dfhack/plugins/embark-assistant/defs.h

414 lines
14 KiB
C++

#pragma once
#include <array>
#include <string>
#include <vector>
#include "df/biome_type.h"
#include "df/world_region_type.h"
using namespace std;
using std::array;
using std::ostringstream;
using std::string;
using std::vector;
#define fileresult_file_name "./data/init/embark_assistant_fileresult.txt"
namespace embark_assist {
namespace defs {
// Survey types
//
enum class river_sizes : int8_t {
None,
Brook,
Stream,
Minor,
Medium,
Major
};
const uint8_t Clear_Aquifer_Bits = 0;
const uint8_t None_Aquifer_Bit = 1;
const uint8_t Light_Aquifer_Bit = 2;
const uint8_t Heavy_Aquifer_Bit = 4;
namespace directions {
enum directions {
Northwest,
North,
Northeast,
West,
Center,
East,
Southwest,
South,
Southeast
};
};
namespace offset_directions {
enum offset_directions {
NA, // 0 isn't used for offsets
Southwest,
South,
Southeast,
West,
Center,
East,
Northwest,
North,
Northeast
};
};
enum class tree_levels : int8_t {
None,
Very_Scarce,
Scarce,
Woodland,
Heavily_Forested
};
struct mid_level_tile {
uint8_t aquifer = Clear_Aquifer_Bits;
bool clay = false;
bool sand = false;
bool flux = false;
bool coal = false;
int8_t soil_depth;
int8_t offset;
int16_t elevation;
river_sizes river_size = river_sizes::None;
int16_t river_elevation = 100;
int8_t adamantine_level; // -1 = none, 0 .. 3 = cavern 1 .. magma sea. Currently not used beyond present/absent.
int8_t magma_level; // -1 = none, 0 .. 3 = cavern 3 .. surface/volcano
int8_t biome_offset;
tree_levels trees;
uint8_t savagery_level; // 0 - 2
uint8_t evilness_level; // 0 - 2
std::vector<bool> metals;
std::vector<bool> economics;
std::vector<bool> minerals;
};
typedef std::array<std::array<mid_level_tile, 16>, 16> mid_level_tiles;
struct region_tile_datum {
bool surveyed = false;
bool survey_completed = false;
bool neighboring_clay = false; // These elements are updated after the survey by checking if there are any border MLTs in neighboring tiles that
bool neighboring_sand = false; // provide the resource through an incursion.
bool neighboring_biomes[ENUM_LAST_ITEM(biome_type) + 1];
bool neighboring_region_types[ENUM_LAST_ITEM(world_region_type) + 1];
bool neighboring_savagery[3];
bool neighboring_evilness[3];
uint8_t aquifer = Clear_Aquifer_Bits;
uint16_t clay_count = 0;
uint16_t sand_count = 0;
uint16_t flux_count = 0;
uint16_t coal_count = 0;
uint8_t min_region_soil = 10;
uint8_t max_region_soil = 0;
uint8_t max_waterfall = 0;
river_sizes min_river_size = river_sizes::None; // The smallest actual river size, with none only if no rivers exist.
river_sizes max_river_size = river_sizes::None;
int16_t biome_index[10]; // Indexed through biome_offset; -1 = null, Index of region, [0] not used
int16_t biome[10]; // Indexed through biome_offset; -1 = null, df::biome_type, [0] not used
uint8_t biome_count;
int16_t min_temperature[10]; // Indexed through biome_offset; -30000 = null, Urists - 10000, [0] not used
int16_t max_temperature[10]; // Indexed through biome_offset; -30000 = null, Urists - 10000, [0] not used
tree_levels min_tree_level = embark_assist::defs::tree_levels::Heavily_Forested;
tree_levels max_tree_level = embark_assist::defs::tree_levels::None;
bool blood_rain[10];
bool blood_rain_possible;
bool blood_rain_full;
bool permanent_syndrome_rain[10];
bool permanent_syndrome_rain_possible;
bool permanent_syndrome_rain_full;
bool temporary_syndrome_rain[10];
bool temporary_syndrome_rain_possible;
bool temporary_syndrome_rain_full;
bool reanimating[10];
bool reanimating_possible;
bool reanimating_full;
bool thralling[10];
bool thralling_possible;
bool thralling_full;
uint16_t savagery_count[3];
uint16_t evilness_count[3];
std::vector<bool> metals;
std::vector<bool> economics;
std::vector<bool> minerals;
std::vector<int16_t> neighbors; // entity_raw indices
uint8_t necro_neighbors;
mid_level_tile north_row[16];
mid_level_tile south_row[16];
mid_level_tile west_column[16];
mid_level_tile east_column[16];
uint8_t north_corner_selection[16]; // 0 - 3. For some reason DF stores everything needed for incursion
uint8_t west_corner_selection[16]; // detection in 17:th row/colum data in the region details except
// this info, so we have to go to neighboring world tiles to fetch it.
