#include "Core.h" #include "Debug.h" #include "LuaTools.h" #include "PluginManager.h" #include "modules/Items.h" #include "modules/Job.h" #include "modules/Materials.h" #include "modules/Persistence.h" #include "modules/World.h" #include "df/building.h" #include "df/building_design.h" #include "df/item.h" #include "df/job_item.h" #include "df/world.h" #include #include #include #include using std::map; using std::pair; using std::queue; using std::string; using std::unordered_map; 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 const string BLD_CONFIG_KEY = string(plugin_name) + "/building"; enum ConfigValues { CONFIG_BLOCKS = 1, CONFIG_BOULDERS = 2, CONFIG_LOGS = 3, CONFIG_BARS = 4, }; enum BuildingConfigValues { BLD_CONFIG_ID = 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); } class PlannedBuilding { public: const df::building::key_field_type id; PlannedBuilding(color_ostream &out, df::building *building) : id(building->id) { DEBUG(status,out).print("creating persistent data for building %d\n", id); bld_config = DFHack::World::AddPersistentData(BLD_CONFIG_KEY); set_config_val(bld_config, BLD_CONFIG_ID, id); } PlannedBuilding(DFHack::PersistentDataItem &bld_config) : id(get_config_val(bld_config, BLD_CONFIG_ID)), bld_config(bld_config) { } void remove(color_ostream &out); // 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 * getBuildingIfValidOrRemoveIfNot(color_ostream &out) { auto bld = df::building::find(id); bool valid = bld && bld->getBuildStage() == 0; if (!valid) { remove(out); return NULL; } return bld; } private: DFHack::PersistentDataItem bld_config; }; static PersistentDataItem config; // building id -> PlannedBuilding unordered_map planned_buildings; // vector id -> filter bucket -> queue of (building id, job_item index) map>>> tasks; // note that this just removes the PlannedBuilding. the tasks will get dropped // as we discover them in the tasks queues and they fail to be found in planned_buildings. // this "lazy" task cleaning algorithm works because there is no way to // re-register a building once it has been removed -- if it has been booted out of // planned_buildings, then it has either been built or desroyed. therefore there is // no chance of duplicate tasks getting added to the tasks queues. void PlannedBuilding::remove(color_ostream &out) { DEBUG(status,out).print("removing persistent data for building %d\n", id); DFHack::World::DeletePersistentData(config); if (planned_buildings.count(id) > 0) planned_buildings.erase(id); } 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); static bool registerPlannedBuilding(color_ostream &out, PlannedBuilding & pb); 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 (enable != is_enabled) { is_enabled = enable; DEBUG(status,out).print("%s from the API; persisting\n", is_enabled ? "enabled" : "disabled"); } 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, CONFIG_BLOCKS, true); set_config_bool(config, CONFIG_BOULDERS, true); set_config_bool(config, CONFIG_LOGS, true); set_config_bool(config, CONFIG_BARS, false); } DEBUG(status,out).print("loading persisted state\n"); planned_buildings.clear(); tasks.clear(); vector building_configs; World::GetPersistentData(&building_configs, BLD_CONFIG_KEY); const size_t num_building_configs = building_configs.size(); for (size_t idx = 0; idx < num_building_configs; ++idx) { PlannedBuilding pb(building_configs[idx]); registerPlannedBuilding(out, pb); } return CR_OK; } DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { if (event == DFHack::SC_WORLD_UNLOADED) { DEBUG(status,out).print("world unloaded; clearing state for %s\n", plugin_name); planned_buildings.clear(); tasks.clear(); } return CR_OK; } static bool cycle_requested = false; DFhackCExport command_result plugin_onupdate(color_ostream &out) { if (!Core::getInstance().isWorldLoaded()) return CR_OK; if (is_enabled && (cycle_requested || world->frame_counter - cycle_timestamp >= CYCLE_TICKS)) do_cycle(out); return CR_OK; } static bool call_buildingplan_lua(color_ostream *out, const char *fn_name, int nargs = 0, int nres = 0, Lua::LuaLambda && args_lambda = Lua::DEFAULT_LUA_LAMBDA, Lua::LuaLambda && res_lambda = Lua::DEFAULT_LUA_LAMBDA) { DEBUG(status).print("calling buildingplan lua function: '%s'\n", fn_name); CoreSuspender guard; auto L = Lua::Core::State; Lua::StackUnwinder top(L); if (!out) out = &Core::getInstance().getConsole(); return Lua::CallLuaModuleFunction(*out, L, "plugins.buildingplan", fn_name, nargs, nres, std::forward(args_lambda), std::forward(res_lambda)); } static command_result do_command(color_ostream &out, vector ¶meters) { CoreSuspender suspend; if (!Core::getInstance().isWorldLoaded()) { out.printerr("Cannot configure %s without a loaded world.