638 lines
16 KiB
C++
638 lines
16 KiB
C++
#include "df/building_design.h"
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#include "df/building_doorst.h"
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#include "df/general_ref_building_holderst.h"
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#include "df/job_item.h"
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#include "df/ui_build_selector.h"
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#include "modules/Buildings.h"
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#include "modules/Gui.h"
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#include "modules/Job.h"
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#include "uicommon.h"
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#include "buildingplan-planner.h"
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#include "buildingplan-lib.h"
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static const std::string planned_building_persistence_key_v1 = "buildingplan/constraints";
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/*
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* ItemFilter
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*/
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ItemFilter::ItemFilter()
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{
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clear();
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}
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void ItemFilter::clear()
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{
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min_quality = df::item_quality::Ordinary;
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max_quality = df::item_quality::Masterful;
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decorated_only = false;
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clearMaterialMask();
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materials.clear();
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}
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bool ItemFilter::deserialize(PersistentDataItem &config)
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{
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clear();
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std::vector<std::string> tokens;
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split_string(&tokens, config.val(), "/");
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if (tokens.size() != 2)
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{
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debug("invalid ItemFilter serialization: '%s'", config.val().c_str());
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return false;
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}
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if (!deserializeMaterialMask(tokens[0]) || !deserializeMaterials(tokens[1]))
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return false;
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setMinQuality(config.ival(2) - 1);
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setMaxQuality(config.ival(4) - 1);
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decorated_only = config.ival(3) - 1;
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return true;
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}
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bool ItemFilter::deserializeMaterialMask(std::string ser)
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{
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if (ser.empty())
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return true;
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if (!parseJobMaterialCategory(&mat_mask, ser))
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{
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debug("invalid job material category serialization: '%s'", ser.c_str());
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return false;
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}
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return true;
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}
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bool ItemFilter::deserializeMaterials(std::string ser)
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{
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if (ser.empty())
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return true;
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std::vector<std::string> mat_names;
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split_string(&mat_names, ser, ",");
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for (auto m = mat_names.begin(); m != mat_names.end(); m++)
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{
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DFHack::MaterialInfo material;
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if (!material.find(*m) || !material.isValid())
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{
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debug("invalid material name serialization: '%s'", ser.c_str());
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return false;
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}
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materials.push_back(material);
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}
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return true;
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}
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void ItemFilter::serialize(PersistentDataItem &config) const
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{
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std::ostringstream ser;
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ser << bitfield_to_string(mat_mask, ",") << "/";
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if (!materials.empty())
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{
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ser << materials[0].getToken();
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for (size_t i = 1; i < materials.size(); ++i)
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ser << "," << materials[i].getToken();
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}
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config.val() = ser.str();
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config.ival(2) = min_quality + 1;
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config.ival(4) = max_quality + 1;
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config.ival(3) = static_cast<int>(decorated_only) + 1;
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}
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void ItemFilter::clearMaterialMask()
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{
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mat_mask.whole = 0;
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}
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void ItemFilter::addMaterialMask(uint32_t mask)
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{
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mat_mask.whole |= mask;
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}
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void ItemFilter::setMaterials(std::vector<DFHack::MaterialInfo> materials)
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{
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this->materials = materials;
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}
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static void clampItemQuality(df::item_quality *quality)
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{
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if (*quality > item_quality::Artifact)
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{
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debug("clamping quality to Artifact");
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*quality = item_quality::Artifact;
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}
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if (*quality < item_quality::Ordinary)
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{
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debug("clamping quality to Ordinary");
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*quality = item_quality::Ordinary;
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}
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}
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void ItemFilter::setMinQuality(int quality)
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{
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min_quality = static_cast<df::item_quality>(quality);
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clampItemQuality(&min_quality);
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if (max_quality < min_quality)
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max_quality = min_quality;
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}
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void ItemFilter::setMaxQuality(int quality)
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{
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max_quality = static_cast<df::item_quality>(quality);
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clampItemQuality(&max_quality);
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if (max_quality < min_quality)
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min_quality = max_quality;
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}
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void ItemFilter::incMinQuality() { setMinQuality(min_quality + 1); }
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void ItemFilter::decMinQuality() { setMinQuality(min_quality - 1); }
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void ItemFilter::incMaxQuality() { setMaxQuality(max_quality + 1); }
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void ItemFilter::decMaxQuality() { setMaxQuality(max_quality - 1); }
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void ItemFilter::toggleDecoratedOnly() { decorated_only = !decorated_only; }
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static std::string material_to_string_fn(const MaterialInfo &m) { return m.toString(); }
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uint32_t ItemFilter::getMaterialMask() const { return mat_mask.whole; }
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std::vector<std::string> ItemFilter::getMaterials() const
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{
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std::vector<std::string> descriptions;
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transform_(materials, descriptions, material_to_string_fn);
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if (descriptions.size() == 0)
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bitfield_to_string(&descriptions, mat_mask);
