#include "Core.h" #include "Console.h" #include "Export.h" #include "PluginManager.h" #include "MiscUtils.h" #include "modules/World.h" #include "modules/Translation.h" #include "modules/Materials.h" #include "modules/Maps.h" #include "modules/Items.h" #include "modules/Gui.h" #include "modules/Units.h" #include "DataDefs.h" #include "df/world.h" #include "df/ui_advmode.h" #include "df/item.h" #include "df/unit.h" #include "df/unit_inventory_item.h" #include "df/unit_relationship_type.h" #include "df/map_block.h" #include "df/nemesis_record.h" #include "df/historical_figure.h" #include "df/general_ref_is_nemesisst.h" #include "df/general_ref_contains_itemst.h" #include "df/general_ref_contained_in_itemst.h" #include "df/general_ref_unit_holderst.h" #include "df/general_ref_building_civzone_assignedst.h" #include "df/material.h" #include "df/craft_material_class.h" #include "df/viewscreen_optionst.h" #include "df/viewscreen_dungeonmodest.h" #include "df/viewscreen_dungeon_monsterstatusst.h" #include "df/nemesis_flags.h" #include using namespace DFHack; using namespace df::enums; using df::nemesis_record; using df::historical_figure; using namespace DFHack::Translation; /* advtools ======== A package of different adventure mode tools. Usage: :list-equipped [all]: List armor and weapons equipped by your companions. If all is specified, also lists non-metal clothing. :metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in shops. The options disable the checks on item type and being in shop. */ DFHACK_PLUGIN("advtools"); REQUIRE_GLOBAL(world); REQUIRE_GLOBAL(ui_advmode); /********************* * PLUGIN INTERFACE * *********************/ static bool bodyswap_hotkey(df::viewscreen *top); command_result adv_bodyswap (color_ostream &out, std::vector & parameters); command_result adv_tools (color_ostream &out, std::vector & parameters); DFhackCExport command_result plugin_init (color_ostream &out, std::vector &commands) { if (!ui_advmode) return CR_OK; commands.push_back(PluginCommand( "advtools", "Adventure mode tools.", adv_tools, false, " list-equipped [all]\n" " List armor and weapons equipped by your companions.\n" " If all is specified, also lists non-metal clothing.\n" " metal-detector [all-types] [non-trader]\n" " Reveal metal armor and weapons in shops. The options\n" " disable the checks on item type and being in shop.\n" )); commands.push_back(PluginCommand( "adv-bodyswap", "Change the adventurer unit.", adv_bodyswap, bodyswap_hotkey, " - When viewing unit details, body-swaps into that unit.\n" " - In the main adventure mode screen, reverts transient swap.\n" "Options:\n" " force\n" " Allow swapping into non-companion units.\n" " permanent\n" " Permanently change the unit to be the adventurer.\n" " Otherwise it will revert if adv-bodyswap is called\n" " in the main screen, or if the main menu, Fast Travel\n" " or Sleep/Wait screen is opened.\n" " noinherit\n" " In permanent mode, don't reassign companions to the new unit.\n" )); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { return CR_OK; } df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap); DFHACK_PLUGIN_IS_ENABLED(in_transient_swap); DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { switch (event) { case SC_WORLD_LOADED: case SC_WORLD_UNLOADED: in_transient_swap = false; break; default: break; } return CR_OK; } DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { // Revert transient swaps before trouble happens if (in_transient_swap) { auto screen = Core::getTopViewscreen(); bool revert = false; if (strict_virtual_cast(screen)) { using namespace df::enums::ui_advmode_menu; switch (ui_advmode->menu) { case Travel: // was also Sleep, now equivalent revert = true; break; default: break; } } else if (strict_virtual_cast(screen)) { // Options may mean save game revert = true; } if (revert) { getPlayerNemesis(out, true); in_transient_swap = false; } } return CR_OK; } /********************* * UTILITY FUNCTIONS * *********************/ static bool bodyswap_hotkey(df::viewscreen *top) { return !!virtual_cast(top) || !!virtual_cast(top); } bool bodySwap(color_ostream &out, df::unit *player) { if (!player) { out.printerr("Unit to swap is NULL\n"); return false; } auto &vec = world->units.active; int idx = linear_index(vec, player); if (idx < 0) { out.printerr("Unit to swap not found: %d\n", player->id); return false; } if (idx != 0) std::swap(vec[0], vec[idx]); return true; } df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap) { auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id); if (!real_nemesis || !real_nemesis->unit) { out.printerr("Invalid player nemesis id: %d\n", ui_advmode->player_id); return NULL; } if (restore_swap) { df::unit *ctl = world->units.active[0]; auto ctl_nemesis = Units::getNemesis(ctl); if (ctl_nemesis != real_nemesis) { if (!bodySwap(out, real_nemesis->unit)) return NULL; auto name = TranslateName(&real_nemesis->unit->name, false); out.print("Returned into the body of %s.