dfhack/plugins/siege-engine.cpp

1863 lines
49 KiB
C++

#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <Error.h>
#include <PluginManager.h>
#include <modules/Gui.h>
#include <modules/Screen.h>
#include <modules/Maps.h>
#include <modules/MapCache.h>
#include <modules/World.h>
#include <modules/Units.h>
#include <modules/Job.h>
#include <modules/Materials.h>
#include <LuaTools.h>
#include <TileTypes.h>
#include <vector>
#include <cstdio>
#include <stack>
#include <string>
#include <cmath>
#include <string.h>
#include <VTableInterpose.h>
#include "df/graphic.h"
#include "df/building_siegeenginest.h"
#include "df/builtin_mats.h"
#include "df/world.h"
#include "df/buildings_other_id.h"
#include "df/job.h"
#include "df/building_drawbuffer.h"
#include "df/ui.h"
#include "df/viewscreen_dwarfmodest.h"
#include "df/ui_build_selector.h"
#include "df/flow_info.h"
#include "df/report.h"
#include "df/proj_itemst.h"
#include "df/unit.h"
#include "df/unit_soul.h"
#include "df/unit_skill.h"
#include "df/physical_attribute_type.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/caste_raw_flags.h"
#include "df/assumed_identity.h"
#include "df/game_mode.h"
#include "df/unit_misc_trait.h"
#include "df/job.h"
#include "df/job_item.h"
#include "df/item_actual.h"
#include "df/items_other_id.h"
#include "df/building_stockpilest.h"
#include "df/stockpile_links.h"
#include "df/workshop_profile.h"
#include "df/strain_type.h"
#include "df/material.h"
#include "df/flow_type.h"
#include "MiscUtils.h"
using std::vector;
using std::string;
using std::stack;
using namespace DFHack;
using namespace df::enums;
using df::global::gamemode;
using df::global::gps;
using df::global::world;
using df::global::ui;
using df::global::ui_build_selector;
using Screen::Pen;
DFHACK_PLUGIN("siege-engine");
/*
* Misc. utils
*/
typedef std::pair<df::coord, df::coord> coord_range;
static void set_range(coord_range *target, df::coord p1, df::coord p2)
{
if (!p1.isValid() || !p2.isValid())
{
*target = coord_range();
}
else
{
target->first.x = std::min(p1.x, p2.x);
target->first.y = std::min(p1.y, p2.y);
target->first.z = std::min(p1.z, p2.z);
target->second.x = std::max(p1.x, p2.x);
target->second.y = std::max(p1.y, p2.y);
target->second.z = std::max(p1.z, p2.z);
}
}
static bool is_range_valid(const coord_range &target)
{
return target.first.isValid() && target.second.isValid();
}
static bool is_in_range(const coord_range &target, df::coord pos)
{
return target.first.isValid() && target.second.isValid() &&
target.first.x <= pos.x && pos.x <= target.second.x &&
target.first.y <= pos.y && pos.y <= target.second.y &&
target.first.z <= pos.z && pos.z <= target.second.z;
}
static std::pair<int, int> get_engine_range(df::building_siegeenginest *bld)
{
if (bld->type == siegeengine_type::Ballista)
return std::make_pair(1, 200);
else
return std::make_pair(30, 100);
}
static void orient_engine(df::building_siegeenginest *bld, df::coord target)
{
int dx = target.x - bld->centerx;
int dy = target.y - bld->centery;
if (abs(dx) > abs(dy))
bld->facing = (dx > 0) ?
df::building_siegeenginest::Right :
df::building_siegeenginest::Left;
else
bld->facing = (dy > 0) ?
df::building_siegeenginest::Down :
df::building_siegeenginest::Up;
}
static int random_int(int val)
{
return int(int64_t(rand())*val/RAND_MAX);
}
static int point_distance(df::coord speed)
{
return std::max(abs(speed.x), std::max(abs(speed.y), abs(speed.z)));
}
inline void normalize(float &x, float &y, float &z)
{
float dist = sqrtf(x*x + y*y + z*z);
if (dist == 0.0f) return;
x /= dist; y /= dist; z /= dist;
}
static void random_direction(float &x, float &y, float &z)
{
float a, b, d;
for (;;) {
a = (rand() + 0.5f)*2.0f/RAND_MAX - 1.0f;
b = (rand() + 0.5f)*2.0f/RAND_MAX - 1.0f;
d = a*a + b*b;
if (d < 1.0f)
break;
}
float sq = sqrtf(1-d);
x = 2.0f*a*sq;
y = 2.0f*b*sq;
z = 1.0f - 2.0f*d;
}
static const int WEAR_TICKS = 806400;
static bool apply_impact_damage(df::item *item, int minv, int maxv)
{
MaterialInfo info(item);
if (!info.isValid())
{
item->setWear(3);
return false;
}
auto &strength = info.material->strength;
// Use random strain type excluding COMPRESSIVE (conveniently last)
int type = random_int(strain_type::COMPRESSIVE);
int power = minv + random_int(maxv-minv+1);
// High elasticity materials just bend
if (strength.strain_at_yield[type] >= 5000)
return true;
// Instant fracture?
int fracture = strength.fracture[type];
if (fracture <= power)
{
item->setWear(3);
return false;
}
// Impact within elastic strain range?
int yield = strength.yield[type];
if (yield > power)
return true;
// Can wear?
