dfhack/plugins/buildingplan-planner.cpp

619 lines
16 KiB
C++

#include <functional>
#include <climits> // for CHAR_BIT
#include "df/building_design.h"
#include "df/building_doorst.h"
#include "df/building_type.h"
#include "df/general_ref_building_holderst.h"
#include "df/job_item.h"
#include "df/ui_build_selector.h"
#include "modules/Buildings.h"
#include "modules/Gui.h"
#include "modules/Job.h"
#include "uicommon.h"
#include "buildingplan-planner.h"
#include "buildingplan-lib.h"
static const std::string planned_building_persistence_key_v1 = "buildingplan/constraints";
/*
* ItemFilter
*/
ItemFilter::ItemFilter()
{
clear();
}
void ItemFilter::clear()
{
min_quality = df::item_quality::Ordinary;
max_quality = df::item_quality::Masterful;
decorated_only = false;
clearMaterialMask();
materials.clear();
}
bool ItemFilter::deserialize(PersistentDataItem &config)
{
clear();
std::vector<std::string> tokens;
split_string(&tokens, config.val(), "/");
if (tokens.size() != 2)
{
debug("invalid ItemFilter serialization: '%s'", config.val().c_str());
return false;
}
if (!deserializeMaterialMask(tokens[0]) || !deserializeMaterials(tokens[1]))
return false;
setMinQuality(config.ival(2) - 1);
setMaxQuality(config.ival(4) - 1);
decorated_only = config.ival(3) - 1;
return true;
}
bool ItemFilter::deserializeMaterialMask(std::string ser)
{
if (ser.empty())
return true;
if (!parseJobMaterialCategory(&mat_mask, ser))
{
debug("invalid job material category serialization: '%s'", ser.c_str());
return false;
}
return true;
}
bool ItemFilter::deserializeMaterials(std::string ser)
{
if (ser.empty())
return true;
std::vector<std::string> mat_names;
split_string(&mat_names, ser, ",");
for (auto m = mat_names.begin(); m != mat_names.end(); m++)
{
DFHack::MaterialInfo material;
if (!material.find(*m) || !material.isValid())
{
debug("invalid material name serialization: '%s'", ser.c_str());
return false;
}
materials.push_back(material);
}
return true;
}
void ItemFilter::serialize(PersistentDataItem &config) const
{
std::ostringstream ser;
ser << bitfield_to_string(mat_mask, ",") << "/";
if (!materials.empty())
{
ser << materials[0].getToken();
for (size_t i = 1; i < materials.size(); ++i)
ser << "," << materials[i].getToken();
}
config.val() = ser.str();
config.ival(2) = min_quality + 1;
config.ival(4) = max_quality + 1;
config.ival(3) = static_cast<int>(decorated_only) + 1;
}
void ItemFilter::clearMaterialMask()
{
mat_mask.whole = 0;
}
void ItemFilter::addMaterialMask(uint32_t mask)
{
mat_mask.whole |= mask;
}
void ItemFilter::setMaterials(std::vector<DFHack::MaterialInfo> materials)
{
this->materials = materials;
}
static void clampItemQuality(df::item_quality *quality)
{
if (*quality > item_quality::Artifact)
{
debug("clamping quality to Artifact");
*quality = item_quality::Artifact;
}
if (*quality < item_quality::Ordinary)
{
debug("clamping quality to Ordinary");
*quality = item_quality::Ordinary;
}
}
void ItemFilter::setMinQuality(int quality)
{
min_quality = static_cast<df::item_quality>(quality);
clampItemQuality(&min_quality);
if (max_quality < min_quality)
max_quality = min_quality;
}
void ItemFilter::setMaxQuality(int quality)
{
max_quality = static_cast<df::item_quality>(quality);
clampItemQuality(&max_quality);
if (max_quality < min_quality)
min_quality = max_quality;
}
void ItemFilter::incMinQuality() { setMinQuality(min_quality + 1); }
void ItemFilter::decMinQuality() { setMinQuality(min_quality - 1); }
void ItemFilter::incMaxQuality() { setMaxQuality(max_quality + 1); }
void ItemFilter::decMaxQuality() { setMaxQuality(max_quality - 1); }
void ItemFilter::toggleDecoratedOnly() { decorated_only = !decorated_only; }
static std::string material_to_string_fn(const MaterialInfo &m) { return m.toString(); }
uint32_t ItemFilter::getMaterialMask() const { return mat_mask.whole; }
std::vector<std::string> ItemFilter::getMaterials() const
{
std::vector<std::string> descriptions;
transform_(materials, descriptions, material_to_string_fn);
if (descriptions.size() == 0)
bitfield_to_string(&descriptions, mat_mask);