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if (descriptions.size() == 0)
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descriptions.push_back("any");
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return descriptions;
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}
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std::string ItemFilter::getMinQuality() const
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{
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return ENUM_KEY_STR(item_quality, min_quality);
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}
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std::string ItemFilter::getMaxQuality() const
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{
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return ENUM_KEY_STR(item_quality, max_quality);
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}
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bool ItemFilter::getDecoratedOnly() const
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{
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return decorated_only;
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}
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bool ItemFilter::matchesMask(DFHack::MaterialInfo &mat) const
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{
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return mat_mask.whole ? mat.matches(mat_mask) : true;
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}
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bool ItemFilter::matches(df::dfhack_material_category mask) const
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{
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return mask.whole & mat_mask.whole;
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}
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bool ItemFilter::matches(DFHack::MaterialInfo &material) const
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{
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for (auto it = materials.begin(); it != materials.end(); ++it)
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if (material.matches(*it))
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return true;
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return false;
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}
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bool ItemFilter::matches(df::item *item) const
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{
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if (item->getQuality() < min_quality || item->getQuality() > max_quality)
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return false;
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if (decorated_only && !item->hasImprovements())
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return false;
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auto imattype = item->getActualMaterial();
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auto imatindex = item->getActualMaterialIndex();
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auto item_mat = DFHack::MaterialInfo(imattype, imatindex);
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return (materials.size() == 0) ? matchesMask(item_mat) : matches(item_mat);
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}
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/*
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* PlannedBuilding
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*/
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static std::vector<ItemFilter> deserializeFilters(PersistentDataItem &config)
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{
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// simplified implementation while we can assume there is only one filter
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std::vector<ItemFilter> ret;
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ItemFilter itemFilter;
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itemFilter.deserialize(config);
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ret.push_back(itemFilter);
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return ret;
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}
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static int getNumFilters(BuildingTypeKey key)
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{
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// TODO: get num filters in Lua when we handle all building types
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return 1;
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}
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PlannedBuilding::PlannedBuilding(df::building *building, const std::vector<ItemFilter> &filters)
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: building(building),
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building_id(building->id),
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filters(filters)
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{
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config = DFHack::World::AddPersistentData(planned_building_persistence_key_v1);
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config.ival(1) = building_id;
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// assume all filter vectors are length 1 for now
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filters[0].serialize(config);
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}
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PlannedBuilding::PlannedBuilding(PersistentDataItem &config)
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: config(config),
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building_id(config.ival(1)),
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building(df::building::find(config.ival(1))),
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filters(deserializeFilters(config))
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{ }
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bool PlannedBuilding::assignClosestItem(std::vector<df::item *> *items_vector)
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{
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decltype(items_vector->begin()) closest_item;
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int32_t closest_distance = -1;
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for (auto item_iter = items_vector->begin(); item_iter != items_vector->end(); item_iter++)
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{
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auto item = *item_iter;
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if (!filters[0].matches(item))
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continue;
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auto pos = item->pos;
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auto distance = abs(pos.x - building->centerx) +
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abs(pos.y - building->centery) +
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abs(pos.z - building->z) * 50;
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if (closest_distance > -1 && distance >= closest_distance)
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continue;
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closest_distance = distance;
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closest_item = item_iter;
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}
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if (closest_distance > -1 && assignItem(*closest_item))
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{
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debug("Item assigned");
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items_vector->erase(closest_item);
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remove();
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return true;
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}
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return false;
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}
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void delete_item_fn(df::job_item *x) { delete x; }
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bool PlannedBuilding::assignItem(df::item *item)
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{
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auto ref = df::allocate<df::general_ref_building_holderst>();
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if (!ref)
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{
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Core::printerr("Could not allocate general_ref_building_holderst\n");
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return false;
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}
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ref->building_id = building->id;
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if (building->jobs.size() != 1)
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return false;
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auto job = building->jobs[0];
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for_each_(job->job_items, delete_item_fn);
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job->job_items.clear();
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job->flags.bits.suspend = false;
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bool rough = false;
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Job::attachJobItem(job, item, df::job_item_ref::Hauled);
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if (item->getType() == item_type::BOULDER)
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rough = true;
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building->mat_type = item->getMaterial();
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building->mat_index = item->getMaterialIndex();
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job->mat_type = building->mat_type;
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job->mat_index = building->mat_index;
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if (building->needsDesign())
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{
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auto act = (df::building_actual *) building;
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act->design = new df::building_design();
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act->design->flags.bits.rough = rough;
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}
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return true;
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}
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// Ensure the building still exists and is in a valid state. It can disappear
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// for lots of reasons, such as running the game with the buildingplan plugin
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// disabled, manually removing the building, modifying it via the API, etc.