auto actual = virtual_cast<df::item_actual>(item);
if (!actual)
return false;
// Transform plastic deformation to wear
int max_wear = WEAR_TICKS * 4;
int cur_wear = WEAR_TICKS * actual->wear + actual->wear_timer;
cur_wear += int64_t(power - yield)*max_wear/(fracture - yield);
if (cur_wear >= max_wear)
{
actual->wear = 3;
return false;
}
else
{
actual->wear = cur_wear / WEAR_TICKS;
actual->wear_timer = cur_wear % WEAR_TICKS;
return true;
}
}
/*
* Configuration object
*/
static bool enable_plugin();
struct EngineInfo {
int id;
df::building_siegeenginest *bld;
df::coord center;
coord_range building_rect;
bool is_catapult;
int proj_speed, hit_delay;
std::pair<int, int> fire_range;
coord_range target;
df::job_item_vector_id ammo_vector_id;
df::item_type ammo_item_type;
int operator_id, operator_frame;
std::set<int> stockpiles;
df::stockpile_links links;
df::workshop_profile profile;
bool hasTarget() { return is_range_valid(target); }
bool onTarget(df::coord pos) { return is_in_range(target, pos); }
df::coord getTargetSize() { return target.second - target.first; }
bool isInRange(int dist) {
return dist >= fire_range.first && dist <= fire_range.second;
}
};
static std::map<df::building*, EngineInfo*> engines;
static std::map<df::coord, df::building*> coord_engines;
static EngineInfo *find_engine(df::building *bld, bool create = false)
{
auto ebld = strict_virtual_cast<df::building_siegeenginest>(bld);
if (!ebld)
return NULL;
auto &obj = engines[bld];
if (obj)
{
obj->bld = ebld;
return obj;
}
if (!create)
return NULL;
obj = new EngineInfo();
obj->id = bld->id;
obj->bld = ebld;
obj->center = df::coord(bld->centerx, bld->centery, bld->z);
obj->building_rect = coord_range(
df::coord(bld->x1, bld->y1, bld->z),
df::coord(bld->x2, bld->y2, bld->z)
);
obj->is_catapult = (ebld->type == siegeengine_type::Catapult);
obj->proj_speed = 2;
obj->hit_delay = obj->is_catapult ? 2 : -1;
obj->fire_range = get_engine_range(ebld);
obj->ammo_vector_id = job_item_vector_id::BOULDER;
obj->ammo_item_type = item_type::BOULDER;
obj->operator_id = obj->operator_frame = -1;
coord_engines[obj->center] = bld;
return obj;
}
static EngineInfo *find_engine(lua_State *L, int idx, bool create = false, bool silent = false)
{
auto bld = Lua::CheckDFObject<df::building_siegeenginest>(L, idx);
auto engine = find_engine(bld, create);
if (!engine && !silent)
luaL_error(L, "no such engine");
return engine;
}
static EngineInfo *find_engine(df::coord pos)
{
auto engine = find_engine(coord_engines[pos]);
if (engine)
{
auto bld0 = df::building::find(engine->id);
auto bld = strict_virtual_cast<df::building_siegeenginest>(bld0);
if (!bld)
return NULL;
engine->bld = bld;
}
return engine;
}
/*
* Configuration management
*/
static void clear_engines()
{
for (auto it = engines.begin(); it != engines.end(); ++it)
delete it->second;
engines.clear();
coord_engines.clear();
}
static void load_engines()
{
clear_engines();
std::vector<PersistentDataItem> vec;
World::GetPersistentData(&vec, "siege-engine/target/", true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
auto engine = find_engine(df::building::find(it->ival(0)), true);
if (!engine) continue;
engine->target.first = df::coord(it->ival(1), it->ival(2), it->ival(3));
engine->target.second = df::coord(it->ival(4), it->ival(5), it->ival(6));
}
World::GetPersistentData(&vec, "siege-engine/ammo/", true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
auto engine = find_engine(df::building::find(it->ival(0)), true);
if (!engine) continue;
engine->ammo_vector_id = (df::job_item_vector_id)it->ival(1);
engine->ammo_item_type = (df::item_type)it->ival(2);
}
World::GetPersistentData(&vec, "siege-engine/stockpiles/", true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
auto engine = find_engine(df::building::find(it->ival(0)), true);
if (!engine)
continue;
auto pile = df::building::find(it->ival(1));
if (!pile || pile->getType() != building_type::Stockpile)
{
World::DeletePersistentData(*it);
continue;;
}
engine->stockpiles.insert(it->ival(1));
}
World::GetPersistentData(&vec, "siege-engine/profiles/", true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
auto engine = find_engine(df::building::find(it->ival(0)), true);
if (!engine) continue;
engine->profile.min_level = it->ival(1);
engine->profile.max_level = it->ival(2);
}
World::GetPersistentData(&vec, "siege-engine/profile-workers/", true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
auto engine = find_engine(df::building::find(it->ival(0)), true);
if (!engine)
continue;
auto unit = df::unit::find(it->ival(1));
if (!unit || !Units::isCitizen(unit))
{
World::DeletePersistentData(*it);
continue;
}
engine->profile.permitted_workers.push_back(it->ival(1));
}
}
static int getTargetArea(lua_State *L)
{
auto engine = find_engine(L, 1, false, true);
if (engine && engine->hasTarget())
{
Lua::Push(L, engine->target.first);
Lua::Push(L, engine->target.second);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
return 2;
}
static void clearTargetArea(df::building_siegeenginest *bld)
{