\n", plugin_name); return CR_FAILURE; } bool show_help = false; if (!call_buildingplan_lua(&out, "parse_commandline", parameters.size(), 1, [&](lua_State *L) { for (const string ¶m : parameters) Lua::Push(L, param); }, [&](lua_State *L) { show_help = !lua_toboolean(L, -1); })) { return CR_FAILURE; } return show_help ? CR_WRONG_USAGE : CR_OK; } ///////////////////////////////////////////////////// // cycle logic // 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; } }; static bool itemPassesScreen(df::item * item) { static const BadFlags bad_flags; return !(item->flags.whole & bad_flags.whole) && !item->isAssignedToStockpile(); } static 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 DFHack::Job::isSuitableItem( job_item, item->getType(), item->getSubtype()) && DFHack::Job::isSuitableMaterial( job_item, item->getMaterial(), item->getMaterialIndex(), item->getType()); } static bool isJobReady(color_ostream &out, df::job * job) { int needed_items = 0; for (auto job_item : job->job_items) { 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. static 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, queue> & task_queue) { 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(); } return NULL; } static void doVector(color_ostream &out, df::job_item_vector_id vector_id, map>> & buckets) { 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); 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]) && DFHack::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(); if (isJobReady(out, job)) { 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); } }; static void do_cycle(color_ostream &out) { static const VectorsToScanLast vectors_to_scan_last; // mark that we have recently run cycle_timestamp = world->frame_counter; cycle_requested = false; DEBUG(cycle,out).print("running %s cycle for %zu registered buildings\n", plugin_name, 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); 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); 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()); } ///////////////////////////////////////////////////// // Lua API // core will already be suspended when coming in through here // static string getBucket(const df::job_item & ji) { std::ostringstream ser; // pull out and serialize only known relevant fields. if we miss a few, then // the filter bucket will be slighly less specific than it could be, but // that's probably ok. we'll just end up bucketing slightly different items // together. this is only a problem if the different filter at the front of // the queue doesn't match any available items and blocks filters behind it // that could be matched. ser << ji.item_type << ':' << ji.item_subtype << ':' << ji.mat_type << ':' << ji.mat_index << ':' << ji.flags1.whole << ':' << ji.flags2.whole << ':' << ji.flags3.whole << ':' << ji.flags4 << ':' << ji.flags5 << ':' << ji.metal_ore << ':' << ji.has_tool_use; return ser.str(); } // get a list of item vectors that we should search for matches static vector getVectorIds(color_ostream &out, df::job_item *job_item) { std::vector ret; // if the filter already has the vector_id set to something specific, use it if (job_item->vector_id > df::job_item_vector_id::IN_PLAY) { DEBUG(status,out).print("using vector_id from job_item: %s\n", ENUM_KEY_STR(job_item_vector_id, job_item->vector_id).c_str()); ret.push_back(job_item->vector_id); return ret; } // if the filer is for building material, refer to our global settings for // which vectors to search if (job_item->flags2.bits.building_material) { if (get_config_bool(config, CONFIG_BLOCKS)) ret.push_back(df::job_item_vector_id::BLOCKS); if (get_config_bool(config, CONFIG_BOULDERS)) ret.push_back(df::job_item_vector_id::BOULDER); if (get_config_bool(config, CONFIG_LOGS)) ret.push_back(df::job_item_vector_id::WOOD); if (get_config_bool(config, CONFIG_BARS)) ret.push_back(df::job_item_vector_id::BAR); } // fall back to IN_PLAY if no other