#include "plannedbuilding.h" #include "buildingplan.h" #include "Debug.h" #include "modules/Items.h" #include "modules/Job.h" #include "modules/Materials.h" #include "df/building_design.h" #include "df/item.h" #include "df/job.h" #include "df/world.h" #include using std::map; using std::string; using std::unordered_map; namespace DFHack { DBG_EXTERN(buildingplan, cycle); } using namespace DFHack; struct BadFlags { uint32_t whole; BadFlags() { df::item_flags flags; #define F(x) flags.bits.x = true; F(dump); F(forbid); F(garbage_collect); F(hostile); F(on_fire); F(rotten); F(trader); F(in_building); F(construction); F(in_job); F(owned); F(in_chest); F(removed); F(encased); F(spider_web); #undef F whole = flags.whole; } }; bool itemPassesScreen(df::item * item) { static const BadFlags bad_flags; return !(item->flags.whole & bad_flags.whole) && !item->isAssignedToStockpile(); } bool matchesFilters(df::item * item, df::job_item * job_item) { // check the properties that are not checked by Job::isSuitableItem() if (job_item->item_type > -1 && job_item->item_type != item->getType()) return false; if (job_item->item_subtype > -1 && job_item->item_subtype != item->getSubtype()) return false; if (job_item->flags2.bits.building_material && !item->isBuildMat()) return false; if (job_item->metal_ore > -1 && !item->isMetalOre(job_item->metal_ore)) return false; if (job_item->has_tool_use > df::tool_uses::NONE && !item->hasToolUse(job_item->has_tool_use)) return false; return Job::isSuitableItem( job_item, item->getType(), item->getSubtype()) && Job::isSuitableMaterial( job_item, item->getMaterial(), item->getMaterialIndex(), item->getType()); } bool isJobReady(color_ostream &out, const std::vector &jitems) { int needed_items = 0; for (auto job_item : jitems) { needed_items += job_item->quantity; } if (needed_items) { DEBUG(cycle,out).print("building needs %d more item(s)\n", needed_items); return false; } return true; } static bool job_item_idx_lt(df::job_item_ref *a, df::job_item_ref *b) { // we want the items in the opposite order of the filters return a->job_item_idx > b->job_item_idx; } // this function does not remove the job_items since their quantity fields are // now all at 0, so there is no risk of having extra items attached. we don't // remove them to keep the "finalize with buildingplan active" path as similar // as possible to the "finalize with buildingplan disabled" path. void finalizeBuilding(color_ostream &out, df::building *bld) { DEBUG(cycle,out).print("finalizing building %d\n", bld->id); auto job = bld->jobs[0]; // sort the items so they get added to the structure in the correct order std::sort(job->items.begin(), job->items.end(), job_item_idx_lt); // derive the material properties of the building and job from the first // applicable item. if any boulders are involved, it makes the whole // structure "rough". bool rough = false; for (auto attached_item : job->items) { df::item *item = attached_item->item; rough = rough || item->getType() == df::item_type::BOULDER; if (bld->mat_type == -1) { bld->mat_type = item->getMaterial(); job->mat_type = bld->mat_type; } if (bld->mat_index == -1) { bld->mat_index = item->getMaterialIndex(); job->mat_index = bld->mat_index; } } if (bld->needsDesign()) { auto act = (df::building_actual *)bld; if (!act->design) act->design = new df::building_design(); act->design->flags.bits.rough = rough; } // we're good to go! job->flags.bits.suspend = false; Job::checkBuildingsNow(); } static df::building * popInvalidTasks(color_ostream &out, Bucket &task_queue, unordered_map &planned_buildings) { while (!task_queue.empty()) { auto & task = task_queue.front(); auto id = task.first; if (planned_buildings.count(id) > 0) { auto bld = planned_buildings.at(id).getBuildingIfValidOrRemoveIfNot(out); if (bld && bld->jobs[0]->job_items[task.second]->quantity) return bld; } DEBUG(cycle,out).print("discarding invalid task: bld=%d, job_item_idx=%d\n", id, task.second); task_queue.pop_front(); } return NULL; } static void