92 lines
3.2 KiB
C++
92 lines
3.2 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2012 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#pragma once
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#ifndef CL_MOD_JOB
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#define CL_MOD_JOB
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#include "Export.h"
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#include "Module.h"
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#include "Types.h"
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#include <ostream>
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#include "DataDefs.h"
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#include "df/job_item_ref.h"
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#include "df/item_type.h"
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namespace df
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{
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struct job;
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struct job_item;
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struct job_item_filter;
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struct building;
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struct unit;
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}
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namespace DFHack
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{
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namespace Job {
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// Duplicate the job structure. It is not linked into any DF lists.
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DFHACK_EXPORT df::job *cloneJobStruct(df::job *job, bool keepEverything=false);
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// Delete a cloned structure.
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DFHACK_EXPORT void deleteJobStruct(df::job *job, bool keptEverything=false);
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DFHACK_EXPORT void printItemDetails(color_ostream &out, df::job_item *item, int idx);
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DFHACK_EXPORT void printJobDetails(color_ostream &out, df::job *job);
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DFHACK_EXPORT df::general_ref *getGeneralRef(df::job *job, df::general_ref_type type);
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DFHACK_EXPORT df::specific_ref *getSpecificRef(df::job *job, df::specific_ref_type type);
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DFHACK_EXPORT df::building *getHolder(df::job *job);
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DFHACK_EXPORT df::unit *getWorker(df::job *job);
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DFHACK_EXPORT void setJobCooldown(df::building *workshop, df::unit *worker, int cooldown = 100);
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DFHACK_EXPORT bool removeWorker(df::job *job, int cooldown = 100);
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// Instruct the game to check and assign workers
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DFHACK_EXPORT void checkBuildingsNow();
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DFHACK_EXPORT void checkDesignationsNow();
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DFHACK_EXPORT bool linkIntoWorld(df::job *job, bool new_id = true);
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// lists jobs with ids >= *id_var, and sets *id_var = *job_next_id;
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DFHACK_EXPORT bool listNewlyCreated(std::vector<df::job*> *pvec, int *id_var);
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DFHACK_EXPORT bool attachJobItem(df::job *job, df::item *item,
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df::job_item_ref::T_role role,
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int filter_idx = -1, int insert_idx = -1);
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DFHACK_EXPORT bool isSuitableItem(df::job_item *item, df::item_type itype, int isubtype);
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DFHACK_EXPORT bool isSuitableMaterial(df::job_item *item, int mat_type, int mat_index);
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DFHACK_EXPORT std::string getName(df::job *job);
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}
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DFHACK_EXPORT bool operator== (const df::job_item &a, const df::job_item &b);
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DFHACK_EXPORT bool operator== (const df::job &a, const df::job &b);
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}
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#endif
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