/* * Simulates completion of dig designations. */ #include "DataFuncs.h" #include "PluginManager.h" #include "TileTypes.h" #include "LuaTools.h" #include "modules/Buildings.h" #include "modules/Gui.h" #include "modules/Maps.h" #include "modules/MapCache.h" #include "modules/Random.h" #include "modules/Units.h" #include "modules/World.h" #include #include #include #include #include #include #include #include #include #include DFHACK_PLUGIN("dig-now"); REQUIRE_GLOBAL(ui); REQUIRE_GLOBAL(world); using namespace DFHack; struct boulder_percent_options { // percent chance ([0..100]) for creating a boulder for the given rock type uint32_t layer; uint32_t vein; uint32_t small_cluster; uint32_t deep; // defaults from // https://dwarffortresswiki.org/index.php/DF2014:Mining boulder_percent_options() : layer(25), vein(33), small_cluster(100), deep(100) { } static struct_identity _identity; }; static const struct_field_info boulder_percent_options_fields[] = { { struct_field_info::PRIMITIVE, "layer", offsetof(boulder_percent_options, layer), &df::identity_traits::identity, 0, 0 }, { struct_field_info::PRIMITIVE, "vein", offsetof(boulder_percent_options, vein), &df::identity_traits::identity, 0, 0 }, { struct_field_info::PRIMITIVE, "small_cluster", offsetof(boulder_percent_options, small_cluster), &df::identity_traits::identity, 0, 0 }, { struct_field_info::PRIMITIVE, "deep", offsetof(boulder_percent_options, deep), &df::identity_traits::identity, 0, 0 }, { struct_field_info::END } }; struct_identity boulder_percent_options::_identity(sizeof(boulder_percent_options), &df::allocator_fn, NULL, "boulder_percents", NULL, boulder_percent_options_fields); struct dig_now_options { bool help; // whether to show the short help DFCoord start; // upper-left coordinate, min z-level DFCoord end; // lower-right coordinate, max z-level boulder_percent_options boulder_percents; // if set to the pos of a walkable tile (or somewhere above such a tile), // will dump generated boulders at this position instead of at their dig // locations DFCoord dump_pos; static DFCoord getMapSize() { uint32_t endx, endy, endz; Maps::getTileSize(endx, endy, endz); return DFCoord(endx - 1, endy - 1, endz - 1); } dig_now_options() : help(false), start(0, 0, 0), end(getMapSize()) { } static struct_identity _identity; }; static const struct_field_info dig_now_options_fields[] = { { struct_field_info::PRIMITIVE, "help", offsetof(dig_now_options, help), &df::identity_traits::identity, 0, 0 }, { struct_field_info::SUBSTRUCT, "start", offsetof(dig_now_options, start), &df::coord::_identity, 0, 0 }, { struct_field_info::SUBSTRUCT, "end", offsetof(dig_now_options, end), &df::coord::_identity, 0, 0 }, { struct_field_info::SUBSTRUCT, "boulder_percents", offsetof(dig_now_options, boulder_percents), &boulder_percent_options::_identity, 0, 0 }, { struct_field_info::SUBSTRUCT, "dump_pos", offsetof(dig_now_options, dump_pos), &df::coord::_identity, 0, 0 }, { struct_field_info::END } }; struct_identity dig_now_options::_identity(sizeof(dig_now_options), &df::allocator_fn, NULL, "dig_now_options", NULL, dig_now_options_fields); // propagate light, outside, and subterranean flags to open tiles below this one static void propagate_vertical_flags(MapExtras::MapCache &map, const DFCoord &pos) { df::tile_designation td = map.designationAt(pos); if (!map.ensureBlockAt(DFCoord(pos.x, pos.y, pos.z+1))) { // only the sky above td.bits.light = true; td.bits.outside = true; td.bits.subterranean = false; } int32_t zlevel = pos.z; df::tiletype_shape shape = tileShape(map.tiletypeAt(DFCoord(pos.x, pos.y, zlevel))); while ((shape == df::tiletype_shape::EMPTY || shape == df::tiletype_shape::RAMP_TOP) && map.ensureBlockAt(DFCoord(pos.x, pos.y, --zlevel))) { DFCoord pos_below(pos.x, pos.y, zlevel); df::tile_designation td_below = map.designationAt(pos_below); if (td_below.bits.light == td.bits.light && td_below.bits.outside == td.bits.outside && td_below.bits.subterranean == td.bits.subterranean) break; td_below.bits.light = td.bits.light; td_below.bits.outside = td.bits.outside; td_below.bits.subterranean = td.bits.subterranean; map.setDesignationAt(pos_below, td_below); shape = tileShape(map.tiletypeAt(pos_below)); } } static bool can_dig_default(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape == df::tiletype_shape::WALL || shape == df::tiletype_shape::FORTIFICATION || shape == df::tiletype_shape::RAMP || shape == df::tiletype_shape::STAIR_UP || shape == df::tiletype_shape::STAIR_UPDOWN; } static bool can_dig_channel(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape != df::tiletype_shape::EMPTY && shape != df::tiletype_shape::ENDLESS_PIT && shape != df::tiletype_shape::NONE && shape != df::tiletype_shape::RAMP_TOP && shape != df::tiletype_shape::TRUNK_BRANCH; } static bool can_dig_up_stair(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape == df::tiletype_shape::WALL || shape == df::tiletype_shape::FORTIFICATION; } static bool can_dig_down_stair(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape == df::tiletype_shape::BOULDER || shape == df::tiletype_shape::BROOK_BED || shape == df::tiletype_shape::BROOK_TOP || shape == df::tiletype_shape::FLOOR || shape == df::tiletype_shape::FORTIFICATION || shape == df::tiletype_shape::PEBBLES || shape == df::tiletype_shape::RAMP || shape == df::tiletype_shape::SAPLING || shape == df::tiletype_shape::SHRUB || shape == df::tiletype_shape::TWIG || shape == df::tiletype_shape::WALL; } static bool can_dig_up_down_stair(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape == df::tiletype_shape::WALL || shape == df::tiletype_shape::FORTIFICATION || shape == df::tiletype_shape::STAIR_UP; } static bool can_dig_ramp(df::tiletype tt) { df::tiletype_shape shape = tileShape(tt); return shape == df::tiletype_shape::WALL || shape == df::tiletype_shape::FORTIFICATION; } static void dig_type(MapExtras::MapCache &map, const DFCoord &pos, df::tiletype tt) { auto blk = map.BlockAtTile(pos); if (!blk) return; map.setTiletypeAt(pos, tt); // digging a tile should revert it to the layer soil/stone material if (!blk->setStoneAt(pos, tt, map.layerMaterialAt(pos))) blk->setSoilAt(pos, tt, map.layerMaterialAt(pos)); } static df::tiletype get_target_type(df::tiletype tt, df::tiletype_shape shape) { tt = findSimilarTileType(tt, shape); // un-smooth dug tiles tt = findTileType(tileShape(tt), tileMaterial(tt), tileVariant(tt), df::tiletype_special::NORMAL, tileDirection(tt)); return findRandomVariant(tt); } static void dig_shape(MapExtras::MapCache &map, const DFCoord &pos, df::tiletype tt, df::tiletype_shape shape) { dig_type(map, pos, get_target_type(tt, shape)); } static void remove_ramp_top(MapExtras::MapCache &map, const DFCoord &pos) { if (!map.ensureBlockAt(pos)) return; if (tileShape(map.tiletypeAt(pos)) == df::tiletype_shape::RAMP_TOP) dig_type(map, pos, df::tiletype::OpenSpace); } static