491 lines
16 KiB
C++
491 lines
16 KiB
C++
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <map>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "modules/Items.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "df/itemdef_armorst.h"
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#include "df/itemdef_glovesst.h"
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#include "df/itemdef_shoesst.h"
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#include "df/itemdef_helmst.h"
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#include "df/itemdef_pantsst.h"
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#include "df/manager_order.h"
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#include "df/creature_raw.h"
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#include "df/world.h"
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using namespace DFHack;
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using namespace DFHack::Items;
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using namespace DFHack::Units;
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using namespace df::enums;
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struct ClothingRequirement
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{
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df::job_type job_type;
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df::item_type item_type;
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int16_t item_subtype;
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df::job_material_category material_category;
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int16_t needed_per_citizen;
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std::map<int16_t, int32_t> total_needed_per_race;
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bool matches(ClothingRequirement * b)
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{
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if (b->job_type != this->job_type)
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return false;
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if (b->item_type != this->item_type)
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return false;
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if (b->item_subtype != this->item_subtype)
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return false;
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if (b->material_category.whole != this->material_category.whole)
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return false;
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return true;
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}
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};
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std::vector<ClothingRequirement>clothingOrders;
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename -
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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DFHACK_PLUGIN("autoclothing");
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// Any globals a plugin requires (e.g. world) should be listed here.
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// For example, this line expands to "using df::global::world" and prevents the
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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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//
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REQUIRE_GLOBAL(world);
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// Only run if this is enabled
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DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled);
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters);
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static void do_autoclothing();
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.push_back(PluginCommand(
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"autoclothing", "Automatically manage clothing work orders",
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autoclothing, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" autoclothing material item <number>\n"
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"Example:\n"
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" autoclothing cloth \"short skirt\" 10\n"
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" Sets the desired number of cloth short skirts available per citizen to 10.\n"
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" autoclothing cloth dress\n"
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" Displays the currently set number of cloth dresses chosen per citizen.\n"
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown(color_ostream &out)
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_WORLD_LOADED:
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// initialize from the world just loaded
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break;
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case SC_WORLD_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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// Whatever you put here will be done in each game step. Don't abuse it.
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// It's optional, so you can just comment it out like this if you don't need it.
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DFhackCExport command_result plugin_onupdate(color_ostream &out)
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{
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if (!autoclothing_enabled)
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return CR_OK;
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if (!Maps::IsValid())
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return CR_OK;
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if (DFHack::World::ReadPauseState())
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return CR_OK;
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if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things
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return CR_OK;
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do_autoclothing();
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return CR_OK;
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}
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static bool setItemFromName(std::string name, ClothingRequirement* requirement)
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{
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#define SEARCH_ITEM_RAWS(rawType, jobType, itemType) \
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for (auto& itemdef : world->raws.itemdefs.rawType) \
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{ \
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std::string fullName = itemdef->adjective.empty() ? itemdef->name : itemdef->adjective + " " + itemdef->name; \
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if (fullName == name) \
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{ \
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requirement->job_type = job_type::jobType; \
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requirement->item_type = item_type::itemType; \
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requirement->item_subtype = itemdef->subtype; \
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return true; \
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} \
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}
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SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR);
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SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES);
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SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES);
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SEARCH_ITEM_RAWS(helms, MakeHelm, HELM);
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SEARCH_ITEM_RAWS(pants, MakePants, PANTS);
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return false;
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}
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static bool setItemFromToken(std::string token, ClothingRequirement* requirement)
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{
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ItemTypeInfo itemInfo;
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if (!itemInfo.find(token))
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return false;
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switch (itemInfo.type)
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{
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case item_type::ARMOR:
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requirement->job_type = job_type::MakeArmor;
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break;
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case item_type::GLOVES:
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requirement->job_type = job_type::MakeGloves;
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break;
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case item_type::SHOES:
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requirement->job_type = job_type::MakeShoes;
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break;
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case item_type::HELM:
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requirement->job_type = job_type::MakeHelm;
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break;
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case item_type::PANTS:
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requirement->job_type = job_type::MakePants;
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break;
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default:
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return false;
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}
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requirement->item_type = itemInfo.type;
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requirement->item_subtype = itemInfo.subtype;
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return true;
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}
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static bool setItem(std::string name, ClothingRequirement* requirement)
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{
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if (setItemFromName(name, requirement))
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return true;
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if (setItemFromToken(name, requirement))
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return true;
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return false;
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}
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static bool armorFlagsMatch(BitArray<df::armor_general_flags> * flags, df::job_material_category * category)
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{
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if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.cloth)
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return true;
