285 lines
9.4 KiB
C++
285 lines
9.4 KiB
C++
// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <map>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "modules/Items.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "df/manager_order.h"
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#include "df/creature_raw.h"
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#include "df/world.h"
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using namespace DFHack;
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using namespace DFHack::Items;
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using namespace DFHack::Units;
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using namespace df::enums;
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struct ClothingRequirement
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{
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df::job_type job_type;
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df::item_type item_type;
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int16_t item_subtype;
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df::job_material_category material_category;
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int16_t needed_per_citizen;
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std::map<int16_t, int32_t> total_needed_per_race;
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};
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std::vector<ClothingRequirement>clothingOrders;
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename -
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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DFHACK_PLUGIN("autoclothing");
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// Any globals a plugin requires (e.g. world) should be listed here.
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// For example, this line expands to "using df::global::world" and prevents the
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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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//
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REQUIRE_GLOBAL(world);
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// Only run if this is enabled
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DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled);
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters);
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static void do_autoclothing();
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.push_back(PluginCommand(
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"autoclothing", "Automatically manage clothing work orders",
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autoclothing, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" This command does nothing at all.\n"
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"Example:\n"
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" skeleton\n"
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" Does nothing.\n"
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown(color_ostream &out)
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_WORLD_LOADED:
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// initialize from the world just loaded
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break;
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case SC_WORLD_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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// Whatever you put here will be done in each game step. Don't abuse it.
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// It's optional, so you can just comment it out like this if you don't need it.
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DFhackCExport command_result plugin_onupdate(color_ostream &out)
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{
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if (!autoclothing_enabled)
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return CR_OK;
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if (!Maps::IsValid())
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return CR_OK;
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if (DFHack::World::ReadPauseState())
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return CR_OK;
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if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things
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return CR_OK;
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do_autoclothing();
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return CR_OK;
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}
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// A command! It sits around and looks pretty. And it's nice and friendly.
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters)
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{
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// It's nice to print a help message you get invalid options
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// from the user instead of just acting strange.
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// This can be achieved by adding the extended help string to the
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// PluginCommand registration as show above, and then returning
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// CR_WRONG_USAGE from the function. The same string will also
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// be used by 'help your-command'.
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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// Commands are called from threads other than the DF one.
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// Suspend this thread until DF has time for us. If you
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// use CoreSuspender, it'll automatically resume DF when
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// execution leaves the current scope.
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CoreSuspender suspend;
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// Actually do something here. Yay.
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out.print("Hello! I do nothing, remember?\n");
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// Give control back to DF.
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return CR_OK;
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}
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static void find_needed_clothing_items()
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{
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for (auto&& unit : world->units.active)
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{
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//obviously we don't care about illegal aliens.
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if (!isCitizen(unit))
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continue;
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//now check each clothing order to see what the unit might be missing.
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for (auto&& clothingOrder : clothingOrders)
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{
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int alreadyOwnedAmount = 0;
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//looping through the items first, then clothing order might be a little faster, but this way is cleaner.
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for (auto&& ownedItem : unit->owned_items)
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{
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auto item = findItemByID(ownedItem);
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if (item->getType() != clothingOrder.item_type)
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continue;
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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alreadyOwnedAmount++;
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}
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int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount;
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if (neededAmount <= 0)
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continue;
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//technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
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clothingOrder.total_needed_per_race[unit->race] += alreadyOwnedAmount;
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}
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}
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}
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static void remove_available_clothing()
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{
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for (auto&& item : world->items.all)
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{
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//skip any owned items.
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if (getOwner(item))
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continue;
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//again, for each item, find if any clothing order matches the
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for (auto&& clothingOrder : clothingOrders)
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{
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if (item->getType() != clothingOrder.item_type)
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continue;
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if (item->getSubtype() != clothingOrder.item_subtype)
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continue;
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MaterialInfo matInfo;
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matInfo.decode(item);
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if (!matInfo.matches(clothingOrder.material_category))
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continue;
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clothingOrder.total_needed_per_race[item->getMakerRace()] --;
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}
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}
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}
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static void add_clothing_orders()
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{
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for (auto&& clothingOrder : clothingOrders)
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{
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for (auto&& orderNeeded : clothingOrder.total_needed_per_race)
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{
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auto race = orderNeeded.first;
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auto amount = orderNeeded.second;
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//Previous operations can easily make this negative. That jus means we have more than we need already.
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if (amount <= 0)
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continue;
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bool orderExistedAlready = false;
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for (auto&& managerOrder : world->manager_orders)
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{
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//Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
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if (managerOrder->job_type != clothingOrder.job_type)
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continue;
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if (managerOrder->item_subtype != clothingOrder.item_subtype)
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continue;
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if (managerOrder->hist_figure_id != race)
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continue;
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//We found a work order, that means we don't need to make a new one.
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orderExistedAlready = true;
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amount -= managerOrder->amount_left;
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if (amount > 0)
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{
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managerOrder->amount_left += amount;
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managerOrder->amount_total += amount;
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}
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}
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//if it wasn't there, we need to make a new one.
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if (!orderExistedAlready)
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{
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df::manager_order newOrder;
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newOrder.id = world->manager_order_next_id;
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world->manager_order_next_id++;
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newOrder.job_type = clothingOrder.job_type;
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newOrder.item_subtype = clothingOrder.item_subtype;
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newOrder.hist_figure_id = race;
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newOrder.material_category = clothingOrder.material_category;
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newOrder.amount_left = amount;
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newOrder.amount_total = amount;
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world->manager_orders.push_back(&newOrder);
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}
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}
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}
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}
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static void do_autoclothing()
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{
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if (clothingOrders.size() == 0)
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return;
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//first we look through all the units on the map to see who needs new clothes.
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find_needed_clothing_items();
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//Now we go through all the items in the map to see how many clothing items we have but aren't owned yet.
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remove_available_clothing();
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//Finally loop through the clothing orders to find ones that need more made.
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add_clothing_orders();
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}
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