846 lines
28 KiB
C++
846 lines
28 KiB
C++
// Fixes containers in barracks to actually work as intended.
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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 "modules/Gui.h"
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#include "modules/Screen.h"
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#include "modules/Units.h"
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#include "modules/Items.h"
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#include "modules/Job.h"
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#include "modules/World.h"
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#include "modules/Maps.h"
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#include "MiscUtils.h"
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#include "DataDefs.h"
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#include <VTableInterpose.h>
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#include "df/ui.h"
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#include "df/world.h"
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#include "df/squad.h"
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#include "df/unit.h"
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#include "df/squad_position.h"
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#include "df/squad_ammo_spec.h"
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#include "df/items_other_id.h"
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#include "df/item_weaponst.h"
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#include "df/item_armorst.h"
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#include "df/item_helmst.h"
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#include "df/item_pantsst.h"
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#include "df/item_shoesst.h"
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#include "df/item_glovesst.h"
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#include "df/item_shieldst.h"
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#include "df/item_flaskst.h"
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#include "df/item_backpackst.h"
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#include "df/item_quiverst.h"
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#include "df/item_ammost.h"
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#include "df/building_weaponrackst.h"
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#include "df/building_armorstandst.h"
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#include "df/building_cabinetst.h"
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#include "df/building_boxst.h"
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#include "df/building_squad_use.h"
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#include "df/job.h"
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#include "df/general_ref_building_holderst.h"
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#include "df/general_ref_building_destinationst.h"
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#include "df/barrack_preference_category.h"
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#include <stdlib.h>
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using std::vector;
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using std::string;
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using std::endl;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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using df::global::gamemode;
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using df::global::ui_build_selector;
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using df::global::ui_menu_width;
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using df::global::ui_area_map_width;
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using namespace DFHack::Gui;
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using Screen::Pen;
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static command_result fix_armory(color_ostream &out, vector <string> & parameters);
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DFHACK_PLUGIN("fix-armory");
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event);
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DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"fix-armory", "Enables or disables the fix-armory plugin.", fix_armory, false,
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" fix-armory enable\n"
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" Enables the tweaks.\n"
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" fix-armory disable\n"
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" Disables the tweaks. All equipment will be hauled off to stockpiles.\n"
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));
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if (Core::getInstance().isMapLoaded())
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plugin_onstatechange(out, SC_MAP_LOADED);
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown (color_ostream &out)
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{
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return CR_OK;
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}
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/*
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* PART 1 - Stop restockpiling of items stored in the armory.
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*
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* For everything other than ammo this is quite straightforward,
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* since the uniform switch code already tries to store items
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* in barracks containers, and it is thus known what the intention
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* is. Moreover these containers know which squad and member they
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* belong to.
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*
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* For ammo there is no such code (in fact, ammo is never removed
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* from a quiver, except when it is dropped itself), so I had to
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* apply some improvisation. There is one place where BOX containers
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* with Squad Equipment set are used as an anchor location for a
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* pathfinding check when assigning ammo, so presumably that's
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* the correct place. I however wanted to also differentiate
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* training ammo, so came up with the following rules:
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*
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* 1. Combat ammo and ammo without any allowed use can be stored
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* in BOXes marked for Squad Equipment, either directly or via
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* containing room. No-allowed-use ammo is assumed to be reserved
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* for emergency combat use, or something like that; however if
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* it is already stored in a training chest, it won't be moved.
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* 1a. If assigned to a squad position, that box can be used _only_
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* for ammo assigned to that specific _squad_. Otherwise, if
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* multiple squads can use this room, they will store their
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* ammo all mixed up.
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* 2. Training ammo can be stored in BOXes within archery ranges
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* (designated from archery target) that are enabled for Training.
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* Train-only ammo in particular can _only_ be stored in such
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* boxes. The inspiration for this comes from some broken code
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* for weapon racks in Training rooms.
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*
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* As an additional feature (partially needed due to the constraints
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* of working from an external hack), this plugin also blocks instant
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* queueing of stockpiling jobs for items blocked on the ground, if
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* these items are assigned to any squad.
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*
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* Since there apparently still are bugs that cause uniform items to be
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* momentarily dropped on ground, this delay is set not to the minimally
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* necessary 50 ticks, but to 0.5 - 1.0 in-game days, so as to provide a
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* grace period during which the items can be instantly picked up again.
