484 lines
20 KiB
C++
484 lines
20 KiB
C++
// forceequip plugin
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// Moves local items from the ground into a unit's inventory
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#include <iostream>
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#include <iomanip>
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#include <sstream>
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#include <climits>
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#include <vector>
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#include <string>
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#include <algorithm>
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#include <set>
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using namespace std;
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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 "modules/Maps.h"
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#include "modules/Gui.h"
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#include "modules/Items.h"
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#include "modules/Materials.h"
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#include "modules/MapCache.h"
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#include "DataDefs.h"
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#include "df/item.h"
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#include "df/itemdef.h"
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#include "df/world.h"
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#include "df/general_ref.h"
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#include "df/unit.h"
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#include "df/body_part_raw.h"
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#include "MiscUtils.h"
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#include "df/unit_inventory_item.h"
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#include "df/body_part_raw_flags.h"
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#include "df/creature_raw.h"
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#include "df/caste_raw.h"
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#include "df/body_detail_plan.h"
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#include "df/body_template.h"
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#include "df/body_part_template.h"
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#include "df/unit_soul.h"
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#include "df/unit_skill.h"
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#include "df/general_ref.h"
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#include "df/caste_raw.h"
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#include "DFHack.h"
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using namespace DFHack;
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using namespace df::enums;
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using MapExtras::Block;
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using MapExtras::MapCache;
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DFHACK_PLUGIN("forceequip");
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REQUIRE_GLOBAL(world);
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const int const_GloveRightHandedness = 1;
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const int const_GloveLeftHandedness = 2;
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command_result df_forceequip(color_ostream &out, vector <string> & parameters);
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DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"forceequip",
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"Move items into a unit's inventory.",
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df_forceequip));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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return CR_OK;
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}
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static bool moveToInventory(MapExtras::MapCache &mc, df::item *item, df::unit *unit, df::body_part_raw * targetBodyPart, bool ignoreRestrictions, int multiEquipLimit, bool verbose)
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{
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// Step 1: Check for anti-requisite conditions
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df::unit * itemOwner = Items::getOwner(item);
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if (ignoreRestrictions)
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{
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// If the ignoreRestrictions cmdline switch was specified, then skip all of the normal preventative rules
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if (verbose) { Core::print("Skipping integrity checks...\n"); }
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}
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else if(!item->isClothing() && !item->isArmorNotClothing())
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{
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if (verbose) { Core::printerr("Item %d is not clothing or armor; it cannot be equipped. Please choose a different item (or use the Ignore option if you really want to equip an inappropriate item).\n", item->id); }
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return false;
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}
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else if (item->getType() != df::enums::item_type::GLOVES &&
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item->getType() != df::enums::item_type::HELM &&
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item->getType() != df::enums::item_type::ARMOR &&
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item->getType() != df::enums::item_type::PANTS &&
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item->getType() != df::enums::item_type::SHOES &&
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!targetBodyPart)
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{
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if (verbose) { Core::printerr("Item %d is of an unrecognized type; it cannot be equipped (because the module wouldn't know where to put it).\n", item->id); }
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return false;
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}
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else if (itemOwner && itemOwner->id != unit->id)
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{
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if (verbose) { Core::printerr("Item %d is owned by someone else. Equipping it on this unit is not recommended. Please use DFHack's Confiscate plugin, choose a different item, or use the Ignore option to proceed in spite of this warning.\n", item->id); }
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return false;
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}
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else if (item->flags.bits.in_inventory)
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{
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if (verbose) { Core::printerr("Item %d is already in a unit's inventory. Direct inventory transfers are not recommended; please move the item to the ground first (or use the Ignore option).\n", item->id); }
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return false;
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}
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else if (item->flags.bits.in_job)
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{
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if (verbose) { Core::printerr("Item %d is reserved for use in a queued job. Equipping it is not recommended, as this might interfere with the completion of vital jobs. Use the Ignore option to ignore this warning.\n", item->id); }
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return false;
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}
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// ASSERT: anti-requisite conditions have been satisfied (or disregarded)
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// Step 2: Try to find a bodypart which is eligible to receive equipment AND which is appropriate for the specified item
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df::body_part_raw * confirmedBodyPart = NULL;
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size_t bpIndex;
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for(bpIndex = 0; bpIndex < unit->body.body_plan->body_parts.size(); bpIndex++)
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{
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df::body_part_raw * currPart = unit->body.body_plan->body_parts[bpIndex];
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// Short-circuit the search process if a BP was specified in the function call
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// Note: this causes a bit of inefficient busy-looping, but the search space is tiny (<100) and we NEED to get the correct bpIndex value in order to perform inventory manipulations
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if (!targetBodyPart)
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{
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// The function call did not specify any particular body part; proceed with normal iteration and evaluation of BP eligibility
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}
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else if (currPart == targetBodyPart)
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{
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// A specific body part was included in the function call, and we've found it; proceed with the normal BP evaluation (suitability, emptiness, etc)
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}
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else if (bpIndex < unit->body.body_plan->body_parts.size())
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{
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// The current body part is not the one that was specified in the function call, but we can keep searching
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if (verbose) { Core::printerr("Found bodypart %s; not a match; continuing search.\n", currPart->token.c_str()); }
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continue;
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}
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else
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{
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// The specified body part has not been found, and we've reached the end of the list. Report failure.