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if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.yarn)
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return true;
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if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.silk)
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return true;
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if (flags->is_set(df::armor_general_flags::BARRED) && category->bits.bone)
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return true;
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if (flags->is_set(df::armor_general_flags::SCALED) && category->bits.shell)
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return true;
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if (flags->is_set(df::armor_general_flags::LEATHER) && category->bits.leather)
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return true;
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return false;
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}
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static bool validateMaterialCategory(ClothingRequirement * requirement)
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{
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auto itemDef = getSubtypeDef(requirement->item_type, requirement->item_subtype);
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switch (requirement->item_type)
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{
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case item_type::ARMOR:
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if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_armorst, itemDef))
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return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
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case item_type::GLOVES:
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if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_glovesst, itemDef))
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return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
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case item_type::SHOES:
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if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_shoesst, itemDef))
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return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
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case item_type::HELM:
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if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_helmst, itemDef))
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return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
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case item_type::PANTS:
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if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_pantsst, itemDef))
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return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
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default:
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return false;
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}
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}
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// A command! It sits around and looks pretty. And it's nice and friendly.
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters)
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{
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// It's nice to print a help message you get invalid options
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// from the user instead of just acting strange.
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// This can be achieved by adding the extended help string to the
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// PluginCommand registration as show above, and then returning
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// CR_WRONG_USAGE from the function. The same string will also
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// be used by 'help your-command'.
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if (parameters.size() < 2 || parameters.size() > 3)
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{
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out << "Wrong number of arguments." << endl;
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return CR_WRONG_USAGE;
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}
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// Commands are called from threads other than the DF one.
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// Suspend this thread until DF has time for us. If you
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// use CoreSuspender, it'll automatically resume DF when
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// execution leaves the current scope.
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CoreSuspender suspend;
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// Actually do something here. Yay.
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ClothingRequirement newRequirement;
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if (!set_bitfield_field(&newRequirement.material_category, parameters[0], 1))
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{
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out << "Unrecognized material type: " << parameters[0] << endl;
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}
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if (!setItem(parameters[1], &newRequirement))
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{
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out << "Unrecognized item name or token: " << parameters[1] << endl;
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return CR_WRONG_USAGE;
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}
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if (!validateMaterialCategory(&newRequirement))
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{
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out << parameters[0] << " is not a valid material category for " << parameters[1] << endl;
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return CR_WRONG_USAGE;
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}
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//all checks are passed. Now we either show or set the amount.
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bool settingSize = false;
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bool matchedExisting = false;
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if (parameters.size() > 2)
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{
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try
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{
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newRequirement.needed_per_citizen = std::stoi(parameters[2]);
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}
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catch (const std::exception&)
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{
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out << parameters[2] << " is not a valid number." << endl;
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return CR_WRONG_USAGE;
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}
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settingSize = true;
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}
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for (size_t i = 0; i < clothingOrders.size(); i++)
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{
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if (!clothingOrders[i].matches(&newRequirement))
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continue;
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matchedExisting = true;
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if (settingSize)
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{
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if (newRequirement.needed_per_citizen == 0)
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{
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clothingOrders.erase(clothingOrders.begin() + i);
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out << "Unset " << parameters[0] << " " << parameters[1] << endl;
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}
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else
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{
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clothingOrders[i] = newRequirement;
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out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
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}
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}
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else
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{
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out << parameters[0] << " " << parameters[1] << " is set to " << clothingOrders[i].needed_per_citizen << endl;
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}
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break;
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}
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if (!matchedExisting)
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{
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if (settingSize)
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{
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if (newRequirement.needed_per_citizen == 0)
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{
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out << parameters[0] << " " << parameters[1] << " already unset." << endl;
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}
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else
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{
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clothingOrders.push_back(newRequirement);
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out << "Added order for " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
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}
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}
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else
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{
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out << parameters[0] << " " << parameters[1] << " is not set." << endl;
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}
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}
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if (settingSize)
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{
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if (!autoclothing_enabled)
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{
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out << "Enabling automatic clothing management" << endl;
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autoclothing_enabled = true;
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}
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do_autoclothing();
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}
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// Give control back to DF.