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*/
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// Completely block the use of stockpiles
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#define NO_STOCKPILES
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// Check if the item is assigned to any use controlled by the military tab
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static bool is_assigned_item(df::item *item)
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{
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if (!ui)
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return false;
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auto type = item->getType();
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int idx = binsearch_index(ui->equipment.items_assigned[type], item->id);
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if (idx < 0)
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return false;
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return true;
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}
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// Check if this ammo item is assigned to this squad with one of the specified uses
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static bool is_squad_ammo(df::item *item, df::squad *squad, bool combat, bool train)
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{
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for (size_t i = 0; i < squad->ammunition.size(); i++)
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{
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auto spec = squad->ammunition[i];
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bool cs = spec->flags.bits.use_combat;
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bool ts = spec->flags.bits.use_training;
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// no-use ammo assumed to fit any category
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if (((cs || !ts) && combat) || ((ts || !cs) && train))
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{
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if (binsearch_index(spec->assigned, item->id) >= 0)
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return true;
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}
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}
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return false;
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}
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// Recursively check room parents to find out if this ammo item is allowed here
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static bool can_store_ammo_rec(df::item *item, df::building *holder, int squad_id)
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{
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auto squads = holder->getSquads();
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if (squads)
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{
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for (size_t i = 0; i < squads->size(); i++)
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{
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auto use = (*squads)[i];
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// For containers assigned to a squad, only consider that squad
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if (squad_id >= 0 && use->squad_id != squad_id)
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continue;
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// Squad Equipment -> combat
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bool combat = use->mode.bits.squad_eq;
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bool train = false;
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if (combat || train)
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{
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auto squad = df::squad::find(use->squad_id);
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if (squad && is_squad_ammo(item, squad, combat, train))
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return true;
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}
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}
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}
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// Ugh, archery targets don't actually have a squad use vector
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else if (holder->getType() == building_type::ArcheryTarget)
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{
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auto &squads = world->squads.all;
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for (size_t si = 0; si < squads.size(); si++)
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{
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auto squad = squads[si];
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// For containers assigned to a squad, only consider that squad
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if (squad_id >= 0 && squad->id != squad_id)
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continue;
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for (size_t j = 0; j < squad->rooms.size(); j++)
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{
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auto use = squad->rooms[j];
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if (use->building_id != holder->id)
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continue;
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// Squad Equipment -> combat
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bool combat = use->mode.bits.squad_eq;
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// Archery target with Train -> training
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bool train = use->mode.bits.train;
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if (combat || train)
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{
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if (is_squad_ammo(item, squad, combat, train))
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return true;
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}
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break;
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}
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}
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}
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for (size_t i = 0; i < holder->parents.size(); i++)
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if (can_store_ammo_rec(item, holder->parents[i], squad_id))
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return true;
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return false;
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}
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// Check if the ammo item can be stored in this container
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static bool can_store_ammo(df::item *item, df::building *holder)
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{
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// Only chests
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if (holder->getType() != building_type::Box)
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return false;
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// with appropriate flags set
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return can_store_ammo_rec(item, holder, holder->getSpecificSquad());
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}
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// Check if the item is assigned to the squad member who owns this armory building
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static bool belongs_to_position(df::item *item, df::building *holder)
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{
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int sid = holder->getSpecificSquad();
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if (sid < 0)
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return false;
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auto squad = df::squad::find(sid);
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if (!squad)
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return false;
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int position = holder->getSpecificPosition();
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// Weapon racks belong to the whole squad, i.e. can be used by any position
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if (position == -1 && holder->getType() == building_type::Weaponrack)
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{
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for (size_t i = 0; i < squad->positions.size(); i++)
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{
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if (binsearch_index(squad->positions[i]->assigned_items, item->id) >= 0)
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return true;
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}
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}
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else
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{
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auto cpos = vector_get(squad->positions, position);
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if (cpos && binsearch_index(cpos->assigned_items, item->id) >= 0)
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return true;
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}
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return false;
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}
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// Check if the item is appropriately stored in an armory building
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static bool is_in_armory(df::item *item)
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{
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if (item->flags.bits.in_inventory || item->flags.bits.on_ground)
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return false;
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auto holder = Items::getHolderBuilding(item);
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if (!holder)
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return false;
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// If indeed in a building, check if it is the right one
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if (item->getType() == item_type::AMMO)
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return can_store_ammo(item, holder);
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else
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return belongs_to_position(item, holder);
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}
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/*
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* Hooks used to affect stockpiling code as it runs, and prevent it
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* from doing unwanted stuff.
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*
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* Toady can simply add these checks directly to the stockpiling code;
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* we have to abuse some handy item vmethods.
