dfhack/plugins/tubefill.cpp

112 lines
3.6 KiB
C++

// Adamantine tube filler. It fills the hollow ones.
#include <stdint.h>
#include <iostream>
#include <map>
#include <vector>
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Maps.h"
#include "modules/World.h"
#include "modules/Gui.h"
#include "TileTypes.h"
using namespace DFHack;
using namespace DFHack::Simple;
using namespace df::enums;
using df::global::world;
command_result tubefill(DFHack::Core * c, std::vector<std::string> & params);
DFhackCExport const char * plugin_name ( void )
{
return "tubefill";
}
DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
{
commands.clear();
commands.push_back(PluginCommand("tubefill","Fill in all the adamantine tubes again.",tubefill));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( Core * c )
{
return CR_OK;
}
command_result tubefill(DFHack::Core * c, std::vector<std::string> & params)
{
uint64_t count = 0;
for(size_t i = 0; i < params.size();i++)
{
if(params[i] == "help" || params[i] == "?")
{
c->con.print("Replenishes mined out adamantine and hollow adamantine tubes.\n"
"May cause !!FUN!!\n"
);
return CR_OK;
}
}
CoreSuspender suspend(c);
if (!Maps::IsValid())
{
c->con.printerr("Map is not available!\n");
return CR_FAILURE;
}
// walk the map
for (size_t i = 0; i < world->map.map_blocks.size(); i++)
{
df::map_block *block = world->map.map_blocks[i];
df::map_block *above = Maps::getBlockAbs(block->map_pos.x, block->map_pos.y, block->map_pos.z + 1);
if (block->local_feature == -1)
continue;
DFHack::t_feature feature;
DFCoord coord(block->map_pos.x >> 4, block->map_pos.y >> 4, block->map_pos.z);
if (!Maps::GetLocalFeature(feature, coord, block->local_feature))
continue;
if (feature.type != feature_type::deep_special_tube)
continue;
for (uint32_t x = 0; x < 16; x++)
{
for (uint32_t y = 0; y < 16; y++)
{
if (!block->designation[x][y].bits.feature_local)
continue;
// Is the tile already a wall?
if (tileShape(block->tiletype[x][y]) == tiletype_shape::WALL)
continue;
// Does the tile contain liquid?
if (block->designation[x][y].bits.flow_size)
continue;
// Set current tile, as accurately as can be expected
// block->tiletype[x][y] = findSimilarTileType(block->tiletype[x][y], WALL);
// Check the tile above this one, in case we need to add a floor
if (above)
{
if ((tileShape(above->tiletype[x][y]) == tiletype_shape::EMPTY) || (tileShape(above->tiletype[x][y]) == tiletype_shape::RAMP_TOP))
{
// if this tile isn't a local feature, it's likely the tile underneath was originally just a floor
// it's also possible there was just solid non-feature stone above, but we don't care enough to check
if (!above->designation[x][y].bits.feature_local)
continue;
above->tiletype[x][y] = findRandomVariant(tiletype::FeatureFloor1);
}
}
block->tiletype[x][y] = tiletype::FeatureWall;
++count;
}
}
}
c->con.print("Found and changed %d tiles.\n", count);
return CR_OK;
}