bool is_wall(MapExtras::MapCache &map, const DFCoord &pos) { if (!map.ensureBlockAt(pos)) return false; return tileShape(map.tiletypeAt(pos)) == df::tiletype_shape::WALL; } static void clean_ramp(MapExtras::MapCache &map, const DFCoord &pos) { if (!map.ensureBlockAt(pos)) return; df::tiletype tt = map.tiletypeAt(pos); if (tileShape(tt) != df::tiletype_shape::RAMP) return; if (is_wall(map, DFCoord(pos.x-1, pos.y, pos.z)) || is_wall(map, DFCoord(pos.x+1, pos.y, pos.z)) || is_wall(map, DFCoord(pos.x, pos.y-1, pos.z)) || is_wall(map, DFCoord(pos.x, pos.y+1, pos.z))) return; remove_ramp_top(map, DFCoord(pos.x, pos.y, pos.z+1)); dig_shape(map,pos, tt, df::tiletype_shape::FLOOR); } // removes self and/or orthogonally adjacent ramps that are no longer adjacent // to a wall static void clean_ramps(MapExtras::MapCache &map, const DFCoord &pos) { clean_ramp(map, pos); clean_ramp(map, DFCoord(pos.x-1, pos.y, pos.z)); clean_ramp(map, DFCoord(pos.x+1, pos.y, pos.z)); clean_ramp(map, DFCoord(pos.x, pos.y-1, pos.z)); clean_ramp(map, DFCoord(pos.x, pos.y+1, pos.z)); } // destroys any colonies located at pos static void destroy_colony(const DFCoord &pos) { auto same_pos = [&](df::vermin *colony){ return colony->pos == pos; }; auto &colonies = world->vermin.colonies; auto found_colony = std::find_if(begin(colonies), end(colonies), same_pos); if (found_colony == end(colonies)) return; colonies.erase(found_colony); auto &all_vermin = world->vermin.all; all_vermin.erase( std::find_if(begin(all_vermin), end(all_vermin), same_pos)); } struct dug_tile_info { DFCoord pos; df::tiletype_material tmat; df::item_type itype; int32_t imat; // mat idx of boulder/gem potentially generated at this pos dug_tile_info(MapExtras::MapCache &map, const DFCoord &pos) { this->pos = pos; df::tiletype tt = map.tiletypeAt(pos); tmat = tileMaterial(tt); switch (map.BlockAtTile(pos)->veinTypeAt(pos)) { case df::inclusion_type::CLUSTER_ONE: case df::inclusion_type::CLUSTER_SMALL: itype = df::item_type::ROUGH; break; default: itype = df::item_type::BOULDER; } imat = -1; if (tileShape(tt) == df::tiletype_shape::WALL && (tmat == df::tiletype_material::STONE || tmat == df::tiletype_material::MINERAL || tmat == df::tiletype_material::FEATURE)) imat = map.baseMaterialAt(pos).mat_index; } }; static bool is_diggable(MapExtras::MapCache &map, const DFCoord &pos, df::tiletype tt) { df::tiletype_material mat = tileMaterial(tt); switch (mat) { case df::tiletype_material::CONSTRUCTION: case df::tiletype_material::POOL: case df::tiletype_material::RIVER: case df::tiletype_material::TREE: case df::tiletype_material::ROOT: case df::tiletype_material::LAVA_STONE: case df::tiletype_material::MAGMA: case df::tiletype_material::HFS: case df::tiletype_material::UNDERWORLD_GATE: return false; default: break; } if (mat == df::tiletype_material::FEATURE) { // adamantine is the only is diggable feature t_feature feature; return map.BlockAtTile(pos)->GetLocalFeature(&feature) && feature.type == feature_type::deep_special_tube; } return true; } static bool dig_tile(color_ostream &out, MapExtras::MapCache &map, const DFCoord &pos, df::tile_dig_designation designation, std::vector &dug_tiles) { df::tiletype tt = map.tiletypeAt(pos); if (!is_diggable(map, pos, tt)) return false; df::tiletype target_type = df::tiletype::Void; switch(designation) { case df::tile_dig_designation::Default: if (can_dig_default(tt)) { df::tiletype_shape shape = tileShape(tt); df::tiletype_shape target_shape = df::tiletype_shape::FLOOR; if (shape == df::tiletype_shape::STAIR_UPDOWN) target_shape = df::tiletype_shape::STAIR_DOWN; else if (shape == df::tiletype_shape::RAMP) remove_ramp_top(map, DFCoord(pos.x, pos.y, pos.z+1)); target_type = get_target_type(tt, target_shape); } break; case df::tile_dig_designation::Channel: { DFCoord pos_below(pos.x, pos.y, pos.z-1); if (can_dig_channel(tt) && map.ensureBlockAt(pos_below) && is_diggable(map, pos_below, map.tiletypeAt(pos_below))) { target_type = df::tiletype::OpenSpace; DFCoord pos_above(pos.x, pos.y, pos.z+1); if (map.ensureBlockAt(pos_above)) remove_ramp_top(map, pos_above); df::tile_dig_designation td_below = map.designationAt(pos_below).bits.dig; if (dig_tile(out, map, pos_below, df::tile_dig_designation::Ramp, dug_tiles)) { clean_ramps(map, pos_below); if (td_below == df::tile_dig_designation::Default) dig_tile(out, map, pos_below, td_below, dug_tiles); return true; } } break; } case df::tile_dig_designation::UpStair: if (can_dig_up_stair(tt)) target_type = get_target_type(tt, df::tiletype_shape::STAIR_UP); break; case df::tile_dig_designation::DownStair: if (can_dig_down_stair(tt)) { target_type = get_target_type(tt, df::tiletype_shape::STAIR_DOWN); } break; case df::tile_dig_designation::UpDownStair: if (can_dig_up_down_stair(tt)) { target_type = get_target_type(tt, df::tiletype_shape::STAIR_UPDOWN); } break; case df::tile_dig_designation::Ramp: { if (can_dig_ramp(tt)) { target_type = get_target_type(tt, df::tiletype_shape::RAMP); DFCoord pos_above(pos.x, pos.y, pos.z+1); if (target_type != tt && map.ensureBlockAt(pos_above) && is_diggable(map, pos, map.tiletypeAt(pos_above))) { // only capture the tile info of pos_above if we didn't get // here via the Channel case above if (dug_tiles.size() == 0) dug_tiles.push_back(dug_tile_info(map, pos_above)); destroy_colony(pos_above); // set tile type directly instead of calling dig_shape // because we need to use *this* tile's material, not the // material of the tile above map.setTiletypeAt(pos_above, get_target_type(tt, df::tiletype_shape::RAMP_TOP)); remove_ramp_top(map, DFCoord(pos.x, pos.y, pos.z+2)); } } break; } case df::tile_dig_designation::No: default: out.printerr( "unhandled dig designation for tile (%d, %d, %d): %d\n", pos.x, pos.y, pos.z, designation); } // fail if unhandled or no change to tile if (target_type == df::tiletype::Void || target_type == tt) return false; dug_tiles.push_back(dug_tile_info(map, pos)); dig_type(map, pos, target_type); // let light filter down to newly exposed tiles propagate_vertical_flags(map, pos); return true; } static bool is_smooth_wall(MapExtras::MapCache &map, const DFCoord &pos) { if (!map.ensureBlockAt(pos)) return false; df::tiletype tt = map.tiletypeAt(pos); return tileSpecial(tt) == df::tiletype_special::SMOOTH && tileShape(tt) == df::tiletype_shape::WALL; } static bool is_connector(MapExtras::MapCache &map, const DFCoord &pos) { df::building *bld = Buildings::findAtTile(pos); return bld && (bld->getType() == df::building_type::Door || bld->getType() == df::building_type::Floodgate); } static bool is_smooth_wall_or_connector(MapExtras::MapCache &map, const DFCoord &pos) { return is_smooth_wall(map, pos) || is_connector(map, pos); } // adds adjacent smooth walls and doors to the given tdir static TileDirection get_adjacent_smooth_walls(MapExtras::MapCache &map, const DFCoord &pos, TileDirection tdir) { if (is_smooth_wall_or_connector(map, DFCoord(pos.x, pos.y-1, pos.z))) tdir.north = 1; if (is_smooth_wall_or_connector(map, DFCoord(pos.x, pos.y+1, pos.z))) tdir.south = 1; if (is_smooth_wall_or_connector(map, DFCoord(pos.x-1, pos.y, pos.z))) tdir.west = 1; if (is_smooth_wall_or_connector(map, DFCoord(pos.x+1, pos.y, pos.z))) tdir.east = 1; return tdir; } // ensure we have at least two directions enabled (or 0) so we can find a // matching tiletype. The game chooses to curve "end piece" walls into // orthogonally adjacent hidden tiles, or uses a pillar if there are no such // tiles. we take the easier, but not quite conformant, path here and always use // a pillar for end pieces. If we want to become faithful to how the game does // it, this code should be moved to the post-processing phase after hidden tiles // have been revealed. We would also have to scan for wall ends that are no // longer adjacent to hidden tiles and convert them to pillars when we dig two // tiles away from such a wall end and reveal their adjacent hidden tile. static TileDirection ensure_valid_tdir(TileDirection tdir) { if (tdir.sum() < 2) tdir.whole = 0; return tdir; } // connects adjacent smooth walls to our new smooth wall static TileDirection BLANK_TILE_DIRECTION; static bool adjust_smooth_wall_dir(MapExtras::MapCache &map, const DFCoord &pos, TileDirection tdir = BLANK_TILE_DIRECTION) { if (!is_smooth_wall(map, pos)) return is_connector(map, pos); tdir = ensure_valid_tdir(get_adjacent_smooth_walls(map, pos, tdir)); df::tiletype tt = map.tiletypeAt(pos); tt = findTileType(tileShape(tt), tileMaterial(tt), tileVariant(tt), tileSpecial(tt), tdir); if (tt == df::tiletype::Void) return false; map.setTiletypeAt(pos, tt); return true; } static void refresh_adjacent_smooth_walls(MapExtras::MapCache &map, const DFCoord &pos) { adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y-1, pos.z)); adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y+1, pos.z)); adjust_smooth_wall_dir(map, DFCoord(pos.x-1, pos.y, pos.z)); adjust_smooth_wall_dir(map, DFCoord(pos.x+1, pos.y, pos.z)); } // assumes that if the game let you designate a tile for smoothing, it must be // valid to do so. static bool smooth_tile(color_ostream &out, MapExtras::MapCache &map, const DFCoord &pos) { df::tiletype tt = map.tiletypeAt(pos); df::tiletype_shape shape = tileShape(tt); df::tiletype_variant variant = tileVariant(tt); df::tiletype_special special = df::tiletype_special::SMOOTH; TileDirection tdir; if (is_smooth_wall(map, pos)) { // engraving is filtered out at a higher level, so this is a // fortification designation shape = tiletype_shape::FORTIFICATION; variant = df::tiletype_variant::NONE; special = df::tiletype_special::NONE; } else if (shape == df::tiletype_shape::WALL) { if (adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y-1, pos.z), TileDirection(0, 1, 0, 0))) tdir.north = 1; if (adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y+1, pos.z), TileDirection(1, 0, 0, 0))) tdir.south = 1; if (adjust_smooth_wall_dir(map, DFCoord(pos.x-1, pos.y, pos.z), TileDirection(0, 0, 0, 1))) tdir.west = 1; if (adjust_smooth_wall_dir(map, DFCoord(pos.x+1, pos.y, pos.z), TileDirection(0, 0, 1, 0))) tdir.east = 1; tdir = ensure_valid_tdir(tdir); } tt = findTileType(shape, tileMaterial(tt), variant, special, tdir); if (tt == df::tiletype::Void) return false; map.setTiletypeAt(pos, tt); return true; } // assumes that if the game let