// some headers required for a plugin. Nothing special, just the basics. #include "Core.h" #include #include #include #include // DF data structure definition headers #include "DataDefs.h" #include "modules/Items.h" #include "modules/Maps.h" #include "modules/Materials.h" #include "modules/Units.h" #include "modules/World.h" #include "df/itemdef_armorst.h" #include "df/itemdef_glovesst.h" #include "df/itemdef_shoesst.h" #include "df/itemdef_helmst.h" #include "df/itemdef_pantsst.h" #include "df/manager_order.h" #include "df/creature_raw.h" #include "df/world.h" using namespace DFHack; using namespace DFHack::Items; using namespace DFHack::Units; using namespace df::enums; struct ClothingRequirement { df::job_type job_type; df::item_type item_type; int16_t item_subtype; df::job_material_category material_category; int16_t needed_per_citizen; std::map total_needed_per_race; }; std::vectorclothingOrders; // A plugin must be able to return its name and version. // The name string provided must correspond to the filename - // skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case DFHACK_PLUGIN("autoclothing"); // Any globals a plugin requires (e.g. world) should be listed here. // For example, this line expands to "using df::global::world" and prevents the // plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml): // REQUIRE_GLOBAL(world); // Only run if this is enabled DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled); // Here go all the command declarations... // mostly to allow having the mandatory stuff on top of the file and commands on the bottom command_result autoclothing(color_ostream &out, std::vector & parameters); static void do_autoclothing(); // Mandatory init function. If you have some global state, create it here. DFhackCExport command_result plugin_init(color_ostream &out, std::vector &commands) { // Fill the command list with your commands. commands.push_back(PluginCommand( "autoclothing", "Automatically manage clothing work orders", autoclothing, false, /* true means that the command can't be used from non-interactive user interface */ // Extended help string. Used by CR_WRONG_USAGE and the help command: " autoclothing material item \n" "Example:\n" " autoclothing cloth dress 10\n" " Sets the desired number of cloth dresses available per citizen to 1.\n" " autoclothing cloth dress\n" " Displays the currently set number of cloth dresses chosen per citizen.\n" )); return CR_OK; } // This is called right before the plugin library is removed from memory. DFhackCExport command_result plugin_shutdown(color_ostream &out) { // You *MUST* kill all threads you created before this returns. // If everything fails, just return CR_FAILURE. Your plugin will be // in a zombie state, but things won't crash. return CR_OK; } // Called to notify the plugin about important state changes. // Invoked with DF suspended, and always before the matching plugin_onupdate. // More event codes may be added in the future. DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { switch (event) { case SC_WORLD_LOADED: // initialize from the world just loaded break; case SC_WORLD_UNLOADED: // cleanup break; default: break; } return CR_OK; } // Whatever you put here will be done in each game step. Don't abuse it. // It's optional, so you can just comment it out like this if you don't need it. DFhackCExport command_result plugin_onupdate(color_ostream &out) { if (!autoclothing_enabled) return CR_OK; if (!Maps::IsValid()) return CR_OK; if (DFHack::World::ReadPauseState()) return CR_OK; if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things return CR_OK; do_autoclothing(); return CR_OK; } static bool setItemFromName(std::string name, ClothingRequirement* requirement) { #define SEARCH_ITEM_RAWS(rawType, jobType, itemType) \ for (auto&& itemdef : world->raws.itemdefs.rawType) \ { \ if (itemdef->name == name) \ { \ requirement->job_type = job_type::jobType; \ requirement->item_type = item_type::itemType; \ requirement->item_subtype = itemdef->subtype; \ return true; \ } \ } SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR); SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES); SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES); SEARCH_ITEM_RAWS(helms, MakeHelm, HELM); SEARCH_ITEM_RAWS(pants, MakePants, PANTS); return false; } static bool setItemFromToken(std::string token, ClothingRequirement* requirement) { ItemTypeInfo itemInfo; if (!itemInfo.find(token)) return false; switch (itemInfo.type) { case item_type::ARMOR: requirement->job_type = job_type::MakeArmor; break; case item_type::GLOVES: requirement->job_type = job_type::MakeGloves; break; case item_type::SHOES: requirement->job_type = job_type::MakeShoes; break; case item_type::HELM: requirement->job_type = job_type::MakeHelm; break; case item_type::PANTS: requirement->job_type = job_type::MakePants; break; default: return false; } requirement->item_type = itemInfo.type; requirement->item_subtype = itemInfo.subtype; return true; } static bool setItem(std::string name, ClothingRequirement* requirement) { if (setItemFromName(name, requirement)) return true; if (setItemFromToken(name, requirement)) return true; return false; } static bool armorFlagsMatch(BitArray * flags, df::job_material_category * category) { if (&flags[df::armor_general_flags::SOFT] && category->bits.cloth) return true; if (&flags[df::armor_general_flags::SOFT] && category->bits.yarn) return true; if (&flags[df::armor_general_flags::SOFT] && category->bits.silk) return true; if (&flags[df::armor_general_flags::SOFT] && category->bits.strand) return true; if (&flags[df::armor_general_flags::BARRED] && category->bits.bone) return true; if (&flags[df::armor_general_flags::SCALED] && category->bits.shell) return true; if (&flags[df::armor_general_flags::LEATHER] && category->bits.leather) return