\n", name.c_str()); } real_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = -1; in_transient_swap = false; } return real_nemesis; } void changeGroupLeader(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis) { auto &cvec = new_nemesis->companions; // Swap companions cvec.swap(old_nemesis->companions); vector_erase_at(cvec, linear_index(cvec, new_nemesis->id)); insert_into_vector(cvec, old_nemesis->id); // Update follow new_nemesis->group_leader_id = -1; new_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = -1; for (unsigned i = 0; i < cvec.size(); i++) { auto nm = df::nemesis_record::find(cvec[i]); if (!nm) continue; nm->group_leader_id = new_nemesis->id; if (nm->unit) nm->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = new_nemesis->unit_id; } } void copyAcquaintances(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis) { auto &svec = old_nemesis->unit->adventurer_knows; auto &tvec = new_nemesis->unit->adventurer_knows; for (unsigned i = 0; i < svec.size(); i++) insert_into_vector(tvec, svec[i]); insert_into_vector(tvec, old_nemesis->unit_id); } void sortCompanionNemesis(std::vector *list, int player_id = -1) { std::map table; std::vector output; output.reserve(list->size()); if (player_id < 0) { auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id); if (real_nemesis) player_id = real_nemesis->id; } // Index records; find the player for (size_t i = 0; i < list->size(); i++) { auto item = (*list)[i]; if (item->id == player_id) output.push_back(item); else table[item->figure->id] = item; } // Pull out the items by the persistent sort order auto &order_vec = ui_advmode->companions.all_histfigs; for (size_t i = 0; i < order_vec.size(); i++) { auto it = table.find(order_vec[i]); if (it == table.end()) continue; output.push_back(it->second); table.erase(it); } // The remaining ones in reverse id order for (auto it = table.rbegin(); it != table.rend(); ++it) output.push_back(it->second); list->swap(output); } void listCompanions(color_ostream &out, std::vector *list, bool units = true) { nemesis_record *player = getPlayerNemesis(out, false); if (!player) return; list->push_back(player); for (size_t i = 0; i < player->companions.size(); i++) { auto item = nemesis_record::find(player->companions[i]); if (item && (item->unit || !units)) list->push_back(item); } } std::string getUnitNameProfession(df::unit *unit) { std::string name = TranslateName(&unit->name, false) + ", "; if (unit->custom_profession.empty()) name += ENUM_ATTR_STR(profession, caption, unit->profession); else name += unit->custom_profession; return name; } enum InventoryMode { INV_HAULED, INV_WEAPON, INV_WORN, INV_IN_CONTAINER }; typedef std::pair inv_item; static void listContainerInventory(std::vector *list, df::item *container) { auto &refs = container->general_refs; for (size_t i = 0; i < refs.size(); i++) { auto ref = refs[i]; if (!strict_virtual_cast(ref)) continue; df::item *child = ref->getItem(); if (!child) continue; list->push_back(inv_item(child, INV_IN_CONTAINER)); listContainerInventory(list, child); } } void listUnitInventory(std::vector *list, df::unit *unit) { auto &items = unit->inventory; for (size_t i = 0; i < items.size(); i++) { auto item = items[i]; InventoryMode mode; switch (item->mode) { case df::unit_inventory_item::Hauled: mode = INV_HAULED; break; case df::unit_inventory_item::Weapon: mode = INV_WEAPON; break; default: mode = INV_WORN; } list->push_back(inv_item(item->item, mode)); listContainerInventory(list, item->item); } } bool isShopItem(df::item *item) { for (size_t k = 0; k < item->general_refs.size(); k++) { auto ref = item->general_refs[k]; if (virtual_cast(ref)) return true; } return false; } bool