#include "plannedbuilding.h" #include "buildingplan.h" #include "Debug.h" #include "MiscUtils.h" #include "modules/World.h" #include "df/job.h" namespace DFHack { DBG_EXTERN(buildingplan, status); } using std::string; using std::vector; using namespace DFHack; static vector> get_vector_ids(color_ostream &out, int bld_id) { vector> ret; df::building *bld = df::building::find(bld_id); if (!bld || bld->jobs.size() != 1) return ret; auto &job = bld->jobs[0]; for (auto &jitem : job->job_items) { ret.emplace_back(getVectorIds(out, jitem)); } return ret; } static vector> deserialize_vector_ids(color_ostream &out, PersistentDataItem &bld_config) { vector> ret; vector rawstrs; split_string(&rawstrs, bld_config.val(), "|"); const string &serialized = rawstrs[0]; DEBUG(status,out).print("deserializing vector ids for building %d: %s\n", get_config_val(bld_config, BLD_CONFIG_ID), serialized.c_str()); vector joined; split_string(&joined, serialized, ";"); for (auto &str : joined) { vector lst; split_string(&lst, str, ","); vector ids; for (auto &s : lst) ids.emplace_back(df::job_item_vector_id(string_to_int(s))); ret.emplace_back(ids); } if (!ret.size()) ret = get_vector_ids(out, get_config_val(bld_config, BLD_CONFIG_ID)); return ret; } static std::vector get_item_filters(color_ostream &out, PersistentDataItem &bld_config) { std::vector ret; vector rawstrs; split_string(&rawstrs, bld_config.val(), "|"); if (rawstrs.size() < 2) return ret; return deserialize_item_filters(out, rawstrs[1]); } static string serialize(const vector> &vector_ids, const vector &item_filters) { vector joined; for (auto &vec_list : vector_ids) { joined.emplace_back(join_strings(",", vec_list)); } std::ostringstream out; out << join_strings(";", joined) << "|" << serialize_item_filters(item_filters); return out.str(); } PlannedBuilding::PlannedBuilding(color_ostream &out, df::building *bld, HeatSafety heat, const vector &item_filters) : id(bld->id), vector_ids(get_vector_ids(out, id)), heat_safety(heat), item_filters(item_filters) { DEBUG(status,out).print("creating persistent data for building %d\n", id); bld_config = World::AddPersistentData(BLD_CONFIG_KEY); set_config_val(bld_config, BLD_CONFIG_ID, id); set_config_val(bld_config, BLD_CONFIG_HEAT, heat_safety); bld_config.val() = serialize(vector_ids, item_filters); DEBUG(status,out).print("serialized state for building %d: %s\n", id, bld_config.val().c_str()); } PlannedBuilding::PlannedBuilding(color_ostream &out, PersistentDataItem &bld_config) : id(get_config_val(bld_config, BLD_CONFIG_ID)), vector_ids(deserialize_vector_ids(out, bld_config)), heat_safety((HeatSafety)get_config_val(bld_config, BLD_CONFIG_HEAT)), item_filters(get_item_filters(out, bld_config)), bld_config(bld_config) { } // Ensure the building still exists and is in a valid state. It can disappear // for lots of reasons, such as running the game with the buildingplan plugin // disabled, manually removing the building, modifying it via the API, etc. df::building * PlannedBuilding::getBuildingIfValidOrRemoveIfNot(color_ostream &out) { auto bld = df::building::find(id); bool valid = bld && bld->getBuildStage() == 0; if (!valid) { remove(out); return NULL; } return bld; }