if (descriptions.size() == 0)
descriptions.push_back("any");
return descriptions;
}
std::string ItemFilter::getMinQuality() const
{
return ENUM_KEY_STR(item_quality, min_quality);
}
std::string ItemFilter::getMaxQuality() const
{
return ENUM_KEY_STR(item_quality, max_quality);
}
bool ItemFilter::getDecoratedOnly() const
{
return decorated_only;
}
bool ItemFilter::matchesMask(DFHack::MaterialInfo &mat) const
{
return mat_mask.whole ? mat.matches(mat_mask) : true;
}
bool ItemFilter::matches(df::dfhack_material_category mask) const
{
return mask.whole & mat_mask.whole;
}
bool ItemFilter::matches(DFHack::MaterialInfo &material) const
{
for (auto it = materials.begin(); it != materials.end(); ++it)
if (material.matches(*it))
return true;
return false;
}
bool ItemFilter::matches(df::item *item) const
{
if (item->getQuality() < min_quality || item->getQuality() > max_quality)
return false;
if (decorated_only && !item->hasImprovements())
return false;
auto imattype = item->getActualMaterial();
auto imatindex = item->getActualMaterialIndex();
auto item_mat = DFHack::MaterialInfo(imattype, imatindex);
return (materials.size() == 0) ? matchesMask(item_mat) : matches(item_mat);
}
/*
* PlannedBuilding
*/
static std::vector<ItemFilter> deserializeFilters(PersistentDataItem &config)
{
// simplified implementation while we can assume there is only one filter
std::vector<ItemFilter> ret;
ItemFilter itemFilter;
itemFilter.deserialize(config);
ret.push_back(itemFilter);
return ret;
}
static size_t getNumFilters(BuildingTypeKey key)
{
// TODO: get num filters in Lua when we handle all building types
return 1;
}
PlannedBuilding::PlannedBuilding(df::building *building, const std::vector<ItemFilter> &filters)
: building(building),
building_id(building->id),
filters(filters)
{
config = DFHack::World::AddPersistentData(planned_building_persistence_key_v1);
config.ival(1) = building_id;
// assume all filter vectors are length 1 for now
filters[0].serialize(config);
}
PlannedBuilding::PlannedBuilding(PersistentDataItem &config)
: config(config),
building(df::building::find(config.ival(1))),
building_id(config.ival(1)),
filters(deserializeFilters(config))
{ }
bool PlannedBuilding::assignClosestItem(std::vector<df::item *> *items_vector)
{
decltype(items_vector->begin()) closest_item;
int32_t closest_distance = -1;
for (auto item_iter = items_vector->begin(); item_iter != items_vector->end(); item_iter++)
{
auto item = *item_iter;
if (!filters[0].matches(item))
continue;
auto pos = item->pos;
auto distance = abs(pos.x - building->centerx) +
abs(pos.y - building->centery) +
abs(pos.z - building->z) * 50;
if (closest_distance > -1 && distance >= closest_distance)
continue;
closest_distance = distance;
closest_item = item_iter;
}
if (closest_distance > -1 && assignItem(*closest_item))
{
debug("Item assigned");
items_vector->erase(closest_item);
remove();
return true;
}
return false;
}
void delete_item_fn(df::job_item *x) { delete x; }
bool PlannedBuilding::assignItem(df::item *item)
{
auto ref = df::allocate<df::general_ref_building_holderst>();
if (!ref)
{
Core::printerr("Could not allocate general_ref_building_holderst\n");
return false;
}
ref->building_id = building->id;
if (building->jobs.size() != 1)
return false;
auto job = building->jobs[0];
for_each_(job->job_items, delete_item_fn);
job->job_items.clear();
job->flags.bits.suspend = false;
bool rough = false;
Job::attachJobItem(job, item, df::job_item_ref::Hauled);
if (item->getType() == item_type::BOULDER)
rough = true;
building->mat_type = item->getMaterial();
building->mat_index = item->getMaterialIndex();
job->mat_type = building->mat_type;
job->mat_index = building->mat_index;
if (building->needsDesign())
{
auto act = (df::building_actual *) building;
act->design = new df::building_design();
act->design->flags.bits.rough = rough;
}
return true;
}
// Ensure the building still exists and is in a valid state. It can disappear
// for lots of reasons, such as running the game with the buildingplan plugin
// disabled, manually removing the building, modifying it via the API, etc.
