dfhack/plugins/changelayer.cpp

334 lines
10 KiB
C++

// changelayer plugin
// allows changing the material type of geological layers
#include "Console.h"
#include "Core.h"
#include "DataDefs.h"
#include "Export.h"
#include "PluginManager.h"
#include "TileTypes.h"
#include "modules/Gui.h"
#include "modules/MapCache.h"
#include "modules/Maps.h"
#include "modules/Materials.h"
// DF data structure definition headers
#include "df/region_map_entry.h"
#include "df/world.h"
#include "df/world_data.h"
#include "df/world_geo_biome.h"
#include "df/world_geo_layer.h"
using namespace DFHack;
using namespace df::enums;
using namespace std;
using std::vector;
using std::string;
DFHACK_PLUGIN("changelayer");
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(cursor);
command_result changelayer (color_ostream &out, std::vector <std::string> & parameters);
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"changelayer",
"Change the material of an entire geology layer.",
changelayer));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
bool conversionAllowed(color_ostream &out, MaterialInfo mi, MaterialInfo ml, bool force);
// no need to spam the "stone to soil" warning more than once
// in case multiple biomes and/or layers are going to be changed
static bool warned = false;
command_result changelayer (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
string material;
bool force = false;
bool all_biomes = false;
bool all_layers = false;
bool verbose = false;
warned = false;
for(size_t i = 0; i < parameters.size();i++)
{
if(parameters[i] == "help" || parameters[i] == "?")
{
return CR_WRONG_USAGE;
}
if(parameters[i] == "force")
force = true;
if(parameters[i] == "all_biomes")
all_biomes = true;
if(parameters[i] == "all_layers")
all_layers = true;
if(parameters[i] == "verbose")
verbose = true;
}
if (!Maps::IsValid())
{
out.printerr("Map is not available!\n");
return CR_FAILURE;
}
if (parameters.empty())
{
out.printerr("You need to specify a material!\n");
return CR_WRONG_USAGE;
}
material = parameters[0];
MaterialInfo mat_new;
if (!mat_new.findInorganic(material))
{
out.printerr("No such material!\n");
return CR_FAILURE;
}
// check if specified material is stone or gem or soil
if (mat_new.inorganic->material.flags.is_set(material_flags::IS_METAL) ||
mat_new.inorganic->material.flags.is_set(material_flags::NO_STONE_STOCKPILE))
{
out.printerr("Invalid material - you must select a type of stone or gem or soil.\n");
return CR_FAILURE;
}
MapExtras::MapCache mc;
int32_t regionX, regionY, regionZ;
Maps::getPosition(regionX,regionY,regionZ);
int32_t cursorX, cursorY, cursorZ;
Gui::getCursorCoords(cursorX,cursorY,cursorZ);
if(cursorX == -30000)
{
out.printerr("No cursor; place cursor over tile.\n");
return CR_FAILURE;
}
DFCoord cursor (cursorX,cursorY,cursorZ);
MapExtras::Block * b = mc.BlockAt(cursor/16);
if(!b || !b->is_valid())
{
out.printerr("No data.\n");
return CR_OK;
}
df::tile_designation des = b->DesignationAt(cursor%16);
// get biome and geolayer at cursor position
uint32_t biome = des.bits.biome;
uint32_t layer = des.bits.geolayer_index;
if(verbose)
{
out << "biome: " << biome << endl
<< "geolayer: " << layer << endl;
}
// there is no Maps::WriteGeology or whatever, and I didn't want to mess with the library and add it
// so I copied the stuff which reads the geology information and modified it to be able to change it
//
// a more elegant solution would probably look like this:
// 1) modify Maps::ReadGeology to accept and fill one more optional vector
// where the geolayer ids of the 9 biomes are stored
// 2) call ReadGeology here, modify the data in the vectors without having to do all that map stuff
// 3) write Maps::WriteGeology, pass the vectors, let it do it's work
// Step 1) is optional, but it would make implementing 3) easier.
// Otherwise that "check which geo_index is used by biome X" loop would need to be done again.
