642 lines
28 KiB
C++
642 lines
28 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_template_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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using df::global::world;
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const int const_GloveRightHandedness = 1;
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const int const_GloveLeftHandedness = 2;
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DFHACK_PLUGIN("forceequip");
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command_result df_forceequip(color_ostream &out, vector <string> & parameters);
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const string forceequip_help =
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"ForceEquip moves local items into a unit's inventory. It is typically\n"
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"used to equip specific clothing/armor items onto a dwarf, but can also\n"
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"be used to put armor onto a war animal or to add unusual items (such\n"
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"as crowns) to any unit.\n"
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"This plugin can process multiple items in a single call, but will only\n"
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"work with a single unit (the first one it finds under the cursor).\n"
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"In order to minimize confusion, it is recommended that you use\n"
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"forceequip only when you have a unit standing alone atop a pile of\n"
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"gear that you would like it to wear. Items which are stored in bins\n"
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"or other containers (e.g. chests, armor racks) may also work, but\n"
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"piling items on the floor (via a garbage dump activity zone, of the\n"
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"DFHack autodump command) is the most reliable way to do it.\n"
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"The plugin will ignore any items that are forbidden. Hence, you\n"
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"can setup a large pile of surplus gear, walk a unit onto it (or\n"
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"pasture an animal on it), unforbid a few items and run forceequip.\n"
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"The (forbidden) majority of your gear will remain in-place, ready\n"
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"for the next passerby."
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"\n"
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"As mentioned above, this plugin can be used to equip items onto\n"
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"units (such as animals) which cannot normally equip gear. There's\n"
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"an important caveat here - such creatures will automatically drop\n"
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"inappropriate gear almost immediately (within 10 game ticks).\n"
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"If you want them to retain their equipment, you must forbid it\n"
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"AFTER using forceequip to get it into their inventory.\n"
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"This technique can also be used to clothe dwarven infants, but\n"
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"only if you're able to separate them from their mothers.\n"
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"\n"
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"By default, the forceequip plugin will attempt to avoid\n"
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"conflicts and outright cheating. For instance, it will skip\n"
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"any item which is flagged for use in a job, and will not\n"
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"equip more than one piece of clothing/armor onto any given\n"
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"body part. These restrictions can be overridden via command\n"
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"switches (see examples below) but doing so puts you at greater\n"
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"risk of unexpected consequences. For instance, a dwarf who\n"
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"is wearing three breastplates will not be able to move very\n"
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"quickly.\n"
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"\n"
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"Items equipped by this plugin DO NOT become owned by the\n"
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"recipient. Adult dwarves are free to adjust their own\n"
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"wardrobe, and may promptly decide to doff your gear in\n"
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"favour of their owned items. Animals, as described above,\n"
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"will tend to discard ALL clothing immediately unless it is\n"
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"manually forbidden. Armor items seem to be an exception;\n"
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"an animal will tend to retain an equipped suit of mail\n"
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"even if you neglect to Forbid it.\n"
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"\n"
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"Please note that armored animals are quite vulnerable to ranged\n"
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"attacks. Unlike dwarves, animals cannot block, dodge, or deflect\n"
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"arrows, and they are slowed by the weight of their armor.\n"
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"\n"
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"This plugin currently does not support weapons.\n"
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"\n"
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"Options:\n"
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" here, h - process the unit and item(s) under the cursor.\n"
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" - This option is enabled by default since the plugin\n"
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" - does not currently support remote equpping.\n"
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" ignore, i - bypasses the usual item eligibility checks (such as\n"
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" - \"Never equip gear belonging to another dwarf\" and\n"
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" - \"Nobody is allowed to equip a Hive\".)\n"
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" multi, m - bypasses the 1-item-per-bodypart limit, allowing\n"
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" - the unit to receive an unlimited amount of gear.\n"
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" - Can be used legitimately (e.g. mitten + gauntlet)\n"
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" - or for cheating (e.g. twelve breastplates).\n"
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" m2, m3, m4 - alters the 1-item-per-bodypart limit, allowing\n"
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" - each part to receive 2, 3, or 4 pieces of gear.\n"
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" selected, s - rather than processing all items piled at a unit's\n"
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" - feet, process only the one item currently selected.\n"
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" bodypart, bp - must be followed by a bodypart code (e.g. LH).\n"