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if (verbose) { Core::printerr("The specified body part (%s) does not belong to the chosen unit. Please double-check to ensure that your spelling is correct, and that you have not chosen a dismembered bodypart.\n",targetBodyPart->token.c_str()); }
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return false;
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}
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if (verbose) { Core::print("Inspecting bodypart %s.\n", currPart->token.c_str()); }
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// Inspect the current bodypart
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if (item->getType() == df::enums::item_type::GLOVES && currPart->flags.is_set(df::body_part_raw_flags::GRASP) &&
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((item->getGloveHandedness() == const_GloveLeftHandedness && currPart->flags.is_set(df::body_part_raw_flags::LEFT)) ||
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(item->getGloveHandedness() == const_GloveRightHandedness && currPart->flags.is_set(df::body_part_raw_flags::RIGHT))))
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{
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if (verbose) { Core::print("Hand found (%s)...", currPart->token.c_str()); }
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}
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else if (item->getType() == df::enums::item_type::HELM && currPart->flags.is_set(df::body_part_raw_flags::HEAD))
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{
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if (verbose) { Core::print("Head found (%s)...", currPart->token.c_str()); }
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}
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else if (item->getType() == df::enums::item_type::ARMOR && currPart->flags.is_set(df::body_part_raw_flags::UPPERBODY))
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{
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if (verbose) { Core::print("Upper body found (%s)...", currPart->token.c_str()); }
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}
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else if (item->getType() == df::enums::item_type::PANTS && currPart->flags.is_set(df::body_part_raw_flags::LOWERBODY))
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{
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if (verbose) { Core::print("Lower body found (%s)...", currPart->token.c_str()); }
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}
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else if (item->getType() == df::enums::item_type::SHOES && currPart->flags.is_set(df::body_part_raw_flags::STANCE))
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{
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if (verbose) { Core::print("Foot found (%s)...", currPart->token.c_str()); }
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}
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else if (targetBodyPart && ignoreRestrictions)
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{
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// The BP in question would normally be considered ineligible for equipment. But since it was deliberately specified by the user, we'll proceed anyways.
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if (verbose) { Core::print("Non-standard bodypart found (%s)...", targetBodyPart->token.c_str()); }
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}
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else if (targetBodyPart)
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{
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// The BP in question is not eligible for equipment and the ignore flag was not specified. Report failure.
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if (verbose) { Core::printerr("Non-standard bodypart found, but it is ineligible for standard equipment. Use the Ignore flag to override this warning.\n"); }
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return false;
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}
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else
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{
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if (verbose) { Core::print("Skipping ineligible bodypart.\n"); }
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// This body part is not eligible for the equipment in question; skip it
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continue;
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}
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// ASSERT: The current body part is able to support the specified equipment (or the test has been overridden). Check whether it is currently empty/available.
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if (multiEquipLimit == INT_MAX)
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{
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// Note: this loop/check is skipped if the MultiEquip option is specified; we'll simply add the item to the bodyPart even if it's already holding a dozen gloves, shoes, and millstones (or whatever)
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if (verbose) { Core::print(" inventory checking skipped..."); }
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confirmedBodyPart = currPart;
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break;
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}
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else
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{
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confirmedBodyPart = currPart; // Assume that the bodypart is valid; we'll invalidate it if we detect too many collisions while looping
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int collisions = 0;
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for (df::unit_inventory_item * currInvItem : unit->inventory)
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{
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if (currInvItem->body_part_id == int32_t(bpIndex))
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{
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// Collision detected; have we reached the limit?
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if (++collisions >= multiEquipLimit)
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{
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if (verbose) { Core::printerr(" but it already carries %d piece(s) of equipment. Either remove the existing equipment or use the Multi option.\n", multiEquipLimit); }
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confirmedBodyPart = NULL;
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break;
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}
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}
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}
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if (confirmedBodyPart)
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{
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// Match found; no need to examine any other BPs
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if (verbose) { Core::print(" eligibility confirmed..."); }
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break;
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}
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else if (!targetBodyPart)
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{
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// This body part is not eligible to receive the specified equipment; return to the loop and check the next BP
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continue;
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}
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else
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{
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// A specific body part was designated in the function call, but it was found to be ineligible.
