dfhack/plugins/autoclothing.cpp

974 lines
30 KiB
C++

#include "Core.h"
#include "Console.h"
#include "Debug.h"
#include "Export.h"
#include "PluginManager.h"
#include <map>
// DF data structure definition headers
#include "DataDefs.h"
#include "modules/Items.h"
#include "modules/Maps.h"
#include "modules/Materials.h"
#include "modules/Persistence.h"
#include "modules/Units.h"
#include "modules/World.h"
#include "modules/Translation.h"
#include "df/item.h"
#include "df/item_actual.h"
#include "df/item_crafted.h"
#include "df/item_constructed.h"
#include "df/item_armorst.h"
#include "df/item_glovesst.h"
#include "df/item_shoesst.h"
#include "df/item_helmst.h"
#include "df/item_pantsst.h"
#include "df/itemdef_armorst.h"
#include "df/itemdef_glovesst.h"
#include "df/itemdef_shoesst.h"
#include "df/itemdef_helmst.h"
#include "df/itemdef_pantsst.h"
#include "df/manager_order.h"
#include "df/creature_raw.h"
#include "df/world.h"
using std::endl;
using std::string;
using std::vector;
using std::map;
using namespace DFHack;
using namespace DFHack::Items;
using namespace DFHack::Units;
using namespace df::enums;
DFHACK_PLUGIN("autoclothing");
REQUIRE_GLOBAL(world);
// Only run if this is enabled
DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled);
// logging levels can be dynamically controlled with the `debugfilter` command.
namespace DFHack {
// for configuration-related logging
DBG_DECLARE(autoclothing, report, DebugCategory::LINFO);
// for logging during the periodic scan
DBG_DECLARE(autoclothing, cycle, DebugCategory::LINFO);
}
static const string CONFIG_KEY = string(plugin_name) + "/config";
enum ConfigValues {
CONFIG_IS_ENABLED = 0,
};
//static int get_config_val(PersistentDataItem& c, int index) {
// if (!c.isValid())
// return -1;
// return c.ival(index);
//}
//static bool get_config_bool(PersistentDataItem& c, int index) {
// return get_config_val(c, index) == 1;
//}
static void set_config_val(PersistentDataItem& c, int index, int value) {
if (c.isValid())
c.ival(index) = value;
}
static void set_config_bool(PersistentDataItem& c, int index, bool value) {
set_config_val(c, index, value ? 1 : 0);
}
// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
struct ClothingRequirement;
command_result autoclothing(color_ostream &out, vector <string> & parameters);
static void init_state(color_ostream &out);
static void save_state(color_ostream &out);
static void cleanup_state(color_ostream &out);
static void do_autoclothing();
static bool validateMaterialCategory(ClothingRequirement * requirement);
static bool setItem(string name, ClothingRequirement* requirement);
static void generate_report(color_ostream& out);
static bool isAvailableItem(df::item* item);
enum match_strictness
{
STRICT_PERMISSIVE,
STRICT_TYPE,
STRICT_MATERIAL
};
match_strictness strictnessSetting = STRICT_PERMISSIVE;
vector<ClothingRequirement>clothingOrders;
struct ClothingRequirement
{
df::job_type jobType;
df::item_type itemType;
int16_t item_subtype;
df::job_material_category material_category;
int16_t needed_per_citizen;
map<int16_t, int32_t> total_needed_per_race;
bool matches(ClothingRequirement * b)
{
if (b->jobType != this->jobType)
return false;
if (b->itemType != this->itemType)
return false;
if (b->item_subtype != this->item_subtype)
return false;
if (b->material_category.whole != this->material_category.whole)
return false;
return true;
}
string Serialize()
{
std::stringstream stream;
stream << ENUM_KEY_STR(job_type, jobType) << " ";
stream << ENUM_KEY_STR(item_type,itemType) << " ";
stream << item_subtype << " ";
stream << material_category.whole << " ";
stream << needed_per_citizen;
return stream.str();
}
void Deserialize(string s)
{
std::stringstream stream(s);
string loadedJob;
stream >> loadedJob;
FOR_ENUM_ITEMS(job_type, job)