CHECK_NULL_POINTER(bld);
if (auto engine = find_engine(bld))
engine->target = coord_range();
auto key = stl_sprintf("siege-engine/target/%d", bld->id);
World::DeletePersistentData(World::GetPersistentData(key));
}
static bool setTargetArea(df::building_siegeenginest *bld, df::coord target_min, df::coord target_max)
{
CHECK_NULL_POINTER(bld);
CHECK_INVALID_ARGUMENT(target_min.isValid() && target_max.isValid());
if (!enable_plugin())
return false;
auto key = stl_sprintf("siege-engine/target/%d", bld->id);
auto entry = World::GetPersistentData(key, NULL);
if (!entry.isValid())
return false;
auto engine = find_engine(bld, true);
set_range(&engine->target, target_min, target_max);
entry.ival(0) = bld->id;
entry.ival(1) = engine->target.first.x;
entry.ival(2) = engine->target.first.y;
entry.ival(3) = engine->target.first.z;
entry.ival(4) = engine->target.second.x;
entry.ival(5) = engine->target.second.y;
entry.ival(6) = engine->target.second.z;
df::coord sum = target_min + target_max;
orient_engine(bld, df::coord(sum.x/2, sum.y/2, sum.z/2));
return true;
}
static int getAmmoItem(lua_State *L)
{
auto engine = find_engine(L, 1, false, true);
if (!engine)
Lua::Push(L, item_type::BOULDER);
else
Lua::Push(L, engine->ammo_item_type);
return 1;
}
static int setAmmoItem(lua_State *L)
{
if (!enable_plugin())
return 0;
auto engine = find_engine(L, 1, true);
auto item_type = (df::item_type)luaL_optint(L, 2, item_type::BOULDER);
if (!is_valid_enum_item(item_type))
luaL_argerror(L, 2, "invalid item type");
auto key = stl_sprintf("siege-engine/ammo/%d", engine->id);
auto entry = World::GetPersistentData(key, NULL);
if (!entry.isValid())
return 0;
engine->ammo_vector_id = job_item_vector_id::IN_PLAY;
engine->ammo_item_type = item_type;
FOR_ENUM_ITEMS(job_item_vector_id, id)
{
auto other = ENUM_ATTR(job_item_vector_id, other, id);
auto type = ENUM_ATTR(items_other_id, item, other);
if (type == item_type)
{
engine->ammo_vector_id = id;
break;
}
}
entry.ival(0) = engine->id;
entry.ival(1) = engine->ammo_vector_id;
entry.ival(2) = engine->ammo_item_type;
lua_pushboolean(L, true);
return 1;
}
static void forgetStockpileLink(EngineInfo *engine, int pile_id)
{
engine->stockpiles.erase(pile_id);
auto key = stl_sprintf("siege-engine/stockpiles/%d/%d", engine->id, pile_id);
World::DeletePersistentData(World::GetPersistentData(key));
}
static void update_stockpile_links(EngineInfo *engine)
{
engine->links.take_from_pile.clear();
for (auto it = engine->stockpiles.begin(); it != engine->stockpiles.end(); )
{
int id = *it; ++it;
auto pile = df::building::find(id);
if (!pile || pile->getType() != building_type::Stockpile)
forgetStockpileLink(engine, id);
else
// The vector is sorted, but we are iterating through a sorted set
engine->links.take_from_pile.push_back(pile);
}
}
static int getStockpileLinks(lua_State *L)
{
auto engine = find_engine(L, 1, false, true);
if (!engine || engine->stockpiles.empty())
return 0;
update_stockpile_links(engine);
auto &links = engine->links.take_from_pile;
lua_createtable(L, links.size(), 0);
for (size_t i = 0; i < links.size(); i++)
{
Lua::Push(L, links[i]);
lua_rawseti(L, -2, i+1);
}
return 1;
}
static bool isLinkedToPile(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
CHECK_NULL_POINTER(bld);
CHECK_NULL_POINTER(pile);
auto engine = find_engine(bld);
return engine && engine->stockpiles.count(pile->id);
}
static bool addStockpileLink(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
CHECK_NULL_POINTER(bld);
CHECK_NULL_POINTER(pile);
if (!enable_plugin())
return false;
auto key = stl_sprintf("siege-engine/stockpiles/%d/%d", bld->id, pile->id);
auto entry = World::GetPersistentData(key, NULL);
if (!entry.isValid())
return false;
auto engine = find_engine(bld, true);
entry.ival(0) = bld->id;
entry.ival(1) = pile->id;
engine->stockpiles.insert(pile->id);
return true;
}
static bool removeStockpileLink(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
CHECK_NULL_POINTER(bld);
CHECK_NULL_POINTER(pile);
if (auto engine = find_engine(bld))
{
forgetStockpileLink(engine, pile->id);
return true;
}
return false;
}
static df::workshop_profile *saveWorkshopProfile(df::building_siegeenginest *bld)
{
CHECK_NULL_POINTER(bld);
if (!enable_plugin())
return NULL;
// Save skill limits
auto key = stl_sprintf("siege-engine/profiles/%d", bld->id);
auto entry = World::GetPersistentData(key, NULL);
if (!entry.isValid())
return NULL;
auto engine = find_engine(bld, true);
entry.ival(0) = engine->id;
entry.ival(1) = engine->profile.min_level;
entry.ival(2) = engine->profile.max_level;
// Save worker list
std::vector<PersistentDataItem> vec;
auto &workers = engine->profile.permitted_workers;
key = stl_sprintf("siege-engine/profile-workers/%d", bld->id);
World::GetPersistentData(&vec, key, true);
for (auto it = vec.begin(); it != vec.end(); ++it)
{
if (linear_index(workers, it->ival(1)) < 0)
World::DeletePersistentData(*it);
}
for (size_t i = 0; i < workers.size(); i++)
{
key = stl_sprintf("siege-engine/profile-workers/%d/%d", bld->id, workers[i]);
entry = World::GetPersistentData(key, NULL);