isWeaponArmor(df::item *item) { using namespace df::enums::item_type; switch (item->getType()) { case HELM: case ARMOR: case WEAPON: case AMMO: case GLOVES: case PANTS: case SHOES: return true; default: return false; } } int containsMetalItems(df::item *item, bool all, bool non_trader, bool rec = false) { int cnt = 0; auto &refs = item->general_refs; for (size_t i = 0; i < refs.size(); i++) { auto ref = refs[i]; if (strict_virtual_cast(ref)) return 0; if (!rec && strict_virtual_cast(ref)) return 0; if (strict_virtual_cast(ref)) { df::item *child = ref->getItem(); if (!child) continue; cnt += containsMetalItems(child, all, non_trader, true); } } if (!non_trader && !isShopItem(item)) return cnt; if (!all && !isWeaponArmor(item)) return cnt; MaterialInfo minfo(item); if (minfo.getCraftClass() != craft_material_class::Metal) return cnt; return ++cnt; } void joinCounts(std::map &counts) { for (auto it = counts.begin(); it != counts.end(); it++) { df::coord pt = it->first; while (pt.x > 0 && counts.count(pt - df::coord(1,0,0))) pt.x--; while (pt.y > 0 &&counts.count(pt - df::coord(0,1,0))) pt.y--; while (pt.x < 0 && counts.count(pt + df::coord(1,0,0))) pt.x++; while (pt.y < 0 &&counts.count(pt + df::coord(0,1,0))) pt.y++; if (pt == it->first) continue; counts[pt] += it->second; it->second = 0; } } /********************* * FORMATTING * *********************/ static void printCompanionHeader(color_ostream &out, size_t i, df::unit *unit) { out.color(COLOR_GREY); if (i < 28) out << char('a'+i); else out << i; out << ": " << getUnitNameProfession(unit); if (Units::isDead(unit)) out << " (DEAD)"; if (Units::isGhost(unit)) out << " (GHOST)"; out << endl; out.reset_color(); } static size_t formatSize(std::vector *out, const std::map in, size_t *cnt) { size_t len = 0; for (auto it = in.begin(); it != in.end(); ++it) { std::string line = it->first; if (it->second != 1) line += stl_sprintf(" [%d]", it->second); len = std::max(len, line.size()); out->push_back(line); } if (out->empty()) { out->push_back("(none)"); len = 6; } if (cnt) *cnt = std::max(*cnt, out->size()); return len; } static std::string formatDirection(df::coord delta) { std::string ns, ew, dir; if (delta.x > 0) ew = "E"; else if (delta.x < 0) ew = "W"; if (delta.y > 0) ns = "S"; else if (delta.y < 0) ns = "N"; if (abs(delta.x) > abs(delta.y)*5) dir = ew; else if (abs(delta.y) > abs(delta.x)*5) dir = ns; else if (abs(delta.x) > abs(delta.y)*2) dir = ew + ns + ew; else if (abs(delta.y) > abs(delta.x)*2) dir = ns + ns + ew; else if (delta.x || delta.y) dir = ns + ew; else dir = "***"; int dist = (int)sqrt((double)(delta.x*delta.x + delta.y*delta.y)); return stl_sprintf("%d away %s %+d", dist, dir.c_str(), delta.z); } static void printEquipped(color_ostream &out, df::unit *unit, bool all) { std::vector items; listUnitInventory(&items, unit); std::map head, body, legs, weapons; for (auto it = items.begin(); it != items.end(); ++it) { df::item *item = it->first; // Skip non-worn non-weapons ItemTypeInfo iinfo(item); bool is_weapon = (it->second == INV_WEAPON || iinfo.type == item_type::AMMO); if (!(is_weapon || it->second == INV_WORN)) continue; // Skip non-metal, unless all MaterialInfo minfo(item); df::craft_material_class mclass = minfo.getCraftClass(); bool is_metal = (mclass == craft_material_class::Metal); if (!(is_weapon || all || is_metal)) continue; // Format the name std::string name; if (is_metal) name = minfo.toString() + " "; else if (mclass != craft_material_class::None) name = toLower(ENUM_KEY_STR(craft_material_class,mclass)) + " "; name += iinfo.toString(); // Add to the right table int count = item->getStackSize(); if (is_weapon) { weapons[name] += count; continue; } switch (iinfo.type) { case item_type::HELM: head[name] += count; break; case item_type::ARMOR: case item_type::GLOVES: case item_type::BACKPACK: case item_type::QUIVER: body[name] += count; break; case item_type::PANTS: case item_type::SHOES: legs[name] += count; break; default: weapons[name] += count; } } std::vector cols[4]; size_t sizes[4]; size_t lines = 0; sizes[0] = formatSize(&cols[0], head, &lines); sizes[1] = formatSize(&cols[1], body, &lines); sizes[2] = formatSize(&cols[2], legs, &lines); sizes[3] = formatSize(&cols[3], weapons, &lines); for (size_t i = 0; i < lines; i++) { for (int j = 0; j < 4; j++) { size_t