#include "Core.h" #include "Console.h" #include "Debug.h" #include "Export.h" #include "PluginManager.h" #include // DF data structure definition headers #include "DataDefs.h" #include "modules/Items.h" #include "modules/Maps.h" #include "modules/Materials.h" #include "modules/Persistence.h" #include "modules/Units.h" #include "modules/World.h" #include "modules/Translation.h" #include "df/item.h" #include "df/item_actual.h" #include "df/item_crafted.h" #include "df/item_constructed.h" #include "df/item_armorst.h" #include "df/item_glovesst.h" #include "df/item_shoesst.h" #include "df/item_helmst.h" #include "df/item_pantsst.h" #include "df/itemdef_armorst.h" #include "df/itemdef_glovesst.h" #include "df/itemdef_shoesst.h" #include "df/itemdef_helmst.h" #include "df/itemdef_pantsst.h" #include "df/manager_order.h" #include "df/creature_raw.h" #include "df/world.h" using std::endl; using std::string; using std::vector; using std::map; using namespace DFHack; using namespace DFHack::Items; using namespace DFHack::Units; using namespace df::enums; DFHACK_PLUGIN("autoclothing"); REQUIRE_GLOBAL(world); // Only run if this is enabled DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled); // logging levels can be dynamically controlled with the `debugfilter` command. namespace DFHack { // for configuration-related logging DBG_DECLARE(autoclothing, report, DebugCategory::LINFO); // for logging during the periodic scan DBG_DECLARE(autoclothing, cycle, DebugCategory::LINFO); } static const string CONFIG_KEY = string(plugin_name) + "/config"; enum ConfigValues { CONFIG_IS_ENABLED = 0, }; //static int get_config_val(PersistentDataItem& c, int index) { // if (!c.isValid()) // return -1; // return c.ival(index); //} //static bool get_config_bool(PersistentDataItem& c, int index) { // return get_config_val(c, index) == 1; //} static void set_config_val(PersistentDataItem& c, int index, int value) { if (c.isValid()) c.ival(index) = value; } static void set_config_bool(PersistentDataItem& c, int index, bool value) { set_config_val(c, index, value ? 1 : 0); } // Here go all the command declarations... // mostly to allow having the mandatory stuff on top of the file and commands on the bottom struct ClothingRequirement; command_result autoclothing(color_ostream &out, vector & parameters); static void init_state(color_ostream &out); static void save_state(color_ostream &out); static void cleanup_state(color_ostream &out); static void do_autoclothing(); static bool validateMaterialCategory(ClothingRequirement * requirement); static bool setItem(string name, ClothingRequirement* requirement); static void generate_report(color_ostream& out); static bool isAvailableItem(df::item* item); enum match_strictness { STRICT_PERMISSIVE, STRICT_TYPE, STRICT_MATERIAL }; match_strictness strictnessSetting = STRICT_PERMISSIVE; vectorclothingOrders; struct ClothingRequirement { df::job_type jobType; df::item_type itemType; int16_t item_subtype; df::job_material_category material_category; int16_t needed_per_citizen; map total_needed_per_race; bool matches(ClothingRequirement * b) { if (b->jobType != this->jobType) return false; if (b->itemType != this->itemType) return false; if (b->item_subtype != this->item_subtype) return false; if (b->material_category.whole != this->material_category.whole) return false; return true; } string Serialize() { std::stringstream stream; stream << ENUM_KEY_STR(job_type, jobType) << " "; stream << ENUM_KEY_STR(item_type,itemType) << " "; stream << item_subtype << " "; stream << material_category.whole << " "; stream << needed_per_citizen; return stream.str(); } void Deserialize(string s) { std::stringstream stream(s); string loadedJob; stream >> loadedJob; FOR_ENUM_ITEMS(job_type, job) { if (ENUM_KEY_STR(job_type, job) == loadedJob) { jobType = job; break; } } string loadedItem; stream >> loadedItem; FOR_ENUM_ITEMS(item_type, item) { if (ENUM_KEY_STR(item_type, item) == loadedItem) { itemType = item; break; } } stream >> item_subtype; stream >> material_category.whole; stream >> needed_per_citizen; } bool SetFromParameters(color_ostream &out, vector & parameters) { if (!set_bitfield_field(&material_category, parameters[0], 1)) { out << "Unrecognized material type: " << parameters[0] << endl; } if (!setItem(parameters[1], this)) { out << "Unrecognized item name or token: " << parameters[1] << endl; return false; } if (!validateMaterialCategory(this)) { out << parameters[0] << " is not a valid material category for " << parameters[1] << endl; return false; } return true; } string ToReadableLabel() { std::stringstream stream; stream << bitfield_to_string(material_category) << " "; string adjective = ""; string name = ""; switch (itemType) { case df::enums::item_type::ARMOR: adjective = world->raws.itemdefs.armor[item_subtype]->adjective; name = world->raws.itemdefs.armor[item_subtype]->name; break; case df::enums::item_type::SHOES: adjective = world->raws.itemdefs.shoes[item_subtype]->adjective; name = world->raws.itemdefs.shoes[item_subtype]->name; break; case df::enums::item_type::HELM: adjective = world->raws.itemdefs.helms[item_subtype]->adjective; name = world->raws.itemdefs.helms[item_subtype]->name; break; case df::enums::item_type::GLOVES: adjective = world->raws.itemdefs.gloves[item_subtype]->adjective; name = world->raws.itemdefs.gloves[item_subtype]->name; break; case df::enums::item_type::PANTS: adjective = world->raws.itemdefs.pants[item_subtype]->adjective; name = world->raws.itemdefs.pants[item_subtype]->name; break; default: break; } if (!adjective.empty()) stream << adjective << " "; stream << name << " "; stream << needed_per_citizen; return stream.str(); } }; // Mandatory init function. If you have some global state, create it here. DFhackCExport command_result plugin_init(color_ostream &out, vector &commands) { // Fill the command list with your commands. commands.push_back(PluginCommand( "autoclothing", "Automatically manage clothing work orders", autoclothing)); return CR_OK; } // This is called right before the plugin library is removed from memory. DFhackCExport command_result plugin_shutdown(color_ostream &out) { // You *MUST* kill all threads you created before this returns. // If everything fails, just return CR_FAILURE. Your plugin will be // in a zombie state, but things won't crash. cleanup_state(out); return CR_OK; } // Called to notify the plugin about important state changes. // Invoked with DF suspended, and always before the matching plugin_onupdate. // More event codes may be added in the future. DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { switch (event) { case SC_WORLD_LOADED: init_state(out); break; case SC_WORLD_UNLOADED: cleanup_state(out); break; default: break; } return CR_OK; } DFhackCExport command_result plugin_enable(color_ostream& out, bool enable) { if (!Core::getInstance().isWorldLoaded()) { out.printerr("Cannot enable %s without a loaded world.\n", plugin_name); return CR_FAILURE; } if (enable != autoclothing_enabled) { auto enabled = World::GetPersistentData("autoclothing/enabled"); autoclothing_enabled = enable; DEBUG(report, out).print("%s from the API; persisting\n", autoclothing_enabled ? "enabled" : "disabled"); set_config_bool(enabled, CONFIG_IS_ENABLED, autoclothing_enabled); if (enable) do_autoclothing(); } else { DEBUG(report, out).print("%s from the API, but already %s; no action\n", autoclothing_enabled ? "enabled" : "disabled", autoclothing_enabled ? "enabled" : "disabled"); } return CR_OK; } // Whatever you put here will be done in each game step. Don't abuse it. // It's optional, so you can just comment it out like this if you don't need it. DFhackCExport command_result plugin_onupdate(color_ostream &out) { if (!autoclothing_enabled) return CR_OK; if (!Maps::IsValid()) return CR_OK; if (DFHack::World::ReadPauseState()) return CR_OK; if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things return CR_OK; do_autoclothing(); return CR_OK; } static bool setItemFromName(string name, ClothingRequirement* requirement) { #define SEARCH_ITEM_RAWS(rawType, job, item) \ for (auto& itemdef : world->raws.itemdefs.rawType) \ { \ string fullName = itemdef->adjective.empty() ? itemdef->name : itemdef->adjective + " " + itemdef->name; \ if (fullName == name) \ { \ requirement->jobType = job_type::job; \ requirement->itemType = item_type::item; \ requirement->item_subtype = itemdef->subtype; \ return true; \ } \ } SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR); SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES); SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES); SEARCH_ITEM_RAWS(helms, MakeHelm, HELM); SEARCH_ITEM_RAWS(pants, MakePants, PANTS); return false; } static bool setItemFromToken(string token, ClothingRequirement* requirement) { ItemTypeInfo itemInfo; if (!itemInfo.find(token)) return false; switch (itemInfo.type) { case item_type::ARMOR: requirement->jobType = job_type::MakeArmor; break; case item_type::GLOVES: requirement->jobType = job_type::MakeGloves; break; case item_type::SHOES: requirement->jobType = job_type::MakeShoes; break; case item_type::HELM: requirement->jobType = job_type::MakeHelm; break; case item_type::PANTS: requirement->jobType = job_type::MakePants; break; default: return false; } requirement->itemType = itemInfo.type; requirement->item_subtype = itemInfo.subtype; return true; } static bool setItem(string name, ClothingRequirement* requirement) { if (setItemFromName(name, requirement)) return true; if (setItemFromToken(name, requirement)) return