if (!entry.isValid())
continue;
entry.ival(0) = engine->id;
entry.ival(1) = workers[i];
}
return &engine->profile;
}
static int getOperatorSkill(df::building_siegeenginest *bld, bool force = false)
{
CHECK_NULL_POINTER(bld);
auto engine = find_engine(bld);
if (!engine)
return 0;
if (engine->operator_id != -1 &&
(world->frame_counter - engine->operator_frame) <= 5)
{
auto op_unit = df::unit::find(engine->operator_id);
if (op_unit)
return Units::getEffectiveSkill(op_unit, job_skill::SIEGEOPERATE);
}
if (force)
{
color_ostream_proxy out(Core::getInstance().getConsole());
out.print("Forced siege operator search\n");
auto &active = world->units.active;
for (size_t i = 0; i < active.size(); i++)
if (active[i]->pos == engine->center && Units::isCitizen(active[i]))
return Units::getEffectiveSkill(active[i], job_skill::SIEGEOPERATE);
}
return 0;
}
/*
* Trajectory raytracing
*/
struct ProjectilePath {
static const int DEFAULT_FUDGE = 31;
df::coord origin, goal, target, fudge_delta;
int divisor, fudge_factor;
df::coord speed, direction;
ProjectilePath(df::coord origin, df::coord goal) :
origin(origin), goal(goal), fudge_factor(1)
{
fudge_delta = df::coord(0,0,0);
calc_line();
}
ProjectilePath(df::coord origin, df::coord goal, df::coord delta, int factor) :
origin(origin), goal(goal), fudge_delta(delta), fudge_factor(factor)
{
calc_line();
}
ProjectilePath(df::coord origin, df::coord goal, float zdelta, int factor = DEFAULT_FUDGE) :
origin(origin), goal(goal), fudge_factor(factor)
{
fudge_delta = df::coord(0,0,int(factor * zdelta));
calc_line();
}
void calc_line()
{
speed = goal - origin;
speed.x *= fudge_factor;
speed.y *= fudge_factor;
speed.z *= fudge_factor;
speed = speed + fudge_delta;
target = origin + speed;
divisor = point_distance(speed);
if (divisor <= 0) divisor = 1;
direction = df::coord(speed.x>=0?1:-1,speed.y>=0?1:-1,speed.z>=0?1:-1);
}
df::coord operator[] (int i) const
{
int div2 = divisor * 2;
int bias = divisor-1;
return origin + df::coord(
(2*speed.x*i + direction.x*bias)/div2,
(2*speed.y*i + direction.y*bias)/div2,
(2*speed.z*i + direction.z*bias)/div2
);
}
};
static ProjectilePath decode_path(lua_State *L, int idx, df::coord origin)
{
idx = lua_absindex(L, idx);
Lua::StackUnwinder frame(L);
df::coord goal;
lua_getfield(L, idx, "target");
Lua::CheckDFAssign(L, &goal, frame[1]);
lua_getfield(L, idx, "delta");
if (!lua_isnil(L, frame[2]))
{
lua_getfield(L, idx, "factor");
int factor = luaL_optnumber(L, frame[3], ProjectilePath::DEFAULT_FUDGE);
if (lua_isnumber(L, frame[2]))
return ProjectilePath(origin, goal, lua_tonumber(L, frame[2]), factor);
df::coord delta;
Lua::CheckDFAssign(L, &delta, frame[2]);
return ProjectilePath(origin, goal, delta, factor);
}
return ProjectilePath(origin, goal);
}
static int projPosAtStep(lua_State *L)
{
auto engine = find_engine(L, 1);
auto path = decode_path(L, 2, engine->center);
int step = luaL_checkint(L, 3);
Lua::Push(L, path[step]);
return 1;
}
static bool isPassableTile(df::coord pos)
{
auto ptile = Maps::getTileType(pos);
return !ptile || FlowPassable(*ptile);
}
static bool isTargetableTile(df::coord pos)
{
auto ptile = Maps::getTileType(pos);
return ptile && FlowPassable(*ptile) && !isOpenTerrain(*ptile);
}
static bool isTreeTile(df::coord pos)
{
auto ptile = Maps::getTileType(pos);
return ptile && tileShape(*ptile) == tiletype_shape::TREE;
}
static bool adjustToTarget(EngineInfo *engine, df::coord *pos)
{
if (isTargetableTile(*pos))
return true;
for (df::coord fudge = *pos;
fudge.z <= engine->target.second.z; fudge.z++)
{
if (!isTargetableTile(fudge))
continue;
*pos = fudge;
return true;
}
for (df::coord fudge = *pos;
fudge.z >= engine->target.first.z; fudge.z--)
{
if (!isTargetableTile(fudge))
continue;
*pos = fudge;
return true;
}
return false;
}
static int adjustToTarget(lua_State *L)
{
auto engine = find_engine(L, 1, true);
df::coord pos;
Lua::CheckDFAssign(L, &pos, 2);
bool ok = adjustToTarget(engine, &pos);
Lua::Push(L, pos);
Lua::Push(L, ok);
return 2;
}
static const char* const hit_type_names[] = {
"wall", "floor", "ceiling", "map_edge", "tree"
};
struct PathMetrics {
enum CollisionType {
Impassable,
Floor,
Ceiling,
MapEdge,
Tree
} hit_type;
int collision_step, collision_z_step;
int goal_step, goal_z_step, goal_distance;
bool hits() const { return collision_step > goal_step; }
PathMetrics(const ProjectilePath &path)
{
compute(path);
}
void compute(const ProjectilePath &path)
{
collision_step = goal_step = goal_z_step = 1000000;
collision_z_step = 0;
goal_distance = point_distance(path.origin - path.goal);
int step = 0;
df::coord prev_pos = path.origin;
for (;;) {
df::coord cur_pos = path[++step];
if (cur_pos == prev_pos)
break;
if (cur_pos.z == path.goal.z)
{
goal_z_step = std::min(step, goal_z_step);
if (cur_pos == path.goal)
goal_step = step;
}
if (!Maps::isValidTilePos(cur_pos))
{
hit_type = PathMetrics::MapEdge;
break;
}
if (!isPassableTile(cur_pos))
{
if (isTreeTile(cur_pos))
{
// The projectile code has a bug where it will
// hit a tree on the same tick as a Z level change.