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return CR_OK;
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}
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static void find_needed_clothing_items()
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{
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for (auto& unit : world->units.active)
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{
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//obviously we don't care about illegal aliens.
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if (!isCitizen(unit))
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continue;
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//now check each clothing order to see what the unit might be missing.
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for (auto& clothingOrder : clothingOrders)
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{
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int alreadyOwnedAmount = 0;
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//looping through the items first, then clothing order might be a little faster, but this way is cleaner.
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for (auto& ownedItem : unit->owned_items)
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{
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auto item = findItemByID(ownedItem);
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if (item->getType() != clothingOrder.item_type)
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continue;
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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alreadyOwnedAmount++;
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}
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int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount;
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if (neededAmount <= 0)
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continue;
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//technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
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clothingOrder.total_needed_per_race[unit->race] += neededAmount;
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}
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}
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}
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static void remove_available_clothing()
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{
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for (auto& item : world->items.all)
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{
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//skip any owned items.
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if (getOwner(item))
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continue;
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//again, for each item, find if any clothing order matches the
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for (auto& clothingOrder : clothingOrders)
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{
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if (item->getType() != clothingOrder.item_type)
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continue;
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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clothingOrder.total_needed_per_race[item->getMakerRace()] --;
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}
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}
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}
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static void add_clothing_orders()
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{
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for (auto& clothingOrder : clothingOrders)
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{
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for (auto& orderNeeded : clothingOrder.total_needed_per_race)
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{
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auto race = orderNeeded.first;
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auto amount = orderNeeded.second;
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//Previous operations can easily make this negative. That jus means we have more than we need already.
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if (amount <= 0)
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continue;
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bool orderExistedAlready = false;
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for (auto& managerOrder : world->manager_orders)
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{
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//Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
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if (managerOrder->job_type != clothingOrder.job_type)
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continue;
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if (managerOrder->item_subtype != clothingOrder.item_subtype)
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continue;
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if (managerOrder->hist_figure_id != race)
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continue;
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//We found a work order, that means we don't need to make a new one.
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orderExistedAlready = true;
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amount -= managerOrder->amount_left;
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if (amount > 0)
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{
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managerOrder->amount_left += amount;
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managerOrder->amount_total += amount;
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}
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}
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//if it wasn't there, we need to make a new one.
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if (!orderExistedAlready)
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{
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df::manager_order * newOrder = new df::manager_order();
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newOrder->id = world->manager_order_next_id;
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world->manager_order_next_id++;
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newOrder->job_type = clothingOrder.job_type;
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newOrder->item_subtype = clothingOrder.item_subtype;
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newOrder->hist_figure_id = race;
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newOrder->material_category = clothingOrder.material_category;
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newOrder->amount_left = amount;
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newOrder->amount_total = amount;
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world->manager_orders.push_back(newOrder);
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}
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}
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}
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}
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static void do_autoclothing()
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{
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if (clothingOrders.size() == 0)
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return;
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//first we look through all the units on the map to see who needs new clothes.
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find_needed_clothing_items();
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//Now we go through all the items in the map to see how many clothing items we have but aren't owned yet.
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remove_available_clothing();
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//Finally loop through the clothing orders to find ones that need more made.
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add_clothing_orders();
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}
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