true; return false; } static bool armorFlagsMatch(BitArray * flags, df::job_material_category * category) { if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.cloth) return true; if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.yarn) return true; if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.silk) return true; if (flags->is_set(df::armor_general_flags::BARRED) && category->bits.bone) return true; if (flags->is_set(df::armor_general_flags::SCALED) && category->bits.shell) return true; if (flags->is_set(df::armor_general_flags::LEATHER) && category->bits.leather) return true; return false; } static bool validateMaterialCategory(ClothingRequirement * requirement) { auto itemDef = getSubtypeDef(requirement->itemType, requirement->item_subtype); switch (requirement->itemType) { case item_type::ARMOR: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_armorst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::GLOVES: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_glovesst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::SHOES: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_shoesst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::HELM: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_helmst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::PANTS: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_pantsst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); default: return false; } } // A command! It sits around and looks pretty. And it's nice and friendly. command_result autoclothing(color_ostream &out, vector & parameters) { // It's nice to print a help message you get invalid options // from the user instead of just acting strange. // This can be achieved by adding the extended help string to the // PluginCommand registration as show above, and then returning // CR_WRONG_USAGE from the function. The same string will also // be used by 'help your-command'. if (parameters.size() == 0) { CoreSuspender suspend; out << "Automatic clothing management is currently " << (autoclothing_enabled ? "enabled" : "disabled") << "." << endl; out << "Currently set " << clothingOrders.size() << " automatic clothing orders" << endl; for (size_t i = 0; i < clothingOrders.size(); i++) { out << clothingOrders[i].ToReadableLabel() << endl; } generate_report(out); return CR_OK; } ////Disabled until I have time to fully implement it. //else if (parameters[0] == "strictness") //{ // if (parameters.size() != 2) // { // out << "Wrong number of arguments." << endl; // return CR_WRONG_USAGE; // } // if (parameters[1] == "permissive") // strictnessSetting = STRICT_PERMISSIVE; // else if (parameters[1] == "type") // strictnessSetting = STRICT_TYPE; // else if (parameters[1] == "material") // strictnessSetting = STRICT_MATERIAL; //} else if (parameters.size() < 2 || parameters.size() > 3) { out << "Wrong number of arguments." << endl; return CR_WRONG_USAGE; } // Commands are called from threads other than the DF one. // Suspend this thread until DF has time for us. If you // use CoreSuspender, it'll automatically resume DF when // execution leaves the current scope. CoreSuspender suspend; // Create a new requirement from the available parameters. ClothingRequirement newRequirement; if (!newRequirement.SetFromParameters(out, parameters)) return CR_WRONG_USAGE; //all checks are passed. Now we either show or set the amount. bool settingSize = false; bool matchedExisting = false; if (parameters.size() > 2) { try { newRequirement.needed_per_citizen = std::stoi(parameters[2]); } catch (const std::exception&) { out << parameters[2] << " is not a valid number." << endl; return CR_WRONG_USAGE; } settingSize = true; } for (size_t i = 0; i < clothingOrders.size(); i++) { if (!clothingOrders[i].matches(&newRequirement)) continue; matchedExisting = true; if (settingSize) { if (newRequirement.needed_per_citizen == 0) { clothingOrders.erase(clothingOrders.begin() + i); out << "Unset " << parameters[0] << " " << parameters[1] << endl; } else { clothingOrders[i] = newRequirement; out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl; } } else { out << parameters[0] << " " << parameters[1] << " is set to " << clothingOrders[i].needed_per_citizen << endl; } break; } if (!matchedExisting) { if (settingSize) { if (newRequirement.needed_per_citizen == 0) { out << parameters[0] << " " << parameters[1] << " already unset." << endl; } else { clothingOrders.push_back(newRequirement); out << "Added order for " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl; } } else { out << parameters[0] << " " << parameters[1] << " is not set." << endl; } } if (settingSize) { if (!autoclothing_enabled) { out << "Enabling automatic clothing management" << endl; autoclothing_enabled = true; } do_autoclothing(); } save_state(out); // Give control back to DF. return CR_OK; } static void find_needed_clothing_items() { for (auto& unit : world->units.active) { //obviously we don't care about illegal aliens. if (!isCitizen(unit)) continue; //now check each clothing order to see what the unit might be missing. for (auto& clothingOrder : clothingOrders) { int alreadyOwnedAmount = 0; //looping through the items first, then clothing order might be a little faster, but this way is cleaner. for (auto ownedItem : unit->owned_items) { auto item = findItemByID(ownedItem); if (!item) { DEBUG(cycle).print("autoclothing: Invalid inventory item ID: %d\n", ownedItem); continue; } if (item->getType() != clothingOrder.itemType) continue; if (item->getSubtype() != clothingOrder.item_subtype) continue; MaterialInfo matInfo; matInfo.decode(item); if (!matInfo.matches(clothingOrder.material_category)) continue; alreadyOwnedAmount++; } int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount; if (neededAmount <= 0) continue; //technically, there's some leeway in sizes, but only caring about exact sizes is simpler. clothingOrder.total_needed_per_race[unit->race] += neededAmount; } } } static void remove_available_clothing() { for (auto& item : world->items.all) { //skip any owned items. if (getOwner(item)) continue; //again, for each item, find if any clothing order matches for (auto& clothingOrder : clothingOrders) { if (item->getType() != clothingOrder.itemType) continue; if (item->getSubtype() != clothingOrder.item_subtype) continue; MaterialInfo matInfo; matInfo.decode(item); if (!matInfo.matches(clothingOrder.material_category)) continue; clothingOrder.total_needed_per_race[item->getMakerRace()] --; } } } static void add_clothing_orders() { for (auto& clothingOrder : clothingOrders) { for (auto& orderNeeded : clothingOrder.total_needed_per_race) { auto race = orderNeeded.first; auto amount = orderNeeded.second; orderNeeded.second = 0; //once we get what we need, set it back to zero so we don't add it to further counts. //Previous operations can easily make this negative. That jus means we have more than we need already. if (amount <= 0) continue; 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; if (managerOrder->job_type != clothingOrder.jobType) continue; if (managerOrder->item_subtype != clothingOrder.item_subtype) continue; if (managerOrder->hist_figure_id != race) continue; //We found a work order, that means we don't need to make a new one. 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. if (!orderExistedAlready) { df::manager_order * newOrder = new df::manager_order(); newOrder->id = world->manager_order_next_id; world->manager_order_next_id++; newOrder->job_type = clothingOrder.jobType; 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); } } } } static void do_autoclothing() { if (clothingOrders.size() == 0) return; //first we look through all the units on the map to see who needs new clothes. find_needed_clothing_items(); //Now we go through all the items in the map to see how many clothing items we have but aren't owned yet. remove_available_clothing(); //Finally loop through the clothing orders to find ones that need more made. add_clothing_orders(); } static void cleanup_state(color_ostream &out) { clothingOrders.clear(); autoclothing_enabled = false; } static void init_state(color_ostream &out) { auto enabled = World::GetPersistentData("autoclothing/enabled"); if (enabled.isValid() && enabled.ival(0) == 1) { out << "autoclothing enabled" << endl; autoclothing_enabled = true; } else { autoclothing_enabled = false; } // Parse constraints vector items; World::GetPersistentData(&items, "autoclothing/clothingItems"); for (auto& item : items) { if (!item.isValid()) continue; ClothingRequirement req; req.Deserialize(item.val()); clothingOrders.push_back(req); out << "autoclothing added " << req.ToReadableLabel() << endl; } } static void save_state(color_ostream &out) { auto enabled = World::GetPersistentData("autoclothing/enabled"); if (!enabled.isValid()) enabled = World::AddPersistentData("autoclothing/enabled"); enabled.ival(0) = autoclothing_enabled; for (auto& order : clothingOrders) { auto orderSave = World::AddPersistentData("autoclothing/clothingItems"); orderSave.val() = order.Serialize(); } // Parse constraints vector items; World::GetPersistentData(&items, "autoclothing/clothingItems"); for (size_t i = 0; i < items.size(); i++) { if (i < clothingOrders.size()) { items[i].val() = clothingOrders[i].Serialize(); } else { World::DeletePersistentData(items[i]); } } for (size_t i = items.size(); i < clothingOrders.size(); i++) { auto item = World::AddPersistentData("autoclothing/clothingItems"); item.val() = clothingOrders[i].Serialize(); } } static