you designate a tile for track carving, it must // be valid to do so. static bool carve_tile(MapExtras::MapCache &map, const DFCoord &pos, df::tile_occupancy &to) { df::tiletype tt = map.tiletypeAt(pos); TileDirection tdir = tileDirection(tt); if (to.bits.carve_track_north) tdir.north = 1; if (to.bits.carve_track_east) tdir.east = 1; if (to.bits.carve_track_south) tdir.south = 1; if (to.bits.carve_track_west) tdir.west = 1; tt = findTileType(tileShape(tt), tileMaterial(tt), tileVariant(tt), df::tiletype_special::TRACK, tdir); if (tt == df::tiletype::Void) return false; map.setTiletypeAt(pos, tt); return true; } static bool produces_item(const boulder_percent_options &options, MapExtras::MapCache &map, Random::MersenneRNG &rng, const dug_tile_info &info) { uint32_t probability; if (info.tmat == df::tiletype_material::FEATURE) probability = options.deep; else { switch (map.BlockAtTile(info.pos)->veinTypeAt(info.pos)) { case df::inclusion_type::CLUSTER: case df::inclusion_type::VEIN: probability = options.vein; break; case df::inclusion_type::CLUSTER_ONE: case df::inclusion_type::CLUSTER_SMALL: probability = options.small_cluster; break; default: probability = options.layer; break; } } return rng.random(100) < probability; } typedef std::map, std::vector> item_coords_t; static void do_dig(color_ostream &out, std::vector &dug_coords, item_coords_t &item_coords, const dig_now_options &options) { MapExtras::MapCache map; Random::MersenneRNG rng; rng.init(); // go down levels instead of up so stacked ramps behave as expected for (int16_t z = options.end.z; z >= options.start.z; --z) { for (int16_t y = options.start.y; y <= options.end.y; ++y) { for (int16_t x = options.start.x; x <= options.end.x; ++x) { // this will return NULL if the map block hasn't been allocated // yet, but that means there aren't any designations anyway. if (!Maps::getTileBlock(x, y, z)) continue; DFCoord pos(x, y, z); df::tile_designation td = map.designationAt(pos); df::tile_occupancy to = map.occupancyAt(pos); if (td.bits.dig != df::tile_dig_designation::No && !to.bits.dig_marked) { std::vector dug_tiles; if (dig_tile(out, map, pos, td.bits.dig, dug_tiles)) { for (auto info : dug_tiles) { td = map.designationAt(info.pos); td.bits.dig = df::tile_dig_designation::No; map.setDesignationAt(info.pos, td); dug_coords.push_back(info.pos); refresh_adjacent_smooth_walls(map, info.pos); if (info.imat < 0) continue; if (produces_item(options.boulder_percents, map, rng, info)) { auto k = std::make_pair(info.itype, info.imat); item_coords[k].push_back(info.pos); } } } } else if (td.bits.smooth == 1) { if (smooth_tile(out, map, pos)) { to = map.occupancyAt(pos); td.bits.smooth = 0; map.setDesignationAt(pos, td); } } else if (to.bits.carve_track_north == 1 || to.bits.carve_track_east == 1 || to.bits.carve_track_south == 1 || to.bits.carve_track_west == 1) { if (carve_tile(map, pos, to)) { to = map.occupancyAt(pos); to.bits.carve_track_north = 0; to.bits.carve_track_east = 0; to.bits.carve_track_south = 0; to.bits.carve_track_west = 0; map.setOccupancyAt(pos, to); } } } } } map.WriteAll(); } // if pos is empty space, teleport to a floor somewhere below // if we fall out of the world (e.g. empty space or walls all the way down), // returned position will be invalid static DFCoord simulate_fall(const DFCoord &pos) { DFCoord resting_pos(pos); while (Maps::ensureTileBlock(resting_pos)) { df::tiletype tt = *Maps::getTileType(resting_pos); df::tiletype_shape_basic basic_shape = tileShapeBasic(tileShape(tt)); if (isWalkable(tt) && basic_shape != df::tiletype_shape_basic::Open) break; --resting_pos.z; } return resting_pos; } static void create_boulders(color_ostream &out, const item_coords_t &item_coords, const dig_now_options &options) { df::unit *unit = world->units.active[0]; df::historical_entity *civ = df::historical_entity::find(unit->civ_id); df::world_site *site = World::isFortressMode() ? df::world_site::find(ui->site_id) : NULL; std::vector in_reag; std::vector in_items; DFCoord dump_pos; if (Maps::isValidTilePos(options.dump_pos)) { dump_pos = simulate_fall(options.dump_pos); if (!Maps::ensureTileBlock(dump_pos)) out.printerr("Invalid dump tile coordinates! Ensure the --dump" " option specifies an open, non-wall tile."); } for (auto entry : item_coords) { df::reaction_product_itemst *prod = df::allocate(); const std::vector &coords = entry.second; prod->item_type = entry.first.first; prod->item_subtype = -1; prod->mat_type = 0; prod->mat_index = entry.first.second; prod->probability = 100; prod->product_dimension = 1; std::vector out_products; std::vector out_items; size_t remaining_items = coords.size(); while (remaining_items > 0) { int16_t batch_size = min(remaining_items, static_cast(INT16_MAX)); prod->count = batch_size; remaining_items -= batch_size; prod->produce(unit, &out_products, &out_items, &in_reag, &in_items, 1, job_skill::NONE, 0, civ, site, NULL); } size_t num_items = out_items.size(); if (num_items != coords.size()) { MaterialInfo material; material.decode(prod->mat_type, prod->mat_index); out.printerr("unexpected number of %s %s produced: expected %zd," " got %zd.\n", material.toString().c_str(), ENUM_KEY_STR(item_type, prod->item_type).c_str(), coords.size(), num_items); num_items = min(num_items, entry.second.size()); } for (size_t i = 0; i < num_items; ++i) { DFCoord pos = Maps::isValidTilePos(dump_pos) ? dump_pos : simulate_fall(coords[i]); if (!Maps::ensureTileBlock(pos)) { out.printerr( "unable to place boulder generated at (%d, %d, %d)\n", coords[i].x, coords[i].y, coords[i].z); continue; } out_items[i]->moveToGround(pos.x, pos.y, pos.z); } delete(prod); } } static void flood_unhide(color_ostream &out, const DFCoord &pos) { auto L = Lua::Core::State; Lua::StackUnwinder top(L); if (!lua_checkstack(L, 2) || !Lua::PushModulePublic(out, L, "plugins.reveal", "unhideFlood")) return; Lua::Push(L, pos); Lua::SafeCall(out, L, 1, 0); } static bool needs_unhide(const DFCoord &pos) { return !Maps::ensureTileBlock(pos) || Maps::getTileDesignation(pos)->bits.hidden; } static bool needs_flood_unhide(const DFCoord &pos) { return needs_unhide(pos) || needs_unhide(DFCoord(pos.x-1, pos.y-1, pos.z)) || needs_unhide(DFCoord(pos.x, pos.y-1, pos.z)) || needs_unhide(DFCoord(pos.x+1, pos.y-1, pos.z)) || needs_unhide(DFCoord(pos.x-1, pos.y, pos.z)) || needs_unhide(DFCoord(pos.x+1, pos.y, pos.z)) || needs_unhide(DFCoord(pos.x-1, pos.y+1, pos.z)) || needs_unhide(DFCoord(pos.x, pos.y+1, pos.z)) || needs_unhide(DFCoord(pos.x+1, pos.y+1, pos.z)); } static void post_process_dug_tiles(color_ostream &out, const std::vector &dug_coords) { for (DFCoord pos : dug_coords) { if (needs_flood_unhide(pos)) { // set current tile to hidden to allow flood_unhide to work on tiles // that were already visible but that reveal hidden tiles when dug. Maps::getTileDesignation(pos)->bits.hidden = true; flood_unhide(out, pos); } df::tile_occupancy &to = *Maps::getTileOccupancy(pos); if (to.bits.unit || to.bits.item) { DFCoord resting_pos = simulate_fall(pos); if (resting_pos == pos) continue; if (!Maps::ensureTileBlock(resting_pos)) { out.printerr("No valid tile beneath (%d, %d, %d); can't move" " units and items to floor", pos.x, pos.y, pos.z); continue; } if (to.bits.unit) { std::vector units; Units::getUnitsInBox(units, pos.x, pos.y, pos.z, pos.x, pos.y, pos.z); for (auto unit : units) Units::teleport(unit, resting_pos); } if (to.bits.item) { for (auto item : world->items.other.IN_PLAY) { if (item->pos == pos && item->flags.bits.on_ground) item->moveToGround( resting_pos.x, resting_pos.y, resting_pos.z); } } } // refresh block metadata and flows Maps::enableBlockUpdates(Maps::getTileBlock(pos), true, true); } } static bool get_options(color_ostream &out, dig_now_options &opts, const std::vector ¶meters) { auto L = Lua::Core::State; Lua::StackUnwinder top(L); if (!lua_checkstack(L, parameters.size() + 2) || !Lua::PushModulePublic( out, L, "plugins.dig-now", "parse_commandline")) { out.printerr("Failed to load dig-now Lua code\n"); return false; } Lua::Push(L, &opts); for (const std::string ¶m : parameters) Lua::Push(L, param); if (!Lua::SafeCall(out, L, parameters.size() + 1, 0)) return false; return true; } bool dig_now_impl(color_ostream &out, const dig_now_options &options) { if (!Maps::IsValid()) { out.printerr("Map is not available!\n"); return false; } // required for boulder generation if (world->units.active.size() == 0) { out.printerr("At least one unit must be alive!\n"); return false; } // track which positions were modified and where to produce items std::vector dug_coords; item_coords_t item_coords; do_dig(out, dug_coords, item_coords, options); create_boulders(out, item_coords, options); post_process_dug_tiles(out, dug_coords); // force the game to recompute its walkability cache world->reindex_pathfinding = true; return true; } command_result dig_now(color_ostream &out, std::vector ¶ms) { CoreSuspender suspend; dig_now_options options; if (!get_options(out, options, params) || options.help) return CR_WRONG_USAGE; return dig_now_impl(out, options) ? CR_OK : CR_FAILURE; } DFhackCExport command_result plugin_init(color_ostream &, std::vector &commands) { commands.push_back( PluginCommand( "dig-now", "Instantly complete dig designations.", dig_now)); return CR_OK; } DFhackCExport command_result plugin_shutdown(color_ostream &) { return CR_OK; } // Lua API // runs dig-now for the specified tile coordinate. default options apply. static int dig_now_tile(lua_State *L) { DFCoord pos; if (lua_gettop(L) <= 1) Lua::CheckDFAssign(L, &pos, 1); else pos = DFCoord(luaL_checkint(L, 1), luaL_checkint(L, 2), luaL_checkint(L, 3)); color_ostream *out = Lua::GetOutput(L); if (!out) out = &Core::getInstance().getConsole(); dig_now_options options; options.start = pos; options.end = pos; lua_pushboolean(L, dig_now_impl(*out, options)); return 1; } static int link_adjacent_smooth_walls(lua_State *L) { DFCoord pos; if (lua_gettop(L) <= 1) Lua::CheckDFAssign(L, &pos, 1); else pos = DFCoord(luaL_checkint(L, 1), luaL_checkint(L, 2), luaL_checkint(L, 3)); MapExtras::MapCache map; adjust_smooth_wall_dir(map, pos); refresh_adjacent_smooth_walls(map, pos); map.WriteAll(); return 0; } DFHACK_PLUGIN_LUA_COMMANDS { DFHACK_LUA_COMMAND(dig_now_tile), DFHACK_LUA_COMMAND(link_adjacent_smooth_walls), DFHACK_LUA_END };