sz = std::max(sizes[j], size_t(18)); out << "| " << std::left << std::setw(sz) << vector_get(cols[j],i) << " "; } out << "|" << std::endl; } } /********************* * COMMANDS * *********************/ command_result adv_bodyswap (color_ostream &out, std::vector & parameters) { // HOTKEY COMMAND; CORE IS SUSPENDED bool force = false; bool permanent = false; bool no_make_leader = false; for (unsigned i = 0; i < parameters.size(); i++) { auto &item = parameters[i]; if (item == "force") force = true; else if (item == "permanent") permanent = true; else if (item == "noinherit") no_make_leader = true; else return CR_WRONG_USAGE; } // Get the real player; undo previous transient swap auto real_nemesis = getPlayerNemesis(out, true); if (!real_nemesis) return CR_FAILURE; // Get the unit to swap to auto new_unit = Gui::getSelectedUnit(out, true); auto new_nemesis = Units::getNemesis(new_unit); if (!new_nemesis) { if (new_unit) { out.printerr("Cannot swap into a non-historical unit.\n"); return CR_FAILURE; } return CR_OK; } if (new_nemesis == real_nemesis) return CR_OK; // Verify it's a companion if (!force && linear_index(real_nemesis->companions, new_nemesis->id) < 0) { out.printerr("This is not your companion - use force to bodyswap.\n"); return CR_FAILURE; } // Swap if (!bodySwap(out, new_nemesis->unit)) return CR_FAILURE; auto name = TranslateName(&new_nemesis->unit->name, false); out.print("Swapped into the body of %s.\n", name.c_str()); // Permanently re-link everything if (permanent) { using namespace df::enums::nemesis_flags; ui_advmode->player_id = linear_index(world->nemesis.all, new_nemesis); // Flag 0 appears to be the 'active adventurer' flag, and // the player_id field above seems to be computed using it // when a savegame is loaded. // Also, unless this is set, it is impossible to retire. real_nemesis->flags.set(ACTIVE_ADVENTURER, false); new_nemesis->flags.set(ACTIVE_ADVENTURER, true); real_nemesis->flags.set(RETIRED_ADVENTURER, true); // former retired adventurer new_nemesis->flags.set(ADVENTURER, true); // blue color in legends // Reassign companions and acquaintances if (!no_make_leader) { changeGroupLeader(new_nemesis, real_nemesis); copyAcquaintances(new_nemesis, real_nemesis); } } else { in_transient_swap = true; // Make the player unit follow around to avoid bad consequences // if it is unloaded before the transient swap is reverted. real_nemesis->unit->relationship_ids[df::unit_relationship_type::GroupLeader] = new_nemesis->unit_id; } return CR_OK; } command_result adv_tools (color_ostream &out, std::vector & parameters) { if (parameters.empty()) return CR_WRONG_USAGE; CoreSuspender suspend; const auto &command = parameters[0]; if (command == "list-equipped") { bool all = false; for (size_t i = 1; i < parameters.size(); i++) { if (parameters[i] == "all") all = true; else return CR_WRONG_USAGE; } std::vector list; listCompanions(out, &list); sortCompanionNemesis(&list); for (size_t i = 0; i < list.size(); i++) { auto item = list[i]; auto unit = item->unit; printCompanionHeader(out, i, unit); printEquipped(out, unit, all); } return CR_OK; } else if (command == "metal-detector") { bool all = false, non_trader = false; for (size_t i = 1; i < parameters.size(); i++) { if (parameters[i] == "all-types") all = true; else if (parameters[i] == "non-trader") non_trader = true; else return CR_WRONG_USAGE; } auto *player = getPlayerNemesis(out, false); if (!player) return CR_FAILURE; df::coord player_pos = player->unit->pos; int total = 0; std::map counts; auto &items = world->items.all; for (size_t i = 0; i < items.size(); i++) { df::item *item = items[i]; int num = containsMetalItems(item, all, non_trader); if (!num) continue; df::map_block *block = Maps::getTileBlock(item->pos); if (!block) continue; total += num; counts[(item->pos - player_pos)/10] += num; auto &designations = block->designation; auto &dgn = designations[item->pos.x%16][item->pos.y%16]; dgn.bits.hidden = 0; // revealed dgn.bits.pile = 1; // visible } joinCounts(counts); out.print("%d items of metal merchandise found in the vicinity.\n", total); for (auto it = counts.begin(); it != counts.end(); it++) { if (!it->second) continue; df::coord delta = it->first * 10; out.print(" %s: %d\n", formatDirection(delta).c_str(), it->second); } return CR_OK; } else return CR_WRONG_USAGE; }