void list_unit_counts(color_ostream& out, map& unitList) { for (const auto& race : unitList) { if (race.second == 1) out << " 1 " << Units::getRaceReadableNameById(race.first) << endl; else out << " " << race.second << " " << Units::getRaceNamePluralById(race.first) << endl; } } static bool isAvailableItem(df::item* item) { static struct BadFlags { uint32_t whole; BadFlags() { df::item_flags flags; #define F(x) flags.bits.x = true; F(in_job); F(hostile); F(in_building); F(encased); F(foreign); F(trader); F(owned); F(forbid); F(dump); F(on_fire); F(melt); F(hidden); F(garbage_collect); F(rotten); F(construction); F(in_chest); F(removed); F(spider_web); // F(artifact); -- TODO: should this be included? #undef F whole = flags.whole; } } badFlags; if ((item->flags.whole & badFlags.whole) != 0) return false; if (item->getWear() > 1) return false; if (!item->isClothing()) return false; return true; } static void generate_report(color_ostream& out) { map fullUnitList; map missingArmor; map missingShoes; map missingHelms; map missingGloves; map missingPants; for (df::unit* unit : world->units.active) { if (!Units::isCitizen(unit)) continue; fullUnitList[unit->race]++; int numArmor = 0, numShoes = 0, numHelms = 0, numGloves = 0, numPants = 0; for (auto itemId : unit->owned_items) { auto item = Items::findItemByID(itemId); if (!item) { DEBUG(cycle, out).print("autoclothing: Invalid inventory item ID: %d\n", itemId); continue; } if (item->getWear() >= 1) continue; switch (item->getType()) { case df::item_type::ARMOR: numArmor++; break; case df::item_type::SHOES: numShoes++; break; case df::item_type::HELM: numHelms++; break; case df::item_type::GLOVES: numGloves++; break; case df::item_type::PANTS: numPants++; break; default: break; } } if (numArmor == 0) missingArmor[unit->race]++; if (numShoes < 2) missingShoes[unit->race]++; if (numHelms == 0) missingHelms[unit->race]++; if (numGloves < 2) missingGloves[unit->race]++; if (numPants == 0) missingPants[unit->race]++; DEBUG(report,out) << Translation::TranslateName(Units::getVisibleName(unit)) << " has " << numArmor << " armor, " << numShoes << " shoes, " << numHelms << " helms, " << numGloves << " gloves, " << numPants << " pants" << endl; } if (missingArmor.size() + missingShoes.size() + missingHelms.size() + missingGloves.size() + missingPants.size() == 0) { out << "Everybody has a full set of clothes to wear, congrats!" << endl; return; } else { if (missingArmor.size()) { out << "Following units need new bodywear:" << endl; list_unit_counts(out, missingArmor); } if (missingShoes.size()) { out << "Following units need new shoes:" << endl; list_unit_counts(out, missingShoes); } if (missingHelms.size()) { out << "Following units need new headwear:" << endl; list_unit_counts(out, missingHelms); } if (missingGloves.size()) { out << "Following units need new handwear:" << endl; list_unit_counts(out, missingGloves); } if (missingPants.size()) { out << "Following units need new legwear:" << endl; list_unit_counts(out, missingPants); } } map availableArmor; for (auto armor : world->items.other.ARMOR) { if (!isAvailableItem(armor)) continue; availableArmor[armor->maker_race]++; } if (availableArmor.size()) { out << "We have available bodywear for:" << endl; list_unit_counts(out, availableArmor); } map availableShoes; for (auto shoe : world->items.other.SHOES) { if (!isAvailableItem(shoe)) continue; availableShoes[shoe->maker_race]++; } if (availableShoes.size()) { out << "We have available footwear for:" << endl; list_unit_counts(out, availableShoes); } map availableHelms; for (auto helm : world->items.other.HELM) { if (!isAvailableItem(helm)) continue; availableHelms[helm->maker_race]++; } if (availableHelms.size()) { out << "We have available headwear for:" << endl; list_unit_counts(out, availableHelms); } map availableGloves; for (auto glove : world->items.other.HELM) { if (!isAvailableItem(glove)) continue; availableGloves[glove->maker_race]++; } if (availableGloves.size()) { out << "We have available handwear for:" << endl; list_unit_counts(out, availableGloves); } map availablePants; for (auto pants : world->items.other.HELM) { if (!isAvailableItem(pants)) continue; availablePants[pants->maker_race]++; } if (availablePants.size()) { out << "We have available legwear for:" << endl; list_unit_counts(out, availablePants); } } ///////////////////////////////////////////////////// // Lua API // TODO: implement Lua hooks to manipulate the persistent order configuration // static void autoclothing_doCycle(color_ostream& out) { DEBUG(report, out).print("entering autoclothing_doCycle\n"); do_autoclothing(); } DFHACK_PLUGIN_LUA_FUNCTIONS{ DFHACK_LUA_FUNCTION(autoclothing_doCycle), DFHACK_LUA_END }; DFHACK_PLUGIN_LUA_COMMANDS{ DFHACK_LUA_END };