{
if (ENUM_KEY_STR(job_type, job) == loadedJob)
{
jobType = job;
break;
}
}
string loadedItem;
stream >> loadedItem;
FOR_ENUM_ITEMS(item_type, item)
{
if (ENUM_KEY_STR(item_type, item) == loadedItem)
{
itemType = item;
break;
}
}
stream >> item_subtype;
stream >> material_category.whole;
stream >> needed_per_citizen;
}
bool SetFromParameters(color_ostream &out, vector <string> & parameters)
{
if (!set_bitfield_field(&material_category, parameters[0], 1))
{
out << "Unrecognized material type: " << parameters[0] << endl;
}
if (!setItem(parameters[1], this))
{
out << "Unrecognized item name or token: " << parameters[1] << endl;
return false;
}
if (!validateMaterialCategory(this))
{
out << parameters[0] << " is not a valid material category for " << parameters[1] << endl;
return false;
}
return true;
}
string ToReadableLabel()
{
std::stringstream stream;
stream << bitfield_to_string(material_category) << " ";
string adjective = "";
string name = "";
switch (itemType)
{
case df::enums::item_type::ARMOR:
adjective = world->raws.itemdefs.armor[item_subtype]->adjective;
name = world->raws.itemdefs.armor[item_subtype]->name;
break;
case df::enums::item_type::SHOES:
adjective = world->raws.itemdefs.shoes[item_subtype]->adjective;
name = world->raws.itemdefs.shoes[item_subtype]->name;
break;
case df::enums::item_type::HELM:
adjective = world->raws.itemdefs.helms[item_subtype]->adjective;
name = world->raws.itemdefs.helms[item_subtype]->name;
break;
case df::enums::item_type::GLOVES:
adjective = world->raws.itemdefs.gloves[item_subtype]->adjective;
name = world->raws.itemdefs.gloves[item_subtype]->name;
break;
case df::enums::item_type::PANTS:
adjective = world->raws.itemdefs.pants[item_subtype]->adjective;
name = world->raws.itemdefs.pants[item_subtype]->name;
break;
default:
break;
}
if (!adjective.empty())
stream << adjective << " ";
stream << name << " ";
stream << needed_per_citizen;
return stream.str();
}
};
// Mandatory init function. If you have some global state, create it here.
DFhackCExport command_result plugin_init(color_ostream &out, vector <PluginCommand> &commands)
{
// Fill the command list with your commands.
commands.push_back(PluginCommand(
"autoclothing",
"Automatically manage clothing work orders",
autoclothing));
return CR_OK;
}
// This is called right before the plugin library is removed from memory.
DFhackCExport command_result plugin_shutdown(color_ostream &out)
{
// You *MUST* kill all threads you created before this returns.
// If everything fails, just return CR_FAILURE. Your plugin will be
// in a zombie state, but things won't crash.
cleanup_state(out);
return CR_OK;
}
// Called to notify the plugin about important state changes.
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_WORLD_LOADED:
init_state(out);
break;
case SC_WORLD_UNLOADED:
cleanup_state(out);
break;
default:
break;
}
return CR_OK;
}
DFhackCExport command_result plugin_enable(color_ostream& out, bool enable) {
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("Cannot enable %s without a loaded world.\n", plugin_name);
return CR_FAILURE;
}
if (enable != autoclothing_enabled) {
auto enabled = World::GetPersistentData("autoclothing/enabled");
autoclothing_enabled = enable;
DEBUG(report, out).print("%s from the API; persisting\n",
autoclothing_enabled ? "enabled" : "disabled");
set_config_bool(enabled, CONFIG_IS_ENABLED, autoclothing_enabled);
if (enable)
do_autoclothing();
}
else {
DEBUG(report, out).print("%s from the API, but already %s; no action\n",
autoclothing_enabled ? "enabled" : "disabled",
autoclothing_enabled ? "enabled" : "disabled");
}
return CR_OK;
}
// Whatever you put here will be done in each game step. Don't abuse it.
// It's optional, so you can just comment it out like this if you don't need it.