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// Don't return to the BP loop; just fall-through to the failure-reporting code a few lines below.
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break;
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}
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}
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}
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if (!confirmedBodyPart) {
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// No matching body parts found; report failure
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if (verbose) { Core::printerr("\nThe item could not be equipped because the relevant body part(s) of the unit are missing or already occupied. Try again with the Multi option if you're like to over-equip a body part, or choose a different unit-item combination (e.g. stop trying to put shoes on a trout).\n" ); }
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return false;
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}
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if (!Items::moveToInventory(mc, item, unit, df::unit_inventory_item::Worn, bpIndex))
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{
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if (verbose) { Core::printerr("\nEquipping failed - failed to retrieve item from its current location/container/inventory. Please move it to the ground and try again.\n"); }
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return false;
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}
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if (verbose) { Core::print(" Success!\n"); }
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return true;
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}
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command_result df_forceequip(color_ostream &out, vector <string> & parameters)
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{
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// The "here" option is hardcoded to true, because the plugin currently doesn't support
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// equip-at-a-distance (e.g. grab items within 10 squares of the targeted unit)
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bool here = true;
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(void)here;
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// For balance (anti-cheating) reasons, the plugin applies a limit on the number of
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// item that can be equipped on any bodypart. This limit defaults to 1 but can be
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// overridden with cmdline switches.
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int multiEquipLimit = 1;
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// The plugin applies several pre-checks in order to reduce the risk of conflict
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// and unintended side-effects. Most of these checks can be disabled via cmdline
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bool ignore = false;
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// By default, the plugin uses all gear piled on the selected square. Optionally,
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// it can target only a single item (selected on the k menu) instead
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bool selected = false;
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// Most of the plugin's text output is suppressed by default. It can be enabled
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// to provide insight into errors, and/or for debugging purposes.
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bool verbose = false;
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// By default, the plugin will mate each item to an appropriate bodypart. This
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// behaviour can be skipped if the user specifies a particular BP in the cmdline input.
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std::string targetBodyPartCode;
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// Parse the input
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for (size_t i = 0; i < parameters.size(); i++)
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{
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string & p = parameters[i];
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if (p == "help" || p == "?" || p == "h" || p == "/?" || p == "info" || p == "man")
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{
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return CR_WRONG_USAGE;
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}
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else if (p == "here" || p == "h")
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{
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here = true;
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}
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else if (p == "ignore" || p == "i")
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{
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ignore = true;
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}
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else if (p == "multi" || p == "m")
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{
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multiEquipLimit = INT_MAX;
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}
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else if (p == "m2")
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{
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multiEquipLimit = 2;
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}
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else if (p == "m3")
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{
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multiEquipLimit = 3;
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}
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else if (p == "m4")
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{
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multiEquipLimit = 4;
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}
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else if (p == "selected" || p == "s")
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{
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selected = true;
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}
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else if (p == "verbose" || p == "v")
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{
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verbose = true;
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}
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else if (p == "bodypart" || p == "bp" )
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{
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// must be followed by bodypart code (e.g. NECK)
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if(i == parameters.size()-1 || parameters[i+1].size() == 0)
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{
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out.printerr("The bp switch must be followed by a bodypart code!\n");
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return CR_FAILURE;
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}
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targetBodyPartCode = parameters[i+1];
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i++;
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}
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else
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{
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out << p << ": Unknown command! Type \"forceequip help\" for assistance." << endl;
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return CR_FAILURE;
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}
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}
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// Ensure that the map information is available (e.g. a game is actually in-progress)
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if (!Maps::IsValid())
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{
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out.printerr("Map is not available!\n");
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return CR_FAILURE;
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}
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// Lookup the cursor position
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int cx, cy, cz;
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DFCoord pos_cursor;
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// needs a cursor
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if (!Gui::getCursorCoords(cx,cy,cz))
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{
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out.printerr("Cursor position not found. Please enable the cursor.\n");
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return CR_FAILURE;
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}
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pos_cursor = DFCoord(cx,cy,cz);
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// Iterate over all units, process the first one whose pos == pos_cursor
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df::unit * targetUnit = nullptr;
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size_t numUnits = world->units.all.size();
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for(size_t i=0; i< numUnits; i++)
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{
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targetUnit = world->units.all[i]; // tentatively assume that we have a match; then verify
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DFCoord pos_unit(targetUnit->pos.x, targetUnit->pos.y, targetUnit->pos.z);
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if (pos_unit == pos_cursor)
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break;
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targetUnit = nullptr;
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}
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if (!targetUnit)
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{
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out.printerr("No unit found at cursor!\n");
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return CR_FAILURE;
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}
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// Assert: unit found.