true; return false; } static bool validateMaterialCategory(ClothingRequirement * requirement) { auto itemDef = getSubtypeDef(requirement->item_type, requirement->item_subtype); switch (requirement->item_type) { case item_type::ARMOR: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_armorst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::GLOVES: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_glovesst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::SHOES: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_shoesst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::HELM: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_helmst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); case item_type::PANTS: if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_pantsst, itemDef)) return armorFlagsMatch(&armor->props.flags, &requirement->material_category); default: return false; } } // A command! It sits around and looks pretty. And it's nice and friendly. command_result autoclothing(color_ostream &out, std::vector & parameters) { // It's nice to print a help message you get invalid options // from the user instead of just acting strange. // This can be achieved by adding the extended help string to the // PluginCommand registration as show above, and then returning // CR_WRONG_USAGE from the function. The same string will also // be used by 'help your-command'. if (parameters.size() < 2 || parameters.size() > 3) { out << "Wrong number of arguments." << endl; return CR_WRONG_USAGE; } // Commands are called from threads other than the DF one. // Suspend this thread until DF has time for us. If you // use CoreSuspender, it'll automatically resume DF when // execution leaves the current scope. CoreSuspender suspend; // Actually do something here. Yay. ClothingRequirement newRequirement; if (!set_bitfield_field(&newRequirement.material_category, parameters[0], 1)) { out << "Unrecognized material type: " << parameters[0] << endl; } if (!setItem(parameters[1], &newRequirement)) { out << "Unrecognized item name or token: " << parameters[1] << endl; return CR_WRONG_USAGE; } if (!validateMaterialCategory(&newRequirement)) { out << parameters[0] << " is not a valid material category for " << parameters[1] << endl; return CR_WRONG_USAGE; } //all checks are passed. Now we either show or set the amount. for (auto&& param : parameters) { out.print(param.c_str()); out.print("\n"); } // Give control back to DF. return CR_OK; } static void find_needed_clothing_items() { for (auto&& unit : world->units.active) { //obviously we don't care about illegal aliens. if (!isCitizen(unit)) continue; //now check each clothing order to see what the unit might be missing. for (auto&& clothingOrder : clothingOrders) { int alreadyOwnedAmount = 0; //looping through the items first, then clothing order might be a little faster, but this way is cleaner. for (auto&& ownedItem : unit->owned_items) { auto item = findItemByID(ownedItem); if (item->getType() != clothingOrder.item_type) continue; if (item->getSubtype() != clothingOrder.item_subtype) continue; MaterialInfo matInfo; matInfo.decode(item); if (!matInfo.matches(clothingOrder.material_category)) continue; alreadyOwnedAmount++; } int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount; if (neededAmount <= 0) continue; //technically, there's some leeway in sizes, but only caring about exact sizes is simpler. clothingOrder.total_needed_per_race[unit->race] += alreadyOwnedAmount; } } } static void remove_available_clothing() { for (auto&& item : world->items.all) { //skip any owned items. if (getOwner(item)) continue; //again, for each item, find if any clothing order matches the for (auto&& clothingOrder : clothingOrders) { if (item->getType() != clothingOrder.item_type) continue; if (item->getSubtype() != clothingOrder.item_subtype) continue; MaterialInfo matInfo; matInfo.decode(item); if (!matInfo.matches(clothingOrder.material_category)) continue; clothingOrder.total_needed_per_race[item->getMakerRace()] --; } } } static void add_clothing_orders() { for (auto&& clothingOrder : clothingOrders) { for (auto&& orderNeeded : clothingOrder.total_needed_per_race) { auto race = orderNeeded.first; auto amount = orderNeeded.second; //Previous operations can easily make this negative. That jus means we have more than we need already. if (amount <= 0) continue; bool orderExistedAlready = false; for (auto&& managerOrder : world->manager_orders) { //Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1; if (managerOrder->job_type != clothingOrder.job_type) continue; if (managerOrder->item_subtype != clothingOrder.item_subtype) continue; if (managerOrder->hist_figure_id != race) continue; //We found a work order, that means we don't need to make a new one. orderExistedAlready = true; amount -= managerOrder->amount_left; if (amount > 0) { managerOrder->amount_left += amount; managerOrder->amount_total += amount; } } //if it wasn't there, we need to make a new one. if (!orderExistedAlready) { df::manager_order newOrder; newOrder.id = world->manager_order_next_id; world->manager_order_next_id++; newOrder.job_type = clothingOrder.job_type; newOrder.item_subtype = clothingOrder.item_subtype; newOrder.hist_figure_id = race; newOrder.material_category = clothingOrder.material_category; newOrder.amount_left = amount; newOrder.amount_total = amount; world->manager_orders.push_back(&newOrder); } } } } static void do_autoclothing() { if (clothingOrders.size() == 0) return; //first we look through all the units on the map to see who needs new clothes. find_needed_clothing_items(); //Now we go through all the items in the map to see how many clothing items we have but aren't owned yet. remove_available_clothing(); //Finally loop through the clothing orders to find ones that need more made. add_clothing_orders(); }