DFhackCExport command_result plugin_onupdate(color_ostream &out)
{
if (!autoclothing_enabled)
return CR_OK;
if (!Maps::IsValid())
return CR_OK;
if (DFHack::World::ReadPauseState())
return CR_OK;
if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things
return CR_OK;
do_autoclothing();
return CR_OK;
}
static bool setItemFromName(string name, ClothingRequirement* requirement)
{
#define SEARCH_ITEM_RAWS(rawType, job, item) \
for (auto& itemdef : world->raws.itemdefs.rawType) \
{ \
string fullName = itemdef->adjective.empty() ? itemdef->name : itemdef->adjective + " " + itemdef->name; \
if (fullName == name) \
{ \
requirement->jobType = job_type::job; \
requirement->itemType = item_type::item; \
requirement->item_subtype = itemdef->subtype; \
return true; \
} \
}
SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR);
SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES);
SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES);
SEARCH_ITEM_RAWS(helms, MakeHelm, HELM);
SEARCH_ITEM_RAWS(pants, MakePants, PANTS);
return false;
}
static bool setItemFromToken(string token, ClothingRequirement* requirement)
{
ItemTypeInfo itemInfo;
if (!itemInfo.find(token))
return false;
switch (itemInfo.type)
{
case item_type::ARMOR:
requirement->jobType = job_type::MakeArmor;
break;
case item_type::GLOVES:
requirement->jobType = job_type::MakeGloves;
break;
case item_type::SHOES:
requirement->jobType = job_type::MakeShoes;
break;
case item_type::HELM:
requirement->jobType = job_type::MakeHelm;
break;
case item_type::PANTS:
requirement->jobType = job_type::MakePants;
break;
default:
return false;
}
requirement->itemType = itemInfo.type;
requirement->item_subtype = itemInfo.subtype;
return true;
}
static bool setItem(string name, ClothingRequirement* requirement)
{
if (setItemFromName(name, requirement))
return true;
if (setItemFromToken(name, requirement))
return true;
return false;
}
static bool armorFlagsMatch(BitArray<df::armor_general_flags> * flags, df::job_material_category * category)
{
if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.cloth)
return true;
if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.yarn)
return true;
if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.silk)
return true;
if (flags->is_set(df::armor_general_flags::BARRED) && category->bits.bone)
return true;
if (flags->is_set(df::armor_general_flags::SCALED) && category->bits.shell)
return true;
if (flags->is_set(df::armor_general_flags::LEATHER) && category->bits.leather)
return true;
return false;
}
static bool validateMaterialCategory(ClothingRequirement * requirement)
{
auto itemDef = getSubtypeDef(requirement->itemType, requirement->item_subtype);
switch (requirement->itemType)
{
case item_type::ARMOR:
if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_armorst, itemDef))
return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
case item_type::GLOVES:
if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_glovesst, itemDef))
return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
case item_type::SHOES:
if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_shoesst, itemDef))
return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
case item_type::HELM:
if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_helmst, itemDef))
return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
case item_type::PANTS:
if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_pantsst, itemDef))
return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
default:
return false;
}
}
// A command! It sits around and looks pretty. And it's nice and friendly.
command_result autoclothing(color_ostream &out, vector <string> & parameters)
{
// It's nice to print a help message you get invalid options
// from the user instead of just acting strange.
// This can be achieved by adding the extended help string to the
// PluginCommand registration as show above, and then returning
// CR_WRONG_USAGE from the function. The same string will also
// be used by 'help your-command'.
if (parameters.size() == 0)
{
CoreSuspender suspend;
out << "Automatic clothing management is currently " << (autoclothing_enabled ? "enabled" : "disabled") << "." << endl;
out << "Currently set " << clothingOrders.size() << " automatic clothing orders" << endl;
for (size_t i = 0; i < clothingOrders.size(); i++)
{
out << clothingOrders[i].ToReadableLabel() << endl;
}
generate_report(out);
return CR_OK;
}
////Disabled until I have time to fully implement it.
//else if (parameters[0] == "strictness")
//{
// if (parameters.size() != 2)
// {
// out << "Wrong number of arguments." << endl;
// return CR_WRONG_USAGE;
// }
// if (parameters[1] == "permissive")
// strictnessSetting = STRICT_PERMISSIVE;
// else if (parameters[1] == "type")
// strictnessSetting = STRICT_TYPE;
// else if (parameters[1] == "material")
// strictnessSetting = STRICT_MATERIAL;
//}
else if (parameters.size() < 2 || parameters.size() > 3)
{
out << "Wrong number of arguments." << endl;
return CR_WRONG_USAGE;
}
// Commands are called from threads other than the DF one.
