_subtype != clothingOrder.item_subtype) | 
		
	
		
			
				|  |  |  |  |                     continue; | 
		
	
		
			
				|  |  |  |  |                 if (managerOrder->hist_figure_id != race) | 
		
	
		
			
				|  |  |  |  |                     continue; | 
		
	
		
			
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				|  |  |  |  |                 //We found a work order, that means we don't need to make a new one.
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				|  |  |  |  |                 orderExistedAlready = true; | 
		
	
		
			
				|  |  |  |  |                 amount -= managerOrder->amount_left; | 
		
	
		
			
				|  |  |  |  |                 if (amount > 0) | 
		
	
		
			
				|  |  |  |  |                 { | 
		
	
		
			
				|  |  |  |  |                     managerOrder->amount_left += amount; | 
		
	
		
			
				|  |  |  |  |                     managerOrder->amount_total += amount; | 
		
	
		
			
				|  |  |  |  |                 } | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |             //if it wasn't there, we need to make a new one.
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				|  |  |  |  |             if (!orderExistedAlready) | 
		
	
		
			
				|  |  |  |  |             { | 
		
	
		
			
				|  |  |  |  |                 df::manager_order newOrder; | 
		
	
		
			
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				|  |  |  |  |                 newOrder.id = world->manager_order_next_id; | 
		
	
		
			
				|  |  |  |  |                 world->manager_order_next_id++; | 
		
	
		
			
				|  |  |  |  |                 newOrder.job_type = clothingOrder.job_type; | 
		
	
		
			
				|  |  |  |  |                 newOrder.item_subtype = clothingOrder.item_subtype; | 
		
	
		
			
				|  |  |  |  |                 newOrder.hist_figure_id = race; | 
		
	
		
			
				|  |  |  |  |                 newOrder.material_category = clothingOrder.material_category; | 
		
	
		
			
				|  |  |  |  |                 newOrder.amount_left = amount; | 
		
	
		
			
				|  |  |  |  |                 newOrder.amount_total = amount; | 
		
	
		
			
				|  |  |  |  |                 world->manager_orders.push_back(&newOrder); | 
		
	
		
			
				|  |  |  |  |             } | 
		
	
		
			
				|  |  |  |  |         } | 
		
	
		
			
				|  |  |  |  |     } | 
		
	
		
			
				|  |  |  |  | } | 
		
	
	
		
			
				
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