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// If a specific bodypart was included in the command arguments, then search for it now
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df::body_part_raw * targetBodyPart = NULL;
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if (targetBodyPartCode.size() > 0) {
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for (size_t bpIndex = 0; bpIndex < targetUnit->body.body_plan->body_parts.size(); bpIndex ++)
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{
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// Tentatively assume that the part is a match
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targetBodyPart = targetUnit->body.body_plan->body_parts.at(bpIndex);
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if (targetBodyPart->token.compare(targetBodyPartCode) == 0)
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{
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// It is indeed a match; exit the loop (while leaving the variable populated)
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if (verbose) { out.print("Matching bodypart (%s) found.\n", targetBodyPart->token.c_str()); }
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break;
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}
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else
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{
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// Not a match; nullify the variable (it will get re-populated on the next pass through the loop)
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if (verbose) { out.printerr("Bodypart \"%s\" does not match \"%s\".\n", targetBodyPart->token.c_str(), targetBodyPartCode.c_str()); }
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targetBodyPart = NULL;
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}
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}
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if (!targetBodyPart)
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{
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// Loop iteration is complete but no match was found.
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out.printerr("The unit does not possess a bodypart of type \"%s\". Please check the spelling or choose a different unit.\n", targetBodyPartCode.c_str());
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return CR_FAILURE;
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}
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}
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// Search for item(s)
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MapCache mc;
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// iterate over all items, process those where pos == pos_cursor
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int itemsEquipped = 0;
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int itemsFound = 0;
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int numItems = world->items.all.size(); // Normally, we iterate through EVERY ITEM in the world. This is expensive, but currently necessary.
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if (selected) { numItems = 1; } // If the user wants to process only the selected item, then the loop is trivialized (only one pass is needed).
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for(int i=0; i< numItems; i++)
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{
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df::item * currentItem;
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// Search behaviour depends on whether the operation is driven by cursor location or UI selection
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if (selected)
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{
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// The "search" is trivial - the selection must always cover either one or zero items
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currentItem = Gui::getSelectedItem(out);
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if (!currentItem) { return CR_FAILURE; }
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}
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else
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{
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// Lookup the current item in the world-space
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currentItem = world->items.all[i];
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// Test the item's position
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DFCoord pos_item(currentItem->pos.x, currentItem->pos.y, currentItem->pos.z);
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if (pos_item != pos_cursor)
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{
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// The item is in the wrong place; skip it
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// Note: we do not emit any notification, even with the "verbose" switch, because the search space is enormous and we'd invariably flood the UI with useless text
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continue;
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}
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// Bypass any forbidden items
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else if (currentItem->flags.bits.forbid == 1)
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{
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// The item is forbidden; skip it
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if (verbose) { out.printerr("Forbidden item encountered; skipping to next item.\n"); }
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}
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}
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// Test the item; check whether we have any grounds to disqualify/reject it
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if (currentItem->flags.bits.in_inventory == 1)
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{
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// The item is in a unit's inventory; skip it
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if (verbose) { out.printerr("Inventory item encountered; skipping to next item.\n"); }
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}
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else
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{
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itemsFound ++; // Track the number of items found under the cursor (for feedback purposes)
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if (moveToInventory(mc, currentItem, targetUnit, targetBodyPart, ignore, multiEquipLimit, verbose))
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{
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|
// // TODO TEMP EXPERIMENTAL - try to alter the item size in order to conform to its wearer
|
|
// currentItem->getRace();
|
|
// out.print("Critter size: %d| %d | Armor size: %d", world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_1, world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_2, currentItem->getTotalDimension());
|
|
|
|
itemsEquipped++; // Track the number of items successfully processed (for feedback purposes)
|
|
}
|
|
}
|
|
}
|
|
|
|
if (itemsFound == 0) {
|
|
out.printerr("No usable items found at the cursor position. Please choose a different location and try again.\n");
|
|
return CR_OK;
|
|
}
|
|
|
|
|
|
if (itemsEquipped == 0 && !verbose) { out.printerr("Some items were found but no equipment changes could be made. Use the /verbose switch to display the reasons for failure.\n"); }
|
|
if (itemsEquipped > 0) { out.print("%d items equipped.\n", itemsEquipped); }
|
|
// At this point, some changes may have been made (such as detaching items from their original position), regardless of whether any equipment changes succeeded.
|
|
// Therefore, we must update the map.
|
|
mc.WriteAll();
|
|
|
|
// Note: we might expect to recalculate the unit's weight at this point, in order to account for the
|
|
// added items. In fact, this recalculation occurs automatically during each dwarf's "turn".
|
|
// The slight delay in recalculation is probably not worth worrying about.
|
|
|
|
// Work complete; report success
|
|
return CR_OK;
|
|
}
|