vector was appropriate if (ret.empty()) ret.push_back(df::job_item_vector_id::IN_PLAY); return ret; } static bool registerPlannedBuilding(color_ostream &out, PlannedBuilding & pb) { df::building * bld = pb.getBuildingIfValidOrRemoveIfNot(out); if (!bld) return false; if (bld->jobs.size() != 1) { DEBUG(status,out).print("unexpected number of jobs: want 1, got %zu\n", bld->jobs.size()); return false; } auto job_items = bld->jobs[0]->job_items; int num_job_items = job_items.size(); if (num_job_items < 1) { DEBUG(status,out).print("unexpected number of job items: want >0, got %d\n", num_job_items); return false; } int32_t id = bld->id; for (int job_item_idx = 0; job_item_idx < num_job_items; ++job_item_idx) { auto job_item = job_items[job_item_idx]; auto bucket = getBucket(*job_item); auto vector_ids = getVectorIds(out, job_item); // if there are multiple vector_ids, schedule duplicate tasks. after // the correct number of items are matched, the extras will get popped // as invalid for (auto vector_id : vector_ids) { for (int item_num = 0; item_num < job_item->quantity; ++item_num) { tasks[vector_id][bucket].push(std::make_pair(id, job_item_idx)); DEBUG(status,out).print("added task: %s/%s/%d,%d; " "%zu vector(s), %zu filter bucket(s), %zu task(s) in bucket", ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(), bucket.c_str(), id, job_item_idx, tasks.size(), tasks[vector_id].size(), tasks[vector_id][bucket].size()); } } } // suspend jobs for (auto job : bld->jobs) job->flags.bits.suspend = true; // add the planned buildings to our register planned_buildings.emplace(bld->id, pb); return true; } static void printStatus(color_ostream &out) { DEBUG(status,out).print("entering buildingplan_printStatus\n"); out.print("buildingplan is %s\n\n", is_enabled ? "enabled" : "disabled"); out.print(" finding materials for %zd buildings\n", planned_buildings.size()); out.print("Current settings:\n"); out.print(" use blocks: %s\n", get_config_bool(config, CONFIG_BLOCKS) ? "yes" : "no"); out.print(" use boulders: %s\n", get_config_bool(config, CONFIG_BOULDERS) ? "yes" : "no"); out.print(" use logs: %s\n", get_config_bool(config, CONFIG_LOGS) ? "yes" : "no"); out.print(" use bars: %s\n", get_config_bool(config, CONFIG_BARS) ? "yes" : "no"); out.print("\n"); } static bool setSetting(color_ostream &out, string name, bool value) { DEBUG(status,out).print("entering setSetting (%s -> %s)\n", name.c_str(), value ? "true" : "false"); if (name == "blocks") set_config_bool(config, CONFIG_BLOCKS, value); else if (name == "boulders") set_config_bool(config, CONFIG_BOULDERS, value); else if (name == "logs") set_config_bool(config, CONFIG_LOGS, value); else if (name == "bars") set_config_bool(config, CONFIG_BARS, value); else { out.printerr("unrecognized setting: '%s'\n", name.c_str()); return false; } return true; } static bool isPlannableBuilding(color_ostream &out, df::building_type type, int16_t subtype, int32_t custom) { DEBUG(status,out).print("entering isPlannableBuilding\n"); int num_filters = 0; if (!call_buildingplan_lua(&out, "get_num_filters", 3, 1, [&](lua_State *L) { Lua::Push(L, type); Lua::Push(L, subtype); Lua::Push(L, custom); }, [&](lua_State *L) { num_filters = lua_tonumber(L, -1); })) { return false; } return num_filters >= 1; } static bool isPlannedBuilding(color_ostream &out, df::building *bld) { TRACE(status,out).print("entering isPlannedBuilding\n"); return bld && planned_buildings.count(bld->id) > 0; } static bool addPlannedBuilding(color_ostream &out, df::building *bld) { DEBUG(status,out).print("entering addPlannedBuilding\n"); if (!bld || planned_buildings.count(bld->id) || !isPlannableBuilding(out, bld->getType(), bld->getSubtype(), bld->getCustomType())) return false; PlannedBuilding pb(out, bld); return registerPlannedBuilding(out, pb); } static void doCycle(color_ostream &out) { DEBUG(status,out).print("entering doCycle\n"); do_cycle(out); } static void scheduleCycle(color_ostream &out) { DEBUG(status,out).print("entering scheduleCycle\n"); cycle_requested = true; } DFHACK_PLUGIN_LUA_FUNCTIONS { DFHACK_LUA_FUNCTION(printStatus), DFHACK_LUA_FUNCTION(setSetting), DFHACK_LUA_FUNCTION(isPlannableBuilding), DFHACK_LUA_FUNCTION(isPlannedBuilding), DFHACK_LUA_FUNCTION(addPlannedBuilding), DFHACK_LUA_FUNCTION(doCycle), DFHACK_LUA_FUNCTION(scheduleCycle), DFHACK_LUA_END };