// Suspend this thread until DF has time for us. If you
// use CoreSuspender, it'll automatically resume DF when
// execution leaves the current scope.
CoreSuspender suspend;
// Create a new requirement from the available parameters.
ClothingRequirement newRequirement;
if (!newRequirement.SetFromParameters(out, parameters))
return CR_WRONG_USAGE;
//all checks are passed. Now we either show or set the amount.
bool settingSize = false;
bool matchedExisting = false;
if (parameters.size() > 2)
{
try
{
newRequirement.needed_per_citizen = std::stoi(parameters[2]);
}
catch (const std::exception&)
{
out << parameters[2] << " is not a valid number." << endl;
return CR_WRONG_USAGE;
}
settingSize = true;
}
for (size_t i = 0; i < clothingOrders.size(); i++)
{
if (!clothingOrders[i].matches(&newRequirement))
continue;
matchedExisting = true;
if (settingSize)
{
if (newRequirement.needed_per_citizen == 0)
{
clothingOrders.erase(clothingOrders.begin() + i);
out << "Unset " << parameters[0] << " " << parameters[1] << endl;
}
else
{
clothingOrders[i] = newRequirement;
out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
}
}
else
{
out << parameters[0] << " " << parameters[1] << " is set to " << clothingOrders[i].needed_per_citizen << endl;
}
break;
}
if (!matchedExisting)
{
if (settingSize)
{
if (newRequirement.needed_per_citizen == 0)
{
out << parameters[0] << " " << parameters[1] << " already unset." << endl;
}
else
{
clothingOrders.push_back(newRequirement);
out << "Added order for " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
}
}
else
{
out << parameters[0] << " " << parameters[1] << " is not set." << endl;
}
}
if (settingSize)
{
if (!autoclothing_enabled)
{
out << "Enabling automatic clothing management" << endl;
autoclothing_enabled = true;
}
do_autoclothing();
}
save_state(out);
// Give control back to DF.
return CR_OK;
}
static void find_needed_clothing_items()
{
for (auto& unit : world->units.active)
{
//obviously we don't care about illegal aliens.
if (!isCitizen(unit))
continue;
//now check each clothing order to see what the unit might be missing.
for (auto& clothingOrder : clothingOrders)
{
int alreadyOwnedAmount = 0;
//looping through the items first, then clothing order might be a little faster, but this way is cleaner.
for (auto ownedItem : unit->owned_items)
{
auto item = findItemByID(ownedItem);
if (!item)
{
DEBUG(cycle).print("autoclothing: Invalid inventory item ID: %d\n", ownedItem);
continue;
}
if (item->getType() != clothingOrder.itemType)
continue;
if (item->getSubtype() != clothingOrder.item_subtype)
continue;
MaterialInfo matInfo;
matInfo.decode(item);
if (!matInfo.matches(clothingOrder.material_category))
continue;
alreadyOwnedAmount++;
}
int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount;
if (neededAmount <= 0)
continue;
//technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
clothingOrder.total_needed_per_race[unit->race] += neededAmount;
}
}
}
static void remove_available_clothing()
{
for (auto& item : world->items.all)
{
//skip any owned items.
if (getOwner(item))
continue;
//again, for each item, find if any clothing order matches
for (auto& clothingOrder : clothingOrders)
{
if (item->getType() != clothingOrder.itemType)
continue;
if (item->getSubtype() != clothingOrder.item_subtype)
continue;
MaterialInfo matInfo;
matInfo.decode(item);
if (!matInfo.matches(clothingOrder.material_category))
continue;
clothingOrder.total_needed_per_race[item->getMakerRace()] --;
}
}
}
static void add_clothing_orders()
{
for (auto& clothingOrder : clothingOrders)
{
for (auto& orderNeeded : clothingOrder.total_needed_per_race)
{
auto race = orderNeeded.first;
auto amount = orderNeeded.second;
orderNeeded.second = 0; //once we get what we need, set it back to zero so we don't add it to further counts.