// no need to touch the same geology more than once
// though it wouldn't matter much since there is not much data to be processed
vector<uint16_t> v_geoprocessed;
v_geoprocessed.clear();
// iterate over 8 surrounding regions + local region
for (int i = eNorthWest; i < eBiomeCount; i++)
{
if(verbose)
out << "---Biome: " << i;
if(!all_biomes && uint32_t(i)!=biome)
{
if(verbose)
out << "-skipping" << endl;
continue;
}
else
{
if(verbose)
out << "-checking" << endl;
}
// check against worldmap boundaries, fix if needed
// regionX is in embark squares
// regionX/16 is in 16x16 embark square regions
// i provides -1 .. +1 offset from the current region
int bioRX = world->map.region_x / 16 + ((i % 3) - 1);
if (bioRX < 0) bioRX = 0;
if (bioRX >= world->world_data->world_width) bioRX = world->world_data->world_width - 1;
int bioRY = world->map.region_y / 16 + ((i / 3) - 1);
if (bioRY < 0) bioRY = 0;
if (bioRY >= world->world_data->world_height) bioRY = world->world_data->world_height - 1;
// get index into geoblock vector
uint16_t geoindex = world->world_data->region_map[bioRX][bioRY].geo_index;
if(verbose)
out << "geoindex: " << geoindex << endl;
bool skip = false;
for(int g=0; size_t(g)<v_geoprocessed.size(); g++)
{
if(v_geoprocessed.at(g)==geoindex)
{
if(verbose)
out << "already processed" << endl;
skip = true;
break;
}
}
if(skip)
continue;
v_geoprocessed.push_back(geoindex);
/// geology blocks have a vector of layer descriptors
// get the vector with pointer to layers
df::world_geo_biome *geo_biome = df::world_geo_biome::find(geoindex);
if (!geo_biome)
{
if(verbose)
out << "no geology found here." << endl;
continue;
}
vector <df::world_geo_layer*> &geolayers = geo_biome->layers;
// complain if layer is out of range
// geology has up to 16 layers currently, but can have less!
if(layer >= geolayers.size() || layer < 0)
{
if(verbose)
out << "layer out of range!";
continue;
}
// now let's actually write the new mat id to the layer(s)
if(all_layers)
{
for (size_t j = 0; j < geolayers.size(); j++)
{
MaterialInfo mat_old;
mat_old.decode(0, geolayers[j]->mat_index);
if(conversionAllowed(out, mat_new, mat_old, force))
{
if(verbose)
out << "changing geolayer " << j
<< " from " << mat_old.getToken()
<< " to " << mat_new.getToken()
<< endl;
geolayers[j]->mat_index = mat_new.index;
}
}
}
else
{
MaterialInfo mat_old;
mat_old.decode(0, geolayers[layer]->mat_index);
if(conversionAllowed(out, mat_new, mat_old, force))
{
if(verbose)
out << "changing geolayer " << layer
<< " from " << mat_old.getToken()
<< " to " << mat_new.getToken()
<< endl;
geolayers[layer]->mat_index = mat_new.index;
}
}
}
out.print("Done.\n");
// Give control back to DF.
return CR_OK;
}
// check if user tries to convert soil <-> stone
// throw some warning if he does
bool conversionAllowed(color_ostream &out, MaterialInfo mat_new, MaterialInfo mat_old, bool force)
{
// check if current layer mat is stone or soil:
// by default don't allow to turn stone to soil and vice versa
bool unsafe = false;
bool allowed = true;
// throw warning if user wants to change soil to stone or vice versa
// while it does work it might be unsafe and can have weird results
// you can't simply convert stone to soil, the rock walls will remain (same the other way round)
// the floor will turn into soil, though, so it might be useful for creating farm plots
// therefore it's not completely forbidden and can be enabled by the 'force' option
if ( mat_new.inorganic->flags.is_set(inorganic_flags::SOIL_ANY)
&& !mat_old.inorganic->flags.is_set(inorganic_flags::SOIL_ANY))
{
if(!warned)
{
out << "Changing a stone layer into soil is probably not wise." << endl
<< "The stone will remain and you get a soil floor after digging." << endl;
}
unsafe = true;
}
else if ( !mat_new.inorganic->flags.is_set(inorganic_flags::SOIL_ANY)
&& mat_old.inorganic->flags.is_set(inorganic_flags::SOIL_ANY))
{
if(!warned)
{
out << "Changing a soil layer into stone is probably not wise." << endl
<< "The soil will remain and you only get a stone floor after digging." << endl;
}
unsafe = true;
}
if(unsafe)
{
if(force)
{
if(!warned)
{
out << "You've been warned, good luck." << endl;
}
allowed = true;
}
else
{
if(!warned)
{
out << "Use the option 'force' if you REALLY want to do that." << endl
<< "Weird things can happen with your map, so save your game before trying!" << endl
<< "Example: 'changelayer GRANITE force'" << endl;
}
allowed = false;
}
// avoid multiple warnings for the same stuff
warned = true;
}
return allowed;
}