40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
#pragma once
|
|
|
|
#include "buildingplan.h"
|
|
#include "defaultitemfilters.h"
|
|
#include "itemfilter.h"
|
|
|
|
#include "Core.h"
|
|
|
|
#include "modules/Persistence.h"
|
|
|
|
#include "df/building.h"
|
|
#include "df/job_item_vector_id.h"
|
|
|
|
class PlannedBuilding {
|
|
public:
|
|
const df::building::key_field_type id;
|
|
|
|
// job_item idx -> list of vectors the task is linked to
|
|
const std::vector<std::vector<df::job_item_vector_id>> vector_ids;
|
|
|
|
const HeatSafety heat_safety;
|
|
|
|
const std::vector<ItemFilter> item_filters;
|
|
|
|
const std::set<std::string> specials;
|
|
|
|
PlannedBuilding(DFHack::color_ostream &out, df::building *bld, HeatSafety heat, const DefaultItemFilters &item_filters);
|
|
PlannedBuilding(DFHack::color_ostream &out, DFHack::PersistentDataItem &bld_config);
|
|
|
|
void remove(DFHack::color_ostream &out);
|
|
|
|
// 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.
|
|
df::building * getBuildingIfValidOrRemoveIfNot(DFHack::color_ostream &out, bool skip_remove = false);
|
|
|
|
private:
|
|
DFHack::PersistentDataItem bld_config;
|
|
};
|