bool PlannedBuilding::isValid() const
{
return building && df::building::find(building_id)
&& building->getBuildStage() == 0;
}
void PlannedBuilding::remove()
{
DFHack::World::DeletePersistentData(config);
building = NULL;
}
df::building * PlannedBuilding::getBuilding()
{
return building;
}
const std::vector<ItemFilter> & PlannedBuilding::getFilters() const
{
return filters;
}
/*
* BuildingTypeKey
*/
BuildingTypeKey toBuildingTypeKey(
df::building_type btype, int16_t subtype, int32_t custom)
{
return std::make_tuple(btype, subtype, custom);
}
BuildingTypeKey toBuildingTypeKey(df::building *bld)
{
return std::make_tuple(
bld->getType(), bld->getSubtype(), bld->getCustomType());
}
BuildingTypeKey toBuildingTypeKey(df::ui_build_selector *uibs)
{
return std::make_tuple(
uibs->building_type, uibs->building_subtype, uibs->custom_type);
}
// rotates a size_t value left by count bits
// assumes count is not 0 or >= size_t_bits
// replace this with std::rotl when we move to C++20
static std::size_t rotl_size_t(size_t val, uint32_t count)
{
static const int size_t_bits = CHAR_BIT * sizeof(std::size_t);
return val << count | val >> (size_t_bits - count);
}
std::size_t BuildingTypeKeyHash::operator() (const BuildingTypeKey & key) const
{
// cast first param to appease gcc-4.8, which is missing the enum
// specializations for std::hash
std::size_t h1 = std::hash<int32_t>()(static_cast<int32_t>(std::get<0>(key)));
std::size_t h2 = std::hash<int16_t>()(std::get<1>(key));
std::size_t h3 = std::hash<int32_t>()(std::get<2>(key));
return h1 ^ rotl_size_t(h2, 8) ^ rotl_size_t(h3, 16);
}
/*
* Planner
*/
void Planner::initialize()
{
#define add_building_type(btype, itype) \
item_for_building_type[df::building_type::btype] = df::item_type::itype; \
available_item_vectors[df::item_type::itype] = std::vector<df::item *>(); \
is_relevant_item_type[df::item_type::itype] = true; \
FOR_ENUM_ITEMS(item_type, it)
is_relevant_item_type[it] = false;
add_building_type(Armorstand, ARMORSTAND);
add_building_type(Bed, BED);
add_building_type(Chair, CHAIR);
add_building_type(Coffin, COFFIN);
add_building_type(Door, DOOR);
add_building_type(Floodgate, FLOODGATE);
add_building_type(Hatch, HATCH_COVER);
add_building_type(GrateWall, GRATE);
add_building_type(GrateFloor, GRATE);
add_building_type(BarsVertical, BAR);
add_building_type(BarsFloor, BAR);
add_building_type(Cabinet, CABINET);
add_building_type(Box, BOX);
// skip kennels, farm plot
add_building_type(Weaponrack, WEAPONRACK);
add_building_type(Statue, STATUE);
add_building_type(Slab, SLAB);
add_building_type(Table, TABLE);
// skip roads ... furnaces
add_building_type(WindowGlass, WINDOW);
// skip gem window ... support
add_building_type(AnimalTrap, ANIMALTRAP);
add_building_type(Chain, CHAIN);
add_building_type(Cage, CAGE);
// skip archery target
add_building_type(TractionBench, TRACTION_BENCH);
// skip nest box, hive (tools)
#undef add_building_type
}
void Planner::reset()
{
debug("resetting Planner state");
default_item_filters.clear();
planned_buildings.clear();
std::vector<PersistentDataItem> items;
DFHack::World::GetPersistentData(&items, planned_building_persistence_key_v1);
debug("found data for %zu planned buildings", items.size());
for (auto i = items.begin(); i != items.end(); i++)
{
PlannedBuilding pb(*i);
if (!pb.isValid())
{
pb.remove();
continue;
}
planned_buildings.push_back(pb);
}
}
void Planner::addPlannedBuilding(df::building *bld)
{
auto item_filters = getItemFilters(toBuildingTypeKey(bld)).get();
// not a supported type
if (item_filters.empty())
{
debug("failed to add building: unsupported type");
return;
}
// protect against multiple registrations
if (getPlannedBuilding(bld))
{
debug("building already registered");
return;
}
PlannedBuilding pb(bld, item_filters);
if (pb.isValid())
{
for (auto job : bld->jobs)
job->flags.bits.suspend = true;
planned_buildings.push_back(pb);
}
else
{
pb.remove();
}
}
PlannedBuilding * Planner::getPlannedBuilding(df::building *bld)
{
for (auto & pb : planned_buildings)
{
if (pb.getBuilding() == bld)
return &pb;
}
return NULL;
}
bool Planner::isPlannableBuilding(BuildingTypeKey key)
{
return item_for_building_type.count(std::get<0>(key)) > 0;
}
Planner::ItemFiltersWrapper Planner::getItemFilters(BuildingTypeKey key)
{
static std::vector<ItemFilter> empty_vector;
static const ItemFiltersWrapper empty_ret(empty_vector);
size_t nfilters = getNumFilters(key);
if (nfilters < 1)
return empty_ret;
while (default_item_filters[key].size() < nfilters)
default_item_filters[key].push_back(ItemFilter());
return ItemFiltersWrapper(default_item_filters[key]);
}
void Planner::doCycle()
{
debug("Running Cycle");
if (planned_buildings.size() == 0)
return;
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;