if (cur_pos.z != prev_pos.z)
{
hit_type = Tree;
break;
}
}
else
{
hit_type = Impassable;
break;
}
}
if (cur_pos.z != prev_pos.z)
{
int top_z = std::max(prev_pos.z, cur_pos.z);
auto ptile = Maps::getTileType(cur_pos.x, cur_pos.y, top_z);
if (ptile && !LowPassable(*ptile))
{
hit_type = (cur_pos.z > prev_pos.z ? Ceiling : Floor);
break;
}
collision_z_step = step;
}
prev_pos = cur_pos;
}
collision_step = step;
}
};
enum TargetTileStatus {
TARGET_OK, TARGET_RANGE, TARGET_BLOCKED, TARGET_SEMIBLOCKED
};
static const char* const target_tile_type_names[] = {
"ok", "out_of_range", "blocked", "semi_blocked"
};
static TargetTileStatus calcTileStatus(EngineInfo *engine, const PathMetrics &raytrace)
{
if (raytrace.hits())
{
if (engine->isInRange(raytrace.goal_step))
return TARGET_OK;
else
return TARGET_RANGE;
}
else
return TARGET_BLOCKED;
}
static int projPathMetrics(lua_State *L)
{
auto engine = find_engine(L, 1);
auto path = decode_path(L, 2, engine->center);
PathMetrics info(path);
lua_createtable(L, 0, 7);
Lua::SetField(L, hit_type_names[info.hit_type], -1, "hit_type");
Lua::SetField(L, info.collision_step, -1, "collision_step");
Lua::SetField(L, info.collision_z_step, -1, "collision_z_step");
Lua::SetField(L, info.goal_distance, -1, "goal_distance");
if (info.goal_step < info.collision_step)
Lua::SetField(L, info.goal_step, -1, "goal_step");
if (info.goal_z_step < info.collision_step)
Lua::SetField(L, info.goal_z_step, -1, "goal_z_step");
Lua::SetField(L, target_tile_type_names[calcTileStatus(engine, info)], -1, "status");
return 1;
}
static TargetTileStatus calcTileStatus(EngineInfo *engine, df::coord target, float zdelta)
{
ProjectilePath path(engine->center, target, zdelta);
PathMetrics raytrace(path);
return calcTileStatus(engine, raytrace);
}
static TargetTileStatus calcTileStatus(EngineInfo *engine, df::coord target)
{
auto status = calcTileStatus(engine, target, 0.0f);
if (status == TARGET_BLOCKED)
{
if (calcTileStatus(engine, target, 0.5f) < TARGET_BLOCKED)
return TARGET_SEMIBLOCKED;
if (calcTileStatus(engine, target, -0.5f) < TARGET_BLOCKED)
return TARGET_SEMIBLOCKED;
}
return status;
}
static std::string getTileStatus(df::building_siegeenginest *bld, df::coord tile_pos)
{
auto engine = find_engine(bld, true);
if (!engine)
return "invalid";
return target_tile_type_names[calcTileStatus(engine, tile_pos)];
}
static void paintAimScreen(df::building_siegeenginest *bld, df::coord view, df::coord2d ltop, df::coord2d size)
{
auto engine = find_engine(bld, true);
CHECK_NULL_POINTER(engine);
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
df::coord tile_pos = view + df::coord(x,y,0);
if (is_in_range(engine->building_rect, tile_pos))
continue;
Pen cur_tile = Screen::readTile(ltop.x+x, ltop.y+y);
if (!cur_tile.valid())
continue;
int color;
switch (calcTileStatus(engine, tile_pos))
{
case TARGET_OK:
color = COLOR_GREEN;
break;
case TARGET_RANGE:
color = COLOR_CYAN;
break;
case TARGET_BLOCKED:
color = COLOR_RED;
break;
case TARGET_SEMIBLOCKED:
color = COLOR_BROWN;
break;
}
if (cur_tile.fg && cur_tile.ch != ' ')
{
cur_tile.fg = color;
cur_tile.bg = 0;
}
else
{
cur_tile.fg = 0;
cur_tile.bg = color;
}
cur_tile.bold = engine->onTarget(tile_pos);
if (cur_tile.tile)
cur_tile.tile_mode = Pen::CharColor;
Screen::paintTile(cur_tile, ltop.x+x, ltop.y+y);
}
}
}
/*
* Unit tracking
*/
static const float MAX_TIME = 1000000.0f;
struct UnitPath {
df::unit *unit;
std::map<float, df::coord> path;
struct Hit {
UnitPath *path;
df::coord pos;
int dist;
float time, lmargin, rmargin;
};
static std::map<df::unit*, UnitPath*> cache;
static UnitPath *get(df::unit *unit)
{
auto &cv = cache[unit];
if (!cv) cv = new UnitPath(unit);
return cv;
};
UnitPath(df::unit *unit) : unit(unit)
{
if (unit->flags1.bits.rider)
{
auto mount = df::unit::find(unit->relations.rider_mount_id);
if (mount)
{
path = get(mount)->path;
return;
}
}
df::coord pos = unit->pos;
df::coord dest = unit->path.dest;
auto &upath = unit->path.path;
if (dest.isValid() && !upath.x.empty())
{
float time = unit->counters.job_counter+0.5f;
float speed = Units::computeMovementSpeed(unit)/100.0f;
if (unit->counters.unconscious > 0)
time += unit->counters.unconscious;
for (size_t i = 0; i < upath.size(); i++)
{
df::coord new_pos = upath[i];
if (new_pos == pos)
continue;
float delay = speed;
if (new_pos.x != pos.x && new_pos.y != pos.y)
delay *= 362.0/256.0;
path[time] = pos;
pos = new_pos;
time += delay + 1;
}
}
path[MAX_TIME] = pos;
}
void get_margin(std::map<float,df::coord>::iterator &it, float time, float *lmargin, float *rmargin)
{
auto it2 = it;
*lmargin = (it == path.begin()) ? MAX_TIME : time - (--it2)->first;
*rmargin = (it->first == MAX_TIME) ? MAX_TIME : it->first - time;
}
df::coord posAtTime(float time, float *lmargin = NULL, float *rmargin = NULL)
{
CHECK_INVALID_ARGUMENT(time < MAX_TIME);
auto it = path.upper_bound(time);