df::world_region_type region_type[16][16]; // Required for incursion override detection. We could store only the
// edges, but storing it for every tile allows for a unified fetching
// logic.
int8_t north_row_biome_x[16]; // "biome_x" data cached for the northern row for access from the north.
int8_t west_column_biome_y[16]; // "biome_y" data cached for the western row for access from the west.
};
struct geo_datum {
uint8_t soil_size = 0;
bool top_soil_only = true;
bool top_soil_aquifer_only = true;
bool aquifer_absent = true;
bool clay_absent = true;
bool sand_absent = true;
bool flux_absent = true;
bool coal_absent = true;
std::vector<bool> possible_metals;
std::vector<bool> possible_economics;
std::vector<bool> possible_minerals;
};
typedef std::vector<geo_datum> geo_data;
struct sites {
uint8_t x;
uint8_t y;
char type;
};
struct site_infos {
bool incursions_processed;
uint8_t aquifer;
uint8_t min_soil;
uint8_t max_soil;
bool flat;
uint8_t max_waterfall;
bool clay;
bool sand;
bool flux;
bool coal;
bool blood_rain;
bool permanent_syndrome_rain;
bool temporary_syndrome_rain;
bool reanimating;
bool thralling;
std::vector<uint16_t> metals;
std::vector<uint16_t> economics;
std::vector<uint16_t> minerals;
// Could add savagery, evilness, and biomes, but DF provides those easily.
std::vector<int16_t> neighbors; // entity_raw indices
uint8_t necro_neighbors;
};
typedef std::vector<sites> site_lists;
typedef std::vector<std::vector<region_tile_datum>> world_tile_data;
typedef bool mlt_matches[16][16];
// An embark region match is indicated by marking the top left corner
// tile as a match. Thus, the bottom and right side won't show matches
// unless the appropriate dimension has a width of 1.
struct matches {
bool preliminary_match;
bool contains_match;
mlt_matches mlt_match;
};
typedef std::vector<std::vector<matches>> match_results;
// matcher types
//
enum class evil_savagery_values : int8_t {
NA = -1,
All,
Present,
Absent
};
enum class evil_savagery_ranges : int8_t {
Low,
Medium,
High
};
enum class aquifer_ranges : int8_t {
NA = -1,
None,
At_Most_Light,
None_Plus_Light,
None_Plus_At_Least_Light,
Light,
At_Least_Light,
None_Plus_Heavy,
At_Most_Light_Plus_Heavy,
Light_Plus_Heavy,
None_Light_Heavy,
Heavy
};
enum class river_ranges : int8_t {
NA = -1,
None,
Brook,
Stream,
Minor,
Medium,
Major
};
// For possible future use. That's the level of data actually collected.