//Previous operations can easily make this negative. That jus means we have more than we need already.
if (amount <= 0)
continue;
bool orderExistedAlready = false;
for (auto& managerOrder : world->manager_orders)
{
//Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
if (managerOrder->job_type != clothingOrder.jobType)
continue;
if (managerOrder->item_subtype != clothingOrder.item_subtype)
continue;
if (managerOrder->hist_figure_id != race)
continue;
//We found a work order, that means we don't need to make a new one.
orderExistedAlready = true;
amount -= managerOrder->amount_left;
if (amount > 0)
{
managerOrder->amount_left += amount;
managerOrder->amount_total += amount;
}
}
//if it wasn't there, we need to make a new one.
if (!orderExistedAlready)
{
df::manager_order * newOrder = new df::manager_order();
newOrder->id = world->manager_order_next_id;
world->manager_order_next_id++;
newOrder->job_type = clothingOrder.jobType;
newOrder->item_subtype = clothingOrder.item_subtype;
newOrder->hist_figure_id = race;
newOrder->material_category = clothingOrder.material_category;
newOrder->amount_left = amount;
newOrder->amount_total = amount;
world->manager_orders.push_back(newOrder);
}
}
}
}
static void do_autoclothing()
{
if (clothingOrders.size() == 0)
return;
//first we look through all the units on the map to see who needs new clothes.
find_needed_clothing_items();
//Now we go through all the items in the map to see how many clothing items we have but aren't owned yet.
remove_available_clothing();
//Finally loop through the clothing orders to find ones that need more made.
add_clothing_orders();
}
static void cleanup_state(color_ostream &out)
{
clothingOrders.clear();
autoclothing_enabled = false;
}
static void init_state(color_ostream &out)
{
auto enabled = World::GetPersistentData("autoclothing/enabled");
if (enabled.isValid() && enabled.ival(0) == 1)
{
out << "autoclothing enabled" << endl;
autoclothing_enabled = true;
}
else
{
autoclothing_enabled = false;
}
// Parse constraints
vector<PersistentDataItem> items;
World::GetPersistentData(&items, "autoclothing/clothingItems");
for (auto& item : items)
{
if (!item.isValid())
continue;
ClothingRequirement req;
req.Deserialize(item.val());
clothingOrders.push_back(req);
out << "autoclothing added " << req.ToReadableLabel() << endl;
}
}
static void save_state(color_ostream &out)
{
auto enabled = World::GetPersistentData("autoclothing/enabled");
if (!enabled.isValid())
enabled = World::AddPersistentData("autoclothing/enabled");
enabled.ival(0) = autoclothing_enabled;
for (auto& order : clothingOrders)
{
auto orderSave = World::AddPersistentData("autoclothing/clothingItems");
orderSave.val() = order.Serialize();
}
// Parse constraints
vector<PersistentDataItem> items;
World::GetPersistentData(&items, "autoclothing/clothingItems");
for (size_t i = 0; i < items.size(); i++)
{
if (i < clothingOrders.size())
{
items[i].val() = clothingOrders[i].Serialize();
}
else
{
World::DeletePersistentData(items[i]);
}
}
for (size_t i = items.size(); i < clothingOrders.size(); i++)
{
auto item = World::AddPersistentData("autoclothing/clothingItems");
item.val() = clothingOrders[i].Serialize();
}
}
static void list_unit_counts(color_ostream& out, map<int, int>& unitList)
{
for (const auto& race : unitList)
{
if (race.second == 1)
out << " 1 " << Units::getRaceReadableNameById(race.first) << endl;
else
out << " " << race.second << " " << Units::getRaceNamePluralById(race.first) << endl;
}
}
static bool isAvailableItem(df::item* item)
{
static struct BadFlags {
uint32_t whole;
BadFlags() {
df::item_flags flags;
#define F(x) flags.bits.x = true;
F(in_job); F(hostile); F(in_building); F(encased);
F(foreign); F(trader); F(owned); F(forbid);
F(dump); F(on_fire); F(melt); F(hidden);
F(garbage_collect); F(rotten); F(construction);
F(in_chest); F(removed); F(spider_web);
// F(artifact); -- TODO: should this be included?