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" - Instructs the plugin to equip all available items\n"
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" - onto this body part only. Typically used in\n"
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" - conjunction with the f switch (to over-armor\n"
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" - a particular bodypart) or the i switch (to equip\n"
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" - an unusual item onto a specific slot).\n"
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" verbose, v - provides detailed narration and error messages.\n"
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" - Can be helpful in resolving failures; not needed\n"
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" - for casual use.\n"
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"\n"
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"Examples:\n"
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" forceequip\n"
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" attempts to equip all of the items under the cursor onto the unit\n"
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" under the cursor. Uses only clothing/armor items; ignores all\n"
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" other types. Equips a maximum of 1 item onto each bodypart,\n"
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" and equips only \"appropriate\" items in each slot (e.g. glove\n"
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" --> hand). Bypasses any item which might cause a conflict,\n"
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" such as a Boot belonging to a different dwarf.\n"
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" forceequip bp LH\n"
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" attempts to equip all local items onto the left hand of the local\n"
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" unit. If the hand is already equipped then nothing will happen,\n"
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" and if it is not equipped then only one appropriate item (e.g. \n"
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" a single mitten or gauntlet) will be equipped. This command can\n"
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" be useful if you don't want to selectively forbid individual items\n"
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" and simply want the unit to equip, say, a Helmet while leaving\n"
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" the rest of the pile alone.\n"
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" forceequip m bp LH\n"
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" as above, but will equip ALL appropriate items onto the unit's\n"
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" left hand. After running this command, it might end up wearing\n"
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" a dozen left-handed mittens. Use with caution, and remember\n"
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" that dwarves will tend to drop supernumary items ASAP.\n"
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" forceequip m\n"
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" as above, but will equip ALL appropriate items onto any\n"
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" appropriate bodypart. Tends to put several boots onto the right\n"
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" foot while leaving the left foot bare.\n"
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" forceequip m2\n"
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" as above, but will equip up to two appropriate items onto each\n"
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" bodypart. Helps to balance footwear, but doesn't ensure proper\n"
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" placement (e.g. left foot gets two socks, right foot gets two\n"
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" shoes). For best results, use \"selected bp LH\" and\n"
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" \"selected bp RH\" instead.\n"
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" forceequip i\n"
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" performs the standard \"equip appropriate items onto appropriate\n"
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" bodyparts\" logic, but also includes items that would normally\n"
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" be considered ineligible (such as a sock which is owned by\n"
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" a different dwarf).\n"
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" forceequip bp NECK\n"
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" attempts to equip any appropriate gear onto the Neck of the\n"
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" local unit. Since the plugin believes that no items are actually\n"
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" appropriate for the Neck slot, this command does nothing.\n"
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" forceequip i bp NECK\n"
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" attempts to equip items from the local pile onto the Neck\n"
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" of the local unit. Ignores appropriateness restrictions.\n"
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" If there's a millstone or an albatross carcass sitting on\n"
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" the same square as the targeted unit, then there's a good\n"
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" chance that it will end up around his neck. For precise\n"
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" control, remember that you can selectively forbid some of\n"
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" the items that are piled on the ground.\n"
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" forceequip i m bp NECK\n"
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" as above, but equips an unlimited number of items onto the\n"
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" targeted bodypart. Effectively, all unforbidden items\n"
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" (including helms, millstones, boulders, etc) will be\n"
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" moved from the local pile and placed in the dwarf's\n"
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" inventory (specifically, on his neck). When used with\n"
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" a large pile of goods, this will leave the dwarf heavily\n"
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" encumbered and very slow to move.\n"
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" forceequip s\n"
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" requires that a single item be selected using the k menu.\n"
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" This item must occupy the same square as the target unit,\n"
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" and must be unforbidden. Attempts to equip this single\n"
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" item onto an appropriate slot in the unit's inventory.\n"
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" Can serve as a quicker alternative to the selective-\n"
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" unforbidding approach described above.\n"
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" forceequip s m i bp HD\n"
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" equips the selected item onto the unit's head. Ignores\n"
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" all possible restrictions and conflicts. If you know\n"
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" exactly what you want to equip, and exactly where you\n"
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" want it to go, then this is the most straightforward\n"