doVector(color_ostream &out, df::job_item_vector_id vector_id, map &buckets, unordered_map &planned_buildings) { auto other_id = ENUM_ATTR(job_item_vector_id, other, vector_id); auto item_vector = df::global::world->items.other[other_id]; DEBUG(cycle,out).print("matching %zu item(s) in vector %s against %zu filter bucket(s)\n", item_vector.size(), ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), buckets.size()); for (auto item_it = item_vector.rbegin(); item_it != item_vector.rend(); ++item_it) { auto item = *item_it; if (!itemPassesScreen(item)) continue; for (auto bucket_it = buckets.begin(); bucket_it != buckets.end(); ) { auto & task_queue = bucket_it->second; auto bld = popInvalidTasks(out, task_queue, planned_buildings); if (!bld) { DEBUG(cycle,out).print("removing empty bucket: %s/%s; %zu bucket(s) left\n", ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), bucket_it->first.c_str(), buckets.size() - 1); bucket_it = buckets.erase(bucket_it); continue; } auto & task = task_queue.front(); auto id = task.first; auto job = bld->jobs[0]; auto filter_idx = task.second; if (matchesFilters(item, job->job_items[filter_idx]) && Job::attachJobItem(job, item, df::job_item_ref::Hauled, filter_idx)) { MaterialInfo material; material.decode(item); ItemTypeInfo item_type; item_type.decode(item); DEBUG(cycle,out).print("attached %s %s to filter %d for %s(%d): %s/%s\n", material.toString().c_str(), item_type.toString().c_str(), filter_idx, ENUM_KEY_STR(building_type, bld->getType()).c_str(), id, ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), bucket_it->first.c_str()); // keep quantity aligned with the actual number of remaining // items so if buildingplan is turned off, the building will // be completed with the correct number of items. --job->job_items[filter_idx]->quantity; task_queue.pop_front(); if (isJobReady(out, job->job_items)) { finalizeBuilding(out, bld); planned_buildings.at(id).remove(out); } if (task_queue.empty()) { DEBUG(cycle,out).print( "removing empty item bucket: %s/%s; %zu left\n", ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), bucket_it->first.c_str(), buckets.size() - 1); buckets.erase(bucket_it); } // we found a home for this item; no need to look further break; } ++bucket_it; } if (buckets.empty()) break; } } struct VectorsToScanLast { std::vector vectors; VectorsToScanLast() { // order is important here. we want to match boulders before wood and // everything before bars. blocks are not listed here since we'll have // already scanned them when we did the first pass through the buckets. vectors.push_back(df::job_item_vector_id::BOULDER); vectors.push_back(df::job_item_vector_id::WOOD); vectors.push_back(df::job_item_vector_id::BAR); } }; void buildingplan_cycle(color_ostream &out, Tasks &tasks, unordered_map &planned_buildings) { static const VectorsToScanLast vectors_to_scan_last; DEBUG(cycle,out).print( "running buildingplan cycle for %zu registered buildings\n", planned_buildings.size()); for (auto it = tasks.begin(); it != tasks.end(); ) { auto vector_id = it->first; // we could make this a set, but it's only three elements if (std::find(vectors_to_scan_last.vectors.begin(), vectors_to_scan_last.vectors.end(), vector_id) != vectors_to_scan_last.vectors.end()) { ++it; continue; } auto & buckets = it->second; doVector(out, vector_id, buckets, planned_buildings); if (buckets.empty()) { DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n", ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), tasks.size() - 1); it = tasks.erase(it); } else ++it; } for (auto vector_id : vectors_to_scan_last.vectors) { if (tasks.count(vector_id) == 0) continue; auto & buckets = tasks[vector_id]; doVector(out, vector_id, buckets, planned_buildings); if (buckets.empty()) { DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n", ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), tasks.size() - 1); tasks.erase(vector_id); } } DEBUG(cycle,out).print("cycle done; %zu registered building(s) left\n", planned_buildings.size()); }