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bool PlannedBuilding::isValid() const
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{
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return building && df::building::find(building_id)
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&& building->getBuildStage() == 0;
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}
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void PlannedBuilding::remove()
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{
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DFHack::World::DeletePersistentData(config);
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building = NULL;
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}
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df::building * PlannedBuilding::getBuilding()
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{
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return building;
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}
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const std::vector<ItemFilter> & PlannedBuilding::getFilters() const
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{
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return filters;
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}
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/*
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* BuildingTypeKey
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*/
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BuildingTypeKey toBuildingTypeKey(
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df::building_type btype, int16_t subtype, int32_t custom)
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{
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return std::make_tuple(btype, subtype, custom);
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}
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BuildingTypeKey toBuildingTypeKey(df::building *bld)
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{
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return std::make_tuple(
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bld->getType(), bld->getSubtype(), bld->getCustomType());
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}
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BuildingTypeKey toBuildingTypeKey(df::ui_build_selector *uibs)
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{
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return std::make_tuple(
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uibs->building_type, uibs->building_subtype, uibs->custom_type);
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}
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std::size_t BuildingTypeKeyHash::operator() (const BuildingTypeKey & key) const
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{
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return std::hash<df::building_type>()(std::get<0>(key))
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^ std::hash<int16_t>()(std::get<1>(key))
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^ std::hash<int32_t>()(std::get<2>(key));
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}
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/*
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* Planner
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*/
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void Planner::initialize()
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{
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#define add_building_type(btype, itype) \
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item_for_building_type[df::building_type::btype] = df::item_type::itype; \
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available_item_vectors[df::item_type::itype] = std::vector<df::item *>(); \
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is_relevant_item_type[df::item_type::itype] = true; \
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FOR_ENUM_ITEMS(item_type, it)
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is_relevant_item_type[it] = false;
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add_building_type(Armorstand, ARMORSTAND);
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add_building_type(Bed, BED);
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add_building_type(Chair, CHAIR);
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add_building_type(Coffin, COFFIN);
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add_building_type(Door, DOOR);
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add_building_type(Floodgate, FLOODGATE);
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add_building_type(Hatch, HATCH_COVER);
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add_building_type(GrateWall, GRATE);
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add_building_type(GrateFloor, GRATE);
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add_building_type(BarsVertical, BAR);
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add_building_type(BarsFloor, BAR);
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add_building_type(Cabinet, CABINET);
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add_building_type(Box, BOX);
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// skip kennels, farm plot
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add_building_type(Weaponrack, WEAPONRACK);
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add_building_type(Statue, STATUE);
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add_building_type(Slab, SLAB);
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add_building_type(Table, TABLE);
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// skip roads ... furnaces
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add_building_type(WindowGlass, WINDOW);
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// skip gem window ... support
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add_building_type(AnimalTrap, ANIMALTRAP);
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add_building_type(Chain, CHAIN);
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add_building_type(Cage, CAGE);
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// skip archery target
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add_building_type(TractionBench, TRACTION_BENCH);
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// skip nest box, hive (tools)
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#undef add_building_type
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}
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void Planner::reset()
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{
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debug("resetting Planner state");
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item_filters.clear();
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planned_buildings.clear();
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std::vector<PersistentDataItem> items;
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DFHack::World::GetPersistentData(&items, planned_building_persistence_key_v1);
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debug("found data for %zu planned buildings", items.size());
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for (auto i = items.begin(); i != items.end(); i++)
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{
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PlannedBuilding pb(*i);
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if (!pb.isValid())
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{
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pb.remove();
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continue;
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}
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planned_buildings.push_back(pb);
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}
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}
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void Planner::addPlannedBuilding(df::building *bld)
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{
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auto item_filters = getItemFilters(toBuildingTypeKey(bld)).get();
