// digger.cpp // Usage: Call with a list of TileClass ids separated by a space, // every (visible) tile on the map with that id will be designated for digging. // NOTE currently only works with trees // TODO add a sort of "sub-target" to dig() to make it able to designate stone as well // TODO add proper cli // TODO add interactive text based menu // TODO add ability to mark num closest to cursor #include #include #include #include #include #include using namespace std; #include #include #include int vec_count(vector& vec, uint16_t t) { int count = 0; for (uint32_t i = 0; i < vec.size(); ++i) { if (vec[i] == t) ++count; } return count; } // manhattan distance int source_distance(int sx, int sy, int sz, int x, int y, int z, int i) { // TODO changing x and y seems to be optimized away (?) cout << x << " " << i << " " << i%16 << " " << x+(i%16) << endl; // handle the fact that x,y,z refers to a 16x16 grid //x += i%16; //y += i/16; int dx = i%16; int dy = i/16; //x *= 16; //y *= 16; //x += dx; //y += dy; return abs(sx-(x+(i%16)))+abs(sy-(y+(i/16)))+abs(sz-z); } struct DigTarget { int source_distance; // the distance to the source coords, used for sorting int x, y, z; // call read designations with these and you have the tile at i int i; // 0 <= i <= 255 bool operator<(const DigTarget& o) { return source_distance < o.source_distance; } }; int dig(DFHack::API& DF, vector& targets, int num = -1, const int x_source = 0, const int y_source = 0, const int z_source = 0) { if (num == 0) return 0; // max limit of 0, nothing to do uint32_t x_max,y_max,z_max; DFHack::t_designation designations[256]; uint16_t tiles[256]; //uint32_t count = 0; DF.getSize(x_max,y_max,z_max); // every tile found, will later be sorted by distance to source vector candidates; // walk the map for(uint32_t x = 0; x < x_max; x++) { for(uint32_t y = 0; y < y_max; y++) { for(uint32_t z = 0; z < z_max; z++) { if (z != z_source) continue; // hack to cut down on targets if(DF.isValidBlock(x,y,z)) { // read block designations and tiletype DF.ReadDesignations(x,y,z, (uint32_t *) designations); DF.ReadTileTypes(x,y,z, (uint16_t *) tiles); // search all tiles for dig targets: // visible, not yet marked for dig and matching tile type for (uint32_t i = 0; i < 256; i++) { if (designations[i].bits.hidden == 0 && designations[i].bits.dig == 0 && vec_count(targets, DFHack::tileTypeTable[tiles[i]].c) > 0) { //cout << "target found at: "; //cout << x << "," << y << "," << z << "," << i << endl; //designations[i].bits.dig = DFHack::designation_default; //++count; DigTarget dt; dt.x = x; dt.y = y; dt.z = z; dt.i = i; dt.source_distance = source_distance( x_source, y_source, z_source, x, y, z, i); candidates.push_back(dt); } } } } } } // TODO the following routine doesnt check if the tile is already marked for digging // if we found more tiles than was requested, sort them by distance to source, // keep the front 'num' elements and drop the rest if (num != -1 && candidates.size() > (unsigned int)num) { sort(candidates.begin(), candidates.end()); candidates.resize(num); } num = candidates.size(); // mark the tiles for actual digging for (vector::iterator i = candidates.begin(); i != candidates.end(); ++i) { // TODO this could probably be made much better, theres a big chance the trees are on the same grid DF.ReadDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations); designations[(*i).i].bits.dig = DFHack::designation_default; DF.WriteDesignations((*i).x, (*i).y, (*i).z, (uint32_t *) designations); } return num; } int main (int argc, const char* argv[]) { vector targets; for (int i = 1; i < argc; ++i) { targets.push_back(atoi(argv[i])); } if (targets.size() == 0) { cout << "Usage: Call with a list of TileClass ids separated by a space,\n"; cout << "every (visible) tile on the map with that id will be designated for digging.\n\n"; } else { DFHack::API DF("Memory.xml"); if(!DF.Attach()) { cerr << "DF not found" << endl; return 1; } DF.InitMap(); // TODO hack until we have a proper cli to specify origin int x_source = 134, y_source = 134, z_source = 16; // my wagon starts here; cut trees close to wagon //DF.InitViewAndCursor(); //if (!DF.getViewCoords(x_source, y_source, z_source)) //{ // cerr << "Enable cursor" << endl; // return 1; //} int count = dig(DF, targets, 10, x_source, y_source, z_source); // <-- important part cout << count << " targets designated" << endl; DF.Detach(); } #ifndef LINUX_BUILD cout << "Done. Press any key to continue" << endl; cin.ignore(); #endif return 0; }