#undef F
whole = flags.whole;
}
} badFlags;
if ((item->flags.whole & badFlags.whole) != 0)
return false;
if (item->getWear() > 1)
return false;
if (!item->isClothing())
return false;
return true;
}
static void generate_report(color_ostream& out)
{
map<int, int> fullUnitList;
map<int, int> missingArmor;
map<int, int> missingShoes;
map<int, int> missingHelms;
map<int, int> missingGloves;
map<int, int> missingPants;
for (df::unit* unit : world->units.active)
{
if (!Units::isCitizen(unit))
continue;
fullUnitList[unit->race]++;
int numArmor = 0, numShoes = 0, numHelms = 0, numGloves = 0, numPants = 0;
for (auto itemId : unit->owned_items)
{
auto item = Items::findItemByID(itemId);
if (!item)
{
DEBUG(cycle, out).print("autoclothing: Invalid inventory item ID: %d\n", itemId);
continue;
}
if (item->getWear() >= 1)
continue;
switch (item->getType())
{
case df::item_type::ARMOR:
numArmor++;
break;
case df::item_type::SHOES:
numShoes++;
break;
case df::item_type::HELM:
numHelms++;
break;
case df::item_type::GLOVES:
numGloves++;
break;
case df::item_type::PANTS:
numPants++;
break;
default:
break;
}
}
if (numArmor == 0)
missingArmor[unit->race]++;
if (numShoes < 2)
missingShoes[unit->race]++;
if (numHelms == 0)
missingHelms[unit->race]++;
if (numGloves < 2)
missingGloves[unit->race]++;
if (numPants == 0)
missingPants[unit->race]++;
DEBUG(report,out) << Translation::TranslateName(Units::getVisibleName(unit)) << " has " << numArmor << " armor, " << numShoes << " shoes, " << numHelms << " helms, " << numGloves << " gloves, " << numPants << " pants" << endl;
}
if (missingArmor.size() + missingShoes.size() + missingHelms.size() + missingGloves.size() + missingPants.size() == 0)
{
out << "Everybody has a full set of clothes to wear, congrats!" << endl;
return;
}
else
{
if (missingArmor.size())
{
out << "Following units need new bodywear:" << endl;
list_unit_counts(out, missingArmor);
}
if (missingShoes.size())
{
out << "Following units need new shoes:" << endl;
list_unit_counts(out, missingShoes);
}
if (missingHelms.size())
{
out << "Following units need new headwear:" << endl;
list_unit_counts(out, missingHelms);
}
if (missingGloves.size())
{
out << "Following units need new handwear:" << endl;
list_unit_counts(out, missingGloves);
}
if (missingPants.size())
{
out << "Following units need new legwear:" << endl;
list_unit_counts(out, missingPants);
}
}
map<int, int> availableArmor;
for (auto armor : world->items.other.ARMOR)
{
if (!isAvailableItem(armor))
continue;
availableArmor[armor->maker_race]++;
}
if (availableArmor.size())
{
out << "We have available bodywear for:" << endl;
list_unit_counts(out, availableArmor);
}
map<int, int> availableShoes;
for (auto shoe : world->items.other.SHOES)
{
if (!isAvailableItem(shoe))
continue;
availableShoes[shoe->maker_race]++;
}
if (availableShoes.size())
{
out << "We have available footwear for:" << endl;
list_unit_counts(out, availableShoes);
}
map<int, int> availableHelms;
for (auto helm : world->items.other.HELM)
{
if (!isAvailableItem(helm))
continue;
availableHelms[helm->maker_race]++;
}
if (availableHelms.size())
{
out << "We have available headwear for:" << endl;
list_unit_counts(out, availableHelms);
}
map<int, int> availableGloves;
for (auto glove : world->items.other.HELM)
{
if (!isAvailableItem(glove))
continue;
availableGloves[glove->maker_race]++;
}
if (availableGloves.size())
{
out << "We have available handwear for:" << endl;
list_unit_counts(out, availableGloves);
}
map<int, int> availablePants;
for (auto pants : world->items.other.HELM)
{
if (!isAvailableItem(pants))
continue;
availablePants[pants->maker_race]++;
}
if (availablePants.size())
{
out << "We have available legwear for:" << endl;
list_unit_counts(out, availablePants);
}
}
/////////////////////////////////////////////////////
// Lua API
// TODO: implement Lua hooks to manipulate the persistent order configuration
//
static void autoclothing_doCycle(color_ostream& out) {
DEBUG(report, out).print("entering autoclothing_doCycle\n");
do_autoclothing();
}
DFHACK_PLUGIN_LUA_FUNCTIONS{
DFHACK_LUA_FUNCTION(autoclothing_doCycle),
DFHACK_LUA_END
};
DFHACK_PLUGIN_LUA_COMMANDS{
DFHACK_LUA_END
};