if (lmargin)
get_margin(it, time, lmargin, rmargin);
return it->second;
}
bool findHits(EngineInfo *engine, std::vector<Hit> *hit_points, float bias)
{
df::coord origin = engine->center;
Hit info;
info.path = this;
for (auto it = path.begin(); it != path.end(); ++it)
{
info.pos = it->second;
info.dist = point_distance(origin - info.pos);
info.time = float(info.dist)*(engine->proj_speed+1) + engine->hit_delay + bias;
get_margin(it, info.time, &info.lmargin, &info.rmargin);
if (info.lmargin > 0 && info.rmargin > 0)
{
if (engine->onTarget(info.pos) && engine->isInRange(info.dist))
hit_points->push_back(info);
}
}
return !hit_points->empty();
}
};
std::map<df::unit*, UnitPath*> UnitPath::cache;
static void push_margin(lua_State *L, float margin)
{
if (margin == MAX_TIME)
lua_pushnil(L);
else
lua_pushnumber(L, margin);
}
static int traceUnitPath(lua_State *L)
{
auto unit = Lua::CheckDFObject<df::unit>(L, 1);
CHECK_NULL_POINTER(unit);
size_t idx = 1;
auto info = UnitPath::get(unit);
lua_createtable(L, info->path.size(), 0);
float last_time = 0.0f;
for (auto it = info->path.begin(); it != info->path.end(); ++it)
{
Lua::Push(L, it->second);
if (idx > 1)
{
lua_pushnumber(L, last_time);
lua_setfield(L, -2, "from");
}
if (idx < info->path.size())
{
lua_pushnumber(L, it->first);
lua_setfield(L, -2, "to");
}
lua_rawseti(L, -2, idx++);
last_time = it->first;
}
return 1;
}
static int unitPosAtTime(lua_State *L)
{
auto unit = Lua::CheckDFObject<df::unit>(L, 1);
float time = luaL_checknumber(L, 2);
CHECK_NULL_POINTER(unit);
float lmargin, rmargin;
auto info = UnitPath::get(unit);
Lua::Push(L, info->posAtTime(time, &lmargin, &rmargin));
push_margin(L, lmargin);
push_margin(L, rmargin);
return 3;
}
static bool canTargetUnit(df::unit *unit)
{
CHECK_NULL_POINTER(unit);
if (unit->flags1.bits.dead ||
unit->flags3.bits.ghostly ||
unit->flags1.bits.caged ||
unit->flags1.bits.hidden_in_ambush)
return false;
return true;
}
static void proposeUnitHits(EngineInfo *engine, std::vector<UnitPath::Hit> *hits, float bias)
{
auto &active = world->units.active;
for (size_t i = 0; i < active.size(); i++)
{
auto unit = active[i];
if (!canTargetUnit(unit))
continue;
UnitPath::get(unit)->findHits(engine, hits, bias);
}
}
static int proposeUnitHits(lua_State *L)
{
auto engine = find_engine(L, 1);
float bias = luaL_optnumber(L, 2, 0);
if (!engine->hasTarget())
luaL_error(L, "target not set");
std::vector<UnitPath::Hit> hits;
proposeUnitHits(engine, &hits, bias);
lua_createtable(L, hits.size(), 0);
for (size_t i = 0; i < hits.size(); i++)
{
auto &hit = hits[i];
lua_createtable(L, 0, 6);
Lua::SetField(L, hit.path->unit, -1, "unit");
Lua::SetField(L, hit.pos, -1, "pos");
Lua::SetField(L, hit.dist, -1, "dist");
Lua::SetField(L, hit.time, -1, "time");
push_margin(L, hit.lmargin); lua_setfield(L, -2, "lmargin");
push_margin(L, hit.rmargin); lua_setfield(L, -2, "rmargin");
lua_rawseti(L, -2, i+1);
}
return 1;
}
static int computeNearbyWeight(lua_State *L)
{
auto engine = find_engine(L, 1);
luaL_checktype(L, 2, LUA_TTABLE);
luaL_checktype(L, 3, LUA_TTABLE);
const char *fname = luaL_optstring(L, 4, "nearby_weight");
std::vector<UnitPath*> units;
std::vector<float> weights;
lua_pushnil(L);
while (lua_next(L, 3))
{
df::unit *unit;
if (lua_isnumber(L, -2))
unit = df::unit::find(lua_tointeger(L, -2));
else
unit = Lua::CheckDFObject<df::unit>(L, -2);
if (!unit)
continue;
units.push_back(UnitPath::get(unit));
weights.push_back(lua_tonumber(L, -1));
lua_pop(L, 1);
}
lua_pushnil(L);
while (lua_next(L, 2))
{
Lua::StackUnwinder frame(L, 1);
lua_getfield(L, frame[1], "unit");
df::unit *unit = Lua::CheckDFObject<df::unit>(L, -1);
lua_getfield(L, frame[1], "time");
float time = luaL_checknumber(L, lua_gettop(L));
df::coord pos;
lua_getfield(L, frame[1], "pos");
if (lua_isnil(L, -1))
{
if (!unit) luaL_error(L, "either unit or pos is required");
pos = UnitPath::get(unit)->posAtTime(time);
}
else
Lua::CheckDFAssign(L, &pos, -1);
float sum = 0.0f;
for (size_t i = 0; i < units.size(); i++)
{
if (units[i]->unit == unit)
continue;
auto diff = units[i]->posAtTime(time) - pos;
float dist = 1 + sqrtf(diff.x*diff.x + diff.y*diff.y + diff.z*diff.z);
sum += weights[i]/(dist*dist);
}
lua_pushnumber(L, sum);
lua_setfield(L, frame[1], fname);
}
return 0;
}
/*
* Projectile hook
*/
static const int offsets[8][2] = {
{ -1, -1 }, { 0, -1 }, { 1, -1 },
{ -1, 0 }, { 1, 0 },
{ -1, 1 }, { 0, 1 }, { 1, 1 }
};
struct projectile_hook : df::proj_itemst {
typedef df::proj_itemst interpose_base;
void aimAtPoint(EngineInfo *engine, const ProjectilePath &path)
{
target_pos = path.target;
// Debug
Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTMAGENTA;
PathMetrics raytrace(path);
// Materialize map blocks, or the projectile will crash into them
for (int i = 0; i < raytrace.collision_step; i++)
Maps::ensureTileBlock(path[i]);
