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@ -13,6 +13,7 @@
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#include "modules/Items.h"
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#include "modules/Items.h"
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#include "modules/Maps.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "modules/Units.h"
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "modules/World.h"
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@ -30,8 +31,9 @@ struct ClothingRequirement
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df::job_type job_type;
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df::job_type job_type;
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df::item_type item_type;
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df::item_type item_type;
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int16_t item_subtype;
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int16_t item_subtype;
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df::job_material_category material_category;
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int16_t needed_per_citizen;
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int16_t needed_per_citizen;
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std::map<int32_t, int32_t> total_needed_per_size;
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std::map<int16_t, int32_t> total_needed_per_race;
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};
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};
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std::vector<ClothingRequirement>clothingOrders;
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std::vector<ClothingRequirement>clothingOrders;
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@ -104,7 +106,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
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// Whatever you put here will be done in each game step. Don't abuse it.
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// 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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// 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 )
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DFhackCExport command_result plugin_onupdate(color_ostream &out)
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{
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{
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if (!autoclothing_enabled)
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if (!autoclothing_enabled)
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return CR_OK;
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return CR_OK;
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@ -151,14 +153,19 @@ static void do_autoclothing()
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if (clothingOrders.size() == 0)
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if (clothingOrders.size() == 0)
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return;
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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)
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for (auto&& unit : world->units.active)
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{
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{
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//obviously we don't care about illegal aliens.
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if (!isCitizen(unit))
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if (!isCitizen(unit))
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continue;
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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)
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for (auto&& clothingOrder : clothingOrders)
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{
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{
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int alreadyOwnedAmount = 0;
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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)
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for (auto&& ownedItem : unit->owned_items)
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{
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{
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auto item = findItemByID(ownedItem);
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auto item = findItemByID(ownedItem);
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@ -168,13 +175,96 @@ static void do_autoclothing()
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if (item->getSubtype() != clothingOrder.item_subtype)
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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continue;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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alreadyOwnedAmount++;
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alreadyOwnedAmount++;
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}
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}
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int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount;
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if (neededAmount <= 0)
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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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}
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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)
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{
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//skip any owned items.
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if (getOwner(item))
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continue;
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//again, for each item, find if any clothing order matches the
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for (auto&& clothingOrder : clothingOrders)
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{
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if (item->getType() != clothingOrder.item_type)
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continue;
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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alreadyOwnedAmount -= clothingOrder.needed_per_citizen;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (alreadyOwnedAmount <= 0)
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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continue;
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clothingOrder.total_needed_per_race[item->getMakerRace] --;
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}
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}
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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)
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{
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for (auto&& orderNeeded : clothingOrder.total_needed_per_race)
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{
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auto race = orderNeeded.first;
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auto amount = orderNeeded.second;
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//Previous operations can easily make this negative. That jus means we have more than we need already.
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if (amount <= 0)
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continue;
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bool orderExistedAlready = false;
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for (auto&& managerOrder : world->manager_orders)
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{
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//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)
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continue;
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if (managerOrder->item_subtype != clothingOrder.item_subtype)
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continue;
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if (managerOrder->hist_figure_id != race)
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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;
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amount -= managerOrder->amount_left;
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if (amount > 0)
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{
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managerOrder->amount_left += amount;
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managerOrder->amount_total += amount;
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}
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}
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//if it wasn't there, we need to make a new one.
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if (!orderExistedAlready)
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{
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df::manager_order newOrder;
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newOrder.id = world->manager_order_next_id;
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world->manager_order_next_id++;
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newOrder.job_type = clothingOrder.job_type;
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newOrder.item_subtype = clothingOrder.item_subtype;
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newOrder.hist_figure_id = race;
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newOrder.material_category = clothingOrder.material_category;
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newOrder.amount_left = amount;
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newOrder.amount_total = amount;
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world->manager_orders.push_back(&newOrder);
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}
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}
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}
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}
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}
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}
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}
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