// enum class adamantine_ranges : int8_t {
// NA = -1,
// Cavern_1,
// Cavern_2,
// Cavern_3,
// Magma_Sea
// };
enum class magma_ranges : int8_t {
NA = -1,
Cavern_3,
Cavern_2,
Cavern_1,
Volcano
};
enum class yes_no_ranges : int8_t {
NA = -1,
Yes,
No
};
enum class all_present_ranges : int8_t {
All,
Present
};
enum class present_absent_ranges : int8_t {
NA = -1,
Present,
Absent
};
enum class soil_ranges : int8_t {
NA = -1,
None,
Very_Shallow,
Shallow,
Deep,
Very_Deep
};
enum class syndrome_rain_ranges : int8_t {
NA = -1,
Any,
Permanent,
Temporary,
Not_Permanent,
None
};
enum class reanimation_ranges : int8_t {
NA = -1,
Both,
Any,
Thralling,
Reanimation,
Not_Thralling,
None
};
enum class freezing_ranges : int8_t {
NA = -1,
Permanent,
At_Least_Partial,
Partial,
At_Most_Partial,
Never
};
enum class tree_ranges : int8_t {
NA = -1,
None,
Very_Scarce, // DF dislays this with a different color but still the "scarce" text
Scarce,
Woodland,
Heavily_Forested
};
struct neighbor {
int16_t entity_raw; // entity_raw
present_absent_ranges present;
};
struct finders {
uint16_t x_dim;
uint16_t y_dim;
evil_savagery_values savagery[static_cast<int8_t>(evil_savagery_ranges::High) + 1];
evil_savagery_values evilness[static_cast<int8_t>(evil_savagery_ranges::High) + 1];
aquifer_ranges aquifer;
river_ranges min_river;
river_ranges max_river;
int8_t min_waterfall; // N/A(-1), Absent, 1-50
yes_no_ranges flat;
present_absent_ranges clay;
present_absent_ranges sand;
present_absent_ranges flux;
present_absent_ranges coal;
soil_ranges soil_min;
all_present_ranges soil_min_everywhere;
soil_ranges soil_max;
freezing_ranges freezing;
yes_no_ranges blood_rain; // Will probably blow up with the magic release arcs...
syndrome_rain_ranges syndrome_rain;
reanimation_ranges reanimation;
int8_t spire_count_min; // N/A(-1), 0-9
int8_t spire_count_max; // N/A(-1), 0-9
magma_ranges magma_min;
magma_ranges magma_max;
int8_t biome_count_min; // N/A(-1), 1-9
int8_t biome_count_max; // N/A(-1), 1-9
int8_t region_type_1; // N/A(-1), df::world_region_type
int8_t region_type_2; // N/A(-1), df::world_region_type
int8_t region_type_3; // N/A(-1), df::world_region_type
int8_t biome_1; // N/A(-1), df::biome_type
int8_t biome_2; // N/A(-1), df::biome_type
int8_t biome_3; // N/A(-1), df::biome_type
tree_ranges min_trees;
tree_ranges max_trees;
int16_t metal_1; // N/A(-1), 0-max_inorganic;
int16_t metal_2; // N/A(-1), 0-max_inorganic;
int16_t metal_3; // N/A(-1), 0-max_inorganic;
int16_t economic_1; // N/A(-1), 0-max_inorganic;
int16_t economic_2; // N/A(-1), 0-max_inorganic;
int16_t economic_3; // N/A(-1), 0-max_inorganic;
int16_t mineral_1; // N/A(-1), 0-max_inorganic;
int16_t mineral_2; // N/A(-1), 0-max_inorganic;
int16_t mineral_3; // N/A(-1), 0-max_inorganic;
int8_t min_necro_neighbors; // N/A(-1), 0 - 9, where 9 = 9+
int8_t max_necro_neighbors; // N/A(-1), 0 - 9, where 9 = 9+
int8_t min_civ_neighbors; // N/A(-1), 0 - 9, where 9 = 9+
int8_t max_civ_neighbors; // N/A(-1), 0 - 9, where 9 = 9+
std::vector<neighbor> neighbors;
};
struct match_iterators {
bool active;
uint16_t x; // x position of focus when iteration started so we can return it.
uint16_t y; // y
uint16_t i;
uint16_t k;
bool x_right;
bool y_down;
bool inhibit_x_turn;
bool inhibit_y_turn;
uint16_t target_location_x;
uint16_t target_location_y;
uint16_t count;
finders finder;
};
typedef void(*find_callbacks) (embark_assist::defs::finders finder);
}
}