#include "Core.h" #include "Debug.h" #include "PluginManager.h" #include "modules/Persistence.h" #include "modules/World.h" #include "df/world.h" #include #include using std::string; using std::vector; using namespace DFHack; DFHACK_PLUGIN("buildingplan"); DFHACK_PLUGIN_IS_ENABLED(is_enabled); REQUIRE_GLOBAL(world); // logging levels can be dynamically controlled with the `debugfilter` command. namespace DFHack { // for configuration-related logging DBG_DECLARE(buildingplan, status, DebugCategory::LINFO); // for logging during the periodic scan DBG_DECLARE(buildingplan, cycle, DebugCategory::LINFO); } static const string CONFIG_KEY = string(plugin_name) + "/config"; static PersistentDataItem config; enum ConfigValues { CONFIG_IS_ENABLED = 0, CONFIG_BLOCKS = 1, CONFIG_BOULDERS = 2, CONFIG_LOGS = 3, CONFIG_BARS = 4, }; static int get_config_val(int index) { if (!config.isValid()) return -1; return config.ival(index); } static bool get_config_bool(int index) { return get_config_val(index) == 1; } static void set_config_val(int index, int value) { if (config.isValid()) config.ival(index) = value; } static void set_config_bool(int index, bool value) { set_config_val(index, value ? 1 : 0); } static const int32_t CYCLE_TICKS = 600; // twice per game day static int32_t cycle_timestamp = 0; // world->frame_counter at last cycle static command_result do_command(color_ostream &out, vector ¶meters); static void do_cycle(color_ostream &out); DFhackCExport command_result plugin_init(color_ostream &out, std::vector &commands) { DEBUG(status,out).print("initializing %s\n", plugin_name); // provide a configuration interface for the plugin commands.push_back(PluginCommand( plugin_name, "Plan building placement before you have materials.", do_command)); 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 != is_enabled) { is_enabled = enable; DEBUG(status,out).print("%s from the API; persisting\n", is_enabled ? "enabled" : "disabled"); set_config_bool(CONFIG_IS_ENABLED, is_enabled); } else { DEBUG(status,out).print("%s from the API, but already %s; no action\n", is_enabled ? "enabled" : "disabled", is_enabled ? "enabled" : "disabled"); } return CR_OK; } DFhackCExport command_result plugin_shutdown (color_ostream &out) { DEBUG(status,out).print("shutting down %s\n", plugin_name); return CR_OK; } DFhackCExport command_result plugin_load_data (color_ostream &out) { config = World::GetPersistentData(CONFIG_KEY); if (!config.isValid()) { DEBUG(status,out).print("no config found in this save; initializing\n"); config = World::AddPersistentData(CONFIG_KEY); set_config_bool(CONFIG_IS_ENABLED, is_enabled); set_config_bool(CONFIG_BLOCKS, true); set_config_bool(CONFIG_BOULDERS, true); set_config_bool(CONFIG_LOGS, true); set_config_bool(CONFIG_BARS, false); } // we have to copy our enabled flag into the global plugin variable, but // all the other state we can directly read/modify from the persistent // data structure. is_enabled = get_config_bool(CONFIG_IS_ENABLED); DEBUG(status,out).print("loading persisted enabled state: %s\n", is_enabled ? "true" : "false"); return CR_OK; } DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { if (event == DFHack::SC_WORLD_UNLOADED) { if (is_enabled) { DEBUG(status,out).print("world unloaded; disabling %s\n", plugin_name); is_enabled = false; } } return CR_OK; } DFhackCExport command_result plugin_onupdate(color_ostream &out) { if (is_enabled && world->frame_counter - cycle_timestamp >= CYCLE_TICKS) do_cycle(out); return CR_OK; } static command_result do_command(color_ostream &out, vector ¶meters) { // be sure to suspend the core if any DF state is read or modified CoreSuspender suspend; if (!Core::getInstance().isWorldLoaded()) { out.printerr("Cannot run %s without a loaded world.\n", plugin_name); return CR_FAILURE; } // TODO: configuration logic // simple commandline parsing can be done in C++, but there are lua libraries // that can easily handle more complex commandlines. see the blueprint plugin // for an example. return CR_OK; } ///////////////////////////////////////////////////// // cycle logic // static void do_cycle(color_ostream &out) { // mark that we have recently run cycle_timestamp = world->frame_counter; DEBUG(cycle,out).print("running %s cycle\n", plugin_name); // TODO: logic that runs every get_config_val(CONFIG_CYCLE_TICKS) ticks }