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" and reliable option.\n"
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" forceequip v bp QQQ\n"
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" guaranteed to fail (and accomplish nothing) because\n"
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" there are no bodyparts called QQQ. However, since the\n"
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" verbose switch is used, the resulting error messages\n"
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" will list every bodypart that the unit DOES possess.\n"
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" May be useful if you're unfamiliar with the BP codes\n"
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" used by Dwarf Fortress, or if you're experimenting\n"
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" with an exotic creature.\n"
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"\n"
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;
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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", "Moves local items from the ground into a unit's inventory",
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df_forceequip, false,
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forceequip_help.c_str()
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));
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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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int 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->part_code.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"); }
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return false;
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}
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if (verbose) { Core::print("Inspecting bodypart %s.\n", currPart->part_code.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_template_flags::GRASP) &&
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((item->getGloveHandedness() == const_GloveLeftHandedness && currPart->flags.is_set(df::body_part_template_flags::LEFT)) ||
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(item->getGloveHandedness() == const_GloveRightHandedness && currPart->flags.is_set(df::body_part_template_flags::RIGHT))))
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{
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if (verbose) { Core::print("Hand found (%s)...", currPart->part_code.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_template_flags::HEAD))
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{
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if (verbose) { Core::print("Head found (%s)...", currPart->part_code.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_template_flags::UPPERBODY))
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{
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if (verbose) { Core::print("Upper body found (%s)...", currPart->part_code.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_template_flags::LOWERBODY))
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{
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if (verbose) { Core::print("Lower body found (%s)...", currPart->part_code.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_template_flags::STANCE))
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{
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if (verbose) { Core::print("Foot found (%s)...", currPart->part_code.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->part_code.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 (int inventoryID=0; inventoryID < unit->inventory.size(); inventoryID++)
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{
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df::unit_inventory_item * currInvItem = unit->inventory[inventoryID];
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if (currInvItem->body_part_id == 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" ); }
|
|
return false;
|
|
}
|
|
|
|
if (!Items::moveToInventory(mc, item, unit, df::unit_inventory_item::Worn, bpIndex))
|
|
{
|
|
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"); }
|
|
return false;
|
|
}
|
|
|
|
if (verbose) { Core::print(" Success!\n"); }
|
|
return true;
|
|
}
|
|
|
|
|
|
command_result df_forceequip(color_ostream &out, vector <string> & parameters)
|
|
{
|
|
// The "here" option is hardcoded to true, because the plugin currently doesn't support
|
|
// equip-at-a-distance (e.g. grab items within 10 squares of the targeted unit)
|
|
bool here = true;
|
|
// For balance (anti-cheating) reasons, the plugin applies a limit on the number of
|
|
// item that can be equipped on any bodypart. This limit defaults to 1 but can be
|
|
// overridden with cmdline switches.
|
|
int multiEquipLimit = 1;
|
|
// The plugin applies several pre-checks in order to reduce the risk of conflict
|
|
// and unintended side-effects. Most of these checks can be disabled via cmdline
|
|
bool ignore = false;
|
|
// By default, the plugin uses all gear piled on the selected square. Optionally,
|
|
// it can target only a single item (selected on the k menu) instead
|
|
bool selected = false;
|
|
// Most of the plugin's text output is suppressed by default. It can be enabled
|
|
// to provide insight into errors, and/or for debugging purposes.
|
|
bool verbose = false;
|
|
// By default, the plugin will mate each item to an appropriate bodypart. This
|
|
// behaviour can be skipped if the user specifies a particular BP in the cmdline input.
|
|
std::string targetBodyPartCode;
|
|
|
|
// Parse the input
|
|
for (size_t i = 0; i < parameters.size(); i++)
|
|
{
|
|
string & p = parameters[i];
|
|
|
|
if (p == "help" || p == "?" || p == "h" || p == "/?" || p == "info" || p == "man")
|
|
{
|
|
out << forceequip_help << endl;
|
|
return CR_OK;
|
|
}
|
|
else if (p == "here" || p == "h")
|
|
{
|
|
here = true;
|
|
}
|
|
else if (p == "ignore" || p == "i")
|
|
{
|
|
ignore = true;
|
|
}
|
|
else if (p == "multi" || p == "m")
|
|
{
|
|
multiEquipLimit = INT_MAX;
|
|
}
|
|
else if (p == "m2")
|
|
{
|
|
multiEquipLimit = 2;
|
|
}
|
|
else if (p == "m3")
|
|
{
|
|
multiEquipLimit = 3;
|
|
}
|
|
else if (p == "m4")
|
|
{
|
|
multiEquipLimit = 4;
|
|
}
|
|
else if (p == "selected" || p == "s")
|
|
{
|
|
selected = true;
|
|
}
|
|
else if (p == "verbose" || p == "v")
|
|
{
|
|
verbose = true;
|
|
}
|
|
else if (p == "bodypart" || p == "bp" )
|
|
{
|
|
// must be followed by bodypart code (e.g. NECK)
|
|
if(i == parameters.size()-1 || parameters[i+1].size() == 0)
|
|
{
|
|
out.printerr("The bp switch must be followed by a bodypart code!\n");
|
|
return CR_FAILURE;
|
|
}
|
|
targetBodyPartCode = parameters[i+1];
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
out << p << ": Unknown command! Type \"forceequip help\" for assistance." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
}
|
|
|
|
// Ensure that the map information is available (e.g. a game is actually in-progress)
|
|
if (!Maps::IsValid())
|
|
{
|
|
out.printerr("Map is not available!\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
// Lookup the cursor position
|
|
int cx, cy, cz;
|
|
DFCoord pos_cursor;
|
|
|
|
// needs a cursor
|
|
if (!Gui::getCursorCoords(cx,cy,cz))
|
|
{
|
|
out.printerr("Cursor position not found. Please enable the cursor.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
pos_cursor = DFCoord(cx,cy,cz);
|
|
|
|
// Iterate over all units, process the first one whose pos == pos_cursor
|
|
df::unit * targetUnit;
|
|
size_t numUnits = world->units.all.size();
|
|
for(size_t i=0; i< numUnits; i++)
|
|
{
|
|
targetUnit = world->units.all[i]; // tentatively assume that we have a match; then verify
|
|
DFCoord pos_unit(targetUnit->pos.x, targetUnit->pos.y, targetUnit->pos.z);
|
|
|
|
if (pos_unit == pos_cursor)
|
|
break;
|
|
|
|
if (i + 1 == numUnits)
|
|
{
|
|
out.printerr("No unit found at cursor!\n");
|
|
return CR_FAILURE;
|
|
}
|
|
}
|
|
|
|
// Assert: unit found.