// Find valid hit point for catapult stones
if (flags.bits.high_flying)
{
if (raytrace.hits())
fall_threshold = raytrace.goal_step;
else
fall_threshold = (raytrace.collision_z_step+raytrace.collision_step-1)/2;
while (fall_threshold < raytrace.collision_step-1)
{
if (isTargetableTile(path[fall_threshold]))
break;
fall_threshold++;
}
}
fall_threshold = std::max(fall_threshold, engine->fire_range.first);
fall_threshold = std::min(fall_threshold, engine->fire_range.second);
}
void aimAtPoint(EngineInfo *engine, int skill, const ProjectilePath &path)
{
df::coord fail_target = path.goal;
orient_engine(engine->bld, path.goal);
// Debug
Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTRED;
// Dabbling always hit in 7x7 area
if (skill < skill_rating::Novice)
{
fail_target.x += random_int(7)-3;
fail_target.y += random_int(7)-3;
aimAtPoint(engine, ProjectilePath(path.origin, fail_target));
return;
}
// Exact hit chance
float hit_chance = 1.04f - powf(0.8f, skill);
if (float(rand())/RAND_MAX < hit_chance)
{
aimAtPoint(engine, path);
return;
}
// Otherwise perturb
if (skill <= skill_rating::Proficient)
{
// 5x5
fail_target.x += random_int(5)-2;
fail_target.y += random_int(5)-2;
}
else
{
// 3x3
int idx = random_int(8);
fail_target.x += offsets[idx][0];
fail_target.y += offsets[idx][1];
}
ProjectilePath fail(path.origin, fail_target, path.fudge_delta, path.fudge_factor);
aimAtPoint(engine, fail);
}
void aimAtArea(EngineInfo *engine, int skill)
{
df::coord target, last_passable;
df::coord tbase = engine->target.first;
df::coord tsize = engine->getTargetSize();
bool success = false;
for (int i = 0; i < 50; i++)
{
target = tbase + df::coord(
random_int(tsize.x), random_int(tsize.y), random_int(tsize.z)
);
if (adjustToTarget(engine, &target))
last_passable = target;
else
continue;
ProjectilePath path(engine->center, target, engine->is_catapult ? 0.5f : 0.0f);
PathMetrics raytrace(path);
if (raytrace.hits() && engine->isInRange(raytrace.goal_step))
{
aimAtPoint(engine, skill, path);
return;
}
}
if (!last_passable.isValid())
last_passable = target;
aimAtPoint(engine, skill, ProjectilePath(engine->center, last_passable));
}
static int safeAimProjectile(lua_State *L)
{
color_ostream &out = *Lua::GetOutput(L);
auto proj = (projectile_hook*)lua_touserdata(L, 1);
auto engine = (EngineInfo*)lua_touserdata(L, 2);
int skill = lua_tointeger(L, 3);
if (!Lua::PushModulePublic(out, L, "plugins.siege-engine", "doAimProjectile"))
luaL_error(L, "Projectile aiming AI not available");
Lua::PushDFObject(L, engine->bld);
Lua::Push(L, proj->item);
Lua::Push(L, engine->target.first);
Lua::Push(L, engine->target.second);
Lua::Push(L, skill);
lua_call(L, 5, 1);
if (lua_isnil(L, -1))
proj->aimAtArea(engine, skill);
else
proj->aimAtPoint(engine, skill, decode_path(L, -1, engine->center));
return 0;
}
void doCheckMovement()
{
if (flags.bits.parabolic || distance_flown != 0 ||
fall_counter != fall_delay || item == NULL)
return;
auto engine = find_engine(origin_pos);
if (!engine || !engine->hasTarget())
return;
auto L = Lua::Core::State;
CoreSuspendClaimer suspend;
color_ostream_proxy out(Core::getInstance().getConsole());
int skill = getOperatorSkill(engine->bld, true);
// Dabbling can't aim
if (skill < skill_rating::Novice)
aimAtArea(engine, skill);
else
{
lua_pushcfunction(L, safeAimProjectile);
lua_pushlightuserdata(L, this);
lua_pushlightuserdata(L, engine);
lua_pushinteger(L, skill);
if (!Lua::Core::SafeCall(out, 3, 0))
aimAtArea(engine, skill);
}
switch (item->getType())
{
case item_type::CAGE:
flags.bits.bouncing = false;
break;
case item_type::BIN:
case item_type::BARREL:
flags.bits.bouncing = false;
break;
default:
break;
}
}
void doLaunchContents()
{
// Translate cartoon flight speed to parabolic
float speed = 100000.0f / (fall_delay + 1);
int min_zspeed = (fall_delay+1)*4900;
float bonus = 1.0f + 0.1f*(origin_pos.z -cur_pos.z);
bonus *= 1.0f + (distance_flown - 60) / 200.0f;
speed *= bonus;
// Flight direction vector
df::coord dist = target_pos - origin_pos;
float vx = dist.x, vy = dist.y, vz = fabs((float)dist.z);
normalize(vx, vy, vz);
int start_z = 0;
// Start at tile top, if hit a wall
ProjectilePath path(origin_pos, target_pos);
auto next_pos = path[distance_flown+1];
if (next_pos.z == cur_pos.z && !isPassableTile(next_pos))
start_z = 49000;
bool forbid_ammo = DF_GLOBAL_VALUE(standing_orders_forbid_used_ammo, false);
MapExtras::MapCache mc;
std::vector<df::item*> contents;
Items::getContainedItems(item, &contents);
for (size_t i = 0; i < contents.size(); i++)
{
auto child = contents[i];
if (forbid_ammo)
child->flags.bits.forbid = true;
// Liquids are vaporized so that they cover nearby units
if (child->isLiquid())
{
auto flow = Maps::spawnFlow(
cur_pos,
flow_type::MaterialVapor,
child->getMaterial(), child->getMaterialIndex(),
100
);
// should it leave a puddle too?..