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// not a supported type
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if (item_filters.empty())
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{
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debug("failed to add building: unsupported type");
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return;
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}
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// protect against multiple registrations
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if (getPlannedBuilding(bld))
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{
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debug("building already registered");
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return;
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}
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PlannedBuilding pb(bld, item_filters);
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if (pb.isValid())
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{
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for (auto job : bld->jobs)
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job->flags.bits.suspend = true;
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planned_buildings.push_back(pb);
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}
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else
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{
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pb.remove();
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}
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}
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PlannedBuilding * Planner::getPlannedBuilding(df::building *bld)
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{
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for (auto & pb : planned_buildings)
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{
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if (pb.getBuilding() == bld)
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return &pb;
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}
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return NULL;
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}
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bool Planner::isPlannableBuilding(BuildingTypeKey key)
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{
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return item_for_building_type.count(std::get<0>(key)) > 0;
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}
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bool Planner::allocatePlannedBuilding(BuildingTypeKey key)
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{
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coord32_t cursor;
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if (!DFHack::Gui::getCursorCoords(cursor.x, cursor.y, cursor.z))
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return false;
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auto type = std::get<0>(key);
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auto newinst = Buildings::allocInstance(cursor.get_coord16(), type);
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if (!newinst)
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return false;
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df::job_item *filter = new df::job_item();
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filter->item_type = item_type::NONE;
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filter->mat_index = 0;
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filter->flags2.bits.building_material = true;
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std::vector<df::job_item*> filters;
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filters.push_back(filter);
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if (!Buildings::constructWithFilters(newinst, filters))
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{
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delete newinst;
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return false;
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}
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if (type == building_type::Door)
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{
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auto door = virtual_cast<df::building_doorst>(newinst);
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if (door)
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door->door_flags.bits.pet_passable = true;
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}
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addPlannedBuilding(newinst);
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return true;
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}
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Planner::ItemFiltersWrapper Planner::getItemFilters(BuildingTypeKey key)
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{
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static std::vector<ItemFilter> empty_vector;
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static const ItemFiltersWrapper empty_ret(empty_vector);
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int nfilters = getNumFilters(key);
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if (nfilters < 1)
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return empty_ret;
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std::vector<ItemFilter> ret;
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ret.push_back(item_filters[std::get<0>(key)]);
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return ItemFiltersWrapper(ret);
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}
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void Planner::doCycle()
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{
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debug("Running Cycle");
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if (planned_buildings.size() == 0)
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return;
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|
debug("Planned count: %zu", planned_buildings.size());
|
|
|
|
gather_available_items();
|
|
for (auto building_iter = planned_buildings.begin(); building_iter != planned_buildings.end();)
|
|
{
|
|
if (building_iter->isValid())
|
|
{
|
|
auto type = building_iter->getBuilding()->getType();
|
|
debug("Trying to allocate %s", enum_item_key_str(type));
|
|
|
|
auto required_item_type = item_for_building_type[type];
|
|
auto items_vector = &available_item_vectors[required_item_type];
|
|
if (items_vector->size() == 0 || !building_iter->assignClosestItem(items_vector))
|
|
{
|
|
debug("Unable to allocate an item");
|
|
++building_iter;
|
|
continue;
|
|
}
|
|
}
|
|
debug("Removing building plan");
|
|
building_iter->remove();
|
|
building_iter = planned_buildings.erase(building_iter);
|
|
}
|
|
}
|
|
|
|
void Planner::gather_available_items()
|
|
{
|
|
debug("Gather available items");
|
|
for (auto iter = available_item_vectors.begin(); iter != available_item_vectors.end(); iter++)
|
|
{
|
|
iter->second.clear();
|
|
}
|
|
|
|
// Precompute a bitmask with the bad flags
|
|
df::item_flags bad_flags;
|
|
bad_flags.whole = 0;
|
|
|
|
#define F(x) bad_flags.bits.x = true;
|
|
F(dump); F(forbid); F(garbage_collect);
|
|
F(hostile); F(on_fire); F(rotten); F(trader);
|
|
F(in_building); F(construction); F(artifact);
|
|
#undef F
|
|
|
|
std::vector<df::item*> &items = df::global::world->items.other[df::items_other_id::IN_PLAY];
|
|
|
|
for (size_t i = 0; i < items.size(); i++)
|
|
{
|
|
df::item *item = items[i];
|
|
|
|
if (item->flags.whole & bad_flags.whole)
|
|
continue;
|
|
|
|
df::item_type itype = item->getType();
|
|
if (!is_relevant_item_type[itype])
|
|
continue;
|
|
|
|
if (itype == df::item_type::BOX && item->isBag())
|
|
continue; //Skip bags
|
|
|
|
if (item->flags.bits.artifact)
|
|
continue;
|
|
|
|
if (item->flags.bits.in_job ||
|
|
item->isAssignedToStockpile() ||
|
|
item->flags.bits.owned ||
|
|
item->flags.bits.in_chest)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
available_item_vectors[itype].push_back(item);
|
|
}
|
|
}
|
|
|
|
Planner planner;
|