|
|
|
|
// If a specific bodypart was included in the command arguments, then search for it now
|
|
df::body_part_raw * targetBodyPart = NULL;
|
|
if (targetBodyPartCode.size() > 0) {
|
|
for (int bpIndex = 0; bpIndex < targetUnit->body.body_plan->body_parts.size(); bpIndex ++)
|
|
{
|
|
// Tentatively assume that the part is a match
|
|
targetBodyPart = targetUnit->body.body_plan->body_parts.at(bpIndex);
|
|
if (targetBodyPart->part_code.compare(targetBodyPartCode) == 0)
|
|
{
|
|
// It is indeed a match; exit the loop (while leaving the variable populated)
|
|
if (verbose) { out.print("Matching bodypart (%s) found.\n", targetBodyPart->part_name.c_str()); }
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Not a match; nullify the variable (it will get re-populated on the next pass through the loop)
|
|
if (verbose) { out.printerr("Bodypart \"%s\" does not match \"%s\".\n", targetBodyPart->part_code.c_str(), targetBodyPartCode.c_str()); }
|
|
targetBodyPart = NULL;
|
|
}
|
|
}
|
|
|
|
if (!targetBodyPart)
|
|
{
|
|
// Loop iteration is complete but no match was found.
|
|
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());
|
|
return CR_FAILURE;
|
|
}
|
|
}
|
|
|
|
// Search for item(s)
|
|
MapCache mc;
|
|
|
|
// iterate over all items, process those where pos == pos_cursor
|
|
int itemsEquipped = 0;
|
|
int itemsFound = 0;
|
|
int numItems = world->items.all.size(); // Normally, we iterate through EVERY ITEM in the world. This is expensive, but currently necessary.
|
|
if (selected) { numItems = 1; } // If the user wants to process only the selected item, then the loop is trivialized (only one pass is needed).
|
|
for(int i=0; i< numItems; i++)
|
|
{
|
|
df::item * currentItem;
|
|
|
|
// Search behaviour depends on whether the operation is driven by cursor location or UI selection
|
|
if (selected)
|
|
{
|
|
// The "search" is trivial - the selection must always cover either one or zero items
|
|
currentItem = Gui::getSelectedItem(out);
|
|
if (!currentItem) { return CR_FAILURE; }
|
|
}
|
|
else
|
|
{
|
|
// Lookup the current item in the world-space
|
|
currentItem = world->items.all[i];
|
|
// Test the item's position
|
|
DFCoord pos_item(currentItem->pos.x, currentItem->pos.y, currentItem->pos.z);
|
|
if (pos_item != pos_cursor)
|
|
{
|
|
// The item is in the wrong place; skip it
|
|
// 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
|
|
continue;
|
|
}
|
|
// Bypass any forbidden items
|
|
else if (currentItem->flags.bits.forbid == 1)
|
|
{
|
|
// The item is forbidden; skip it
|
|
if (verbose) { out.printerr("Forbidden item encountered; skipping to next item.\n"); }
|
|
}
|
|
|
|
}
|
|
|
|
// Test the item; check whether we have any grounds to disqualify/reject it
|
|
if (currentItem->flags.bits.in_inventory == 1)
|
|
{
|
|
// The item is in a unit's inventory; skip it
|
|
if (verbose) { out.printerr("Inventory item encountered; skipping to next item.\n"); }
|
|
}
|
|
else
|
|
{
|
|
itemsFound ++; // Track the number of items found under the cursor (for feedback purposes)
|
|
if (moveToInventory(mc, currentItem, targetUnit, targetBodyPart, ignore, multiEquipLimit, verbose))
|
|
{
|
|
// // 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;
|
|
}
|