if (flow && Items::remove(mc, child))
continue;
}
auto proj = Items::makeProjectile(mc, child);
if (!proj) continue;
bool keep = apply_impact_damage(child, 50000, int(250000*bonus));
proj->flags.bits.no_impact_destroy = keep;
//proj->flags.bits.bouncing = true;
proj->flags.bits.piercing = true;
proj->flags.bits.parabolic = true;
proj->flags.bits.unk9 = true;
proj->flags.bits.no_collide = true;
proj->pos_z = start_z;
float sx, sy, sz;
random_direction(sx, sy, sz);
sx += vx*0.7; sy += vy*0.7; sz += vz*0.7;
if (sz < 0) sz = -sz;
normalize(sx, sy, sz);
proj->speed_x = int(speed * sx);
proj->speed_y = int(speed * sy);
proj->speed_z = std::max(min_zspeed, int(speed * sz));
}
}
DEFINE_VMETHOD_INTERPOSE(bool, checkMovement, ())
{
if (flags.bits.high_flying || flags.bits.piercing)
doCheckMovement();
return INTERPOSE_NEXT(checkMovement)();
}
DEFINE_VMETHOD_INTERPOSE(bool, checkImpact, (bool no_damage_floor))
{
if (!flags.bits.has_hit_ground && !flags.bits.parabolic &&
flags.bits.high_flying && !flags.bits.bouncing &&
!flags.bits.no_impact_destroy && target_pos != origin_pos &&
item && item->flags.bits.container)
{
doLaunchContents();
}
return INTERPOSE_NEXT(checkImpact)(no_damage_floor);
}
};
IMPLEMENT_VMETHOD_INTERPOSE(projectile_hook, checkMovement);
IMPLEMENT_VMETHOD_INTERPOSE(projectile_hook, checkImpact);
/*
* Building hook
*/
struct building_hook : df::building_siegeenginest {
typedef df::building_siegeenginest interpose_base;
DEFINE_VMETHOD_INTERPOSE(df::workshop_profile*, getWorkshopProfile, ())
{
if (auto engine = find_engine(this))
return &engine->profile;
return INTERPOSE_NEXT(getWorkshopProfile)();
}
DEFINE_VMETHOD_INTERPOSE(df::stockpile_links*, getStockpileLinks, ())
{
if (auto engine = find_engine(this))
{
update_stockpile_links(engine);
return &engine->links;
}
return INTERPOSE_NEXT(getStockpileLinks)();
}
DEFINE_VMETHOD_INTERPOSE(void, updateAction, ())
{
INTERPOSE_NEXT(updateAction)();
if (jobs.empty())
return;
if (auto engine = find_engine(this))
{
auto job = jobs[0];
bool save_op = false;
switch (job->job_type)
{
case job_type::LoadCatapult:
if (!job->job_items.empty())
{
auto item = job->job_items[0];
item->item_type = engine->ammo_item_type;
item->vector_id = engine->ammo_vector_id;
switch (item->item_type)
{
case item_type::NONE:
case item_type::BOULDER:
case item_type::BLOCKS:
item->mat_type = 0;
break;
case item_type::BIN:
case item_type::BARREL:
item->mat_type = -1;
// A hack to make it take objects assigned to stockpiles.
// Since reaction_id is not set, the actual value is not used.
item->contains.resize(1);
break;
default:
item->mat_type = -1;
break;
}
}
// fallthrough
case job_type::LoadBallista:
case job_type::FireCatapult:
case job_type::FireBallista:
if (auto worker = Job::getWorker(job))
{
engine->operator_id = worker->id;
engine->operator_frame = world->frame_counter;
}
break;
default:
break;
}
}
}
};
IMPLEMENT_VMETHOD_INTERPOSE(building_hook, getWorkshopProfile);
IMPLEMENT_VMETHOD_INTERPOSE(building_hook, getStockpileLinks);
IMPLEMENT_VMETHOD_INTERPOSE(building_hook, updateAction);
/*
* Initialization
*/
DFHACK_PLUGIN_LUA_FUNCTIONS {
DFHACK_LUA_FUNCTION(clearTargetArea),
DFHACK_LUA_FUNCTION(setTargetArea),
DFHACK_LUA_FUNCTION(isLinkedToPile),
DFHACK_LUA_FUNCTION(addStockpileLink),
DFHACK_LUA_FUNCTION(removeStockpileLink),
DFHACK_LUA_FUNCTION(saveWorkshopProfile),
DFHACK_LUA_FUNCTION(getTileStatus),
DFHACK_LUA_FUNCTION(paintAimScreen),
DFHACK_LUA_FUNCTION(canTargetUnit),
DFHACK_LUA_FUNCTION(isPassableTile),
DFHACK_LUA_FUNCTION(isTreeTile),
DFHACK_LUA_FUNCTION(isTargetableTile),
DFHACK_LUA_END
};
DFHACK_PLUGIN_LUA_COMMANDS {
DFHACK_LUA_COMMAND(getTargetArea),
DFHACK_LUA_COMMAND(getAmmoItem),
DFHACK_LUA_COMMAND(setAmmoItem),
DFHACK_LUA_COMMAND(getStockpileLinks),
DFHACK_LUA_COMMAND(projPosAtStep),
DFHACK_LUA_COMMAND(projPathMetrics),
DFHACK_LUA_COMMAND(adjustToTarget),
DFHACK_LUA_COMMAND(traceUnitPath),
DFHACK_LUA_COMMAND(unitPosAtTime),
DFHACK_LUA_COMMAND(proposeUnitHits),
DFHACK_LUA_COMMAND(computeNearbyWeight),
DFHACK_LUA_END
};
static bool is_enabled = false;
static void enable_hooks(bool enable)
{
is_enabled = enable;
INTERPOSE_HOOK(projectile_hook, checkMovement).apply(enable);
INTERPOSE_HOOK(projectile_hook, checkImpact).apply(enable);
INTERPOSE_HOOK(building_hook, getWorkshopProfile).apply(enable);
INTERPOSE_HOOK(building_hook, getStockpileLinks).apply(enable);
INTERPOSE_HOOK(building_hook, updateAction).apply(enable);
if (enable)
load_engines();
else
clear_engines();
}
static bool enable_plugin()
{
if (is_enabled)
return true;
auto entry = World::GetPersistentData("siege-engine/enabled", NULL);
if (!entry.isValid())
return false;
enable_hooks(true);
return true;
}
static void clear_caches(color_ostream &out)
{
if (!UnitPath::cache.empty())
{
for (auto it = UnitPath::cache.begin(); it != UnitPath::cache.end(); ++it)
delete it->second;
UnitPath::cache.clear();
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
if (!gamemode || *gamemode == game_mode::DWARF)
{
bool enable = World::GetPersistentData("siege-engine/enabled").isValid();
if (enable)
{
out.print("Enabling the siege engine plugin.\n");
enable_hooks(true);
}
else
enable_hooks(false);
}
break;
case SC_MAP_UNLOADED:
enable_hooks(false);
break;
default:
break;
}
return CR_OK;
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
if (Core::getInstance().isMapLoaded())
plugin_onstatechange(out, SC_MAP_LOADED);
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
enable_hooks(false);
return CR_OK;
}
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
clear_caches(out);
return CR_OK;
}