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*/
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template<class Item> struct armory_hook : Item {
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typedef Item interpose_base;
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/*
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* This vmethod is called by the actual stockpiling code before it
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* tries to queue a job, and is normally used to prevent stockpiling
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* of uncollected webs.
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*/
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DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
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{
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#ifdef NO_STOCKPILES
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/*
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* Completely block any items assigned to a squad from being stored
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* in stockpiles. The reason is that I still observe haulers running
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* around with bins to pick them up for some reason. There could be
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* some unaccounted race conditions involved.
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*/
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if (is_assigned_item(this))
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return false;
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#else
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// Block stockpiling of items in the armory.
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if (is_in_armory(this))
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return false;
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/*
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* When an item is removed from inventory due to Pickup Equipment
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* process, the unit code directly invokes the stockpiling code
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* and thus creates the job even before the item is actually dropped
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* on the ground. We don't want this at all, especially due to the
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* grace period idea.
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*
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* With access to source, that code can just be changed to simply
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* drop the item on ground, without running stockpiling code.
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*/
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if (this->flags.bits.in_inventory)
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{
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auto holder = Items::getHolderUnit(this);
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// When that call happens, the item is still in inventory
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if (holder && is_assigned_item(this))
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{
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// And its ID is is this vector
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if (::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
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return false;
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}
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}
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#endif
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// Call the original vmethod
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return INTERPOSE_NEXT(isCollected)();
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}
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/*
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* This vmethod is used to actually put the item on the ground.
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* When it does that, it also adds it to a vector of items to be
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* instanly restockpiled by a loop in another part of the code.
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*
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* We don't want this either, even more than when removing from
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* uniform, because this can happen in lots of various situations,
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* including deconstructed containers etc, and we want our own
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* armory code below to have a chance to look at the item.
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*
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* The logical place for this code is in the loop that processes
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* that vector, but that part is not virtual.
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*/
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DEFINE_VMETHOD_INTERPOSE(bool, moveToGround, (int16_t x, int16_t y, int16_t z))
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{
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// First, let it do its work
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bool rv = INTERPOSE_NEXT(moveToGround)(x, y, z);
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// Prevent instant restockpiling of dropped assigned items.
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if (is_assigned_item(this))
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{
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// The original vmethod adds the item to this vector to force instant check
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auto &ovec = world->items.other[items_other_id::ANY_RECENTLY_DROPPED];
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// If it is indeed there, remove it
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if (erase_from_vector(ovec, &df::item::id, this->id))
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{
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// and queue it to be checked normally in 0.5-1 in-game days
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// (this is a grace period in case the uniform is dropped just
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// for a moment due to a momentary glitch)
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this->stockpile_countdown = 12 + random_int(12);
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this->stockpile_delay = 0;
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}
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}
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return rv;
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}
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};
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, isCollected);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_weaponst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_armorst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_helmst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shoesst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_pantsst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_glovesst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_shieldst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_flaskst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_backpackst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_quiverst>, moveToGround);
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template<> IMPLEMENT_VMETHOD_INTERPOSE(armory_hook<df::item_ammost>, moveToGround);
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/*
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* PART 2 - Actively queue jobs to haul assigned items to the armory.
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*
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* The logical place for this of course is in the same code that decides
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* to put stuff in stockpiles, alongside the checks to prevent moving
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* stuff away from the armory. We just run it independently every 50
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* simulation frames.
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*/
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// Check if this item is loose and can be moved to armory
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static bool can_store_item(df::item *item)
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{
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// bad id, or cooldown timer still counting
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if (!item || item->stockpile_countdown > 0)
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return false;
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// bad flags?
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if (item->flags.bits.in_job ||
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item->flags.bits.removed ||
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item->flags.bits.in_building ||
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item->flags.bits.encased ||
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item->flags.bits.owned ||
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item->flags.bits.forbid ||
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item->flags.bits.on_fire)
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return false;
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// in unit inventory?
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auto top = item;
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while (top->flags.bits.in_inventory)
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{
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auto parent = Items::getContainer(top);
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if (!parent) break;
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top = parent;
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}
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if (Items::getGeneralRef(top, general_ref_type::UNIT_HOLDER))
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return false;
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// already in armory?
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if (is_in_armory(item))
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return false;
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return true;
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}
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// Queue a job to store the item in the building, if possible
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static bool try_store_item(df::building *target, df::item *item)
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{
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// Check if the dwarves can path between the target and the item
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df::coord tpos(target->centerx, target->centery, target->z);
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df::coord ipos = Items::getPosition(item);
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if (!Maps::canWalkBetween(tpos, ipos))
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return false;
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// Check if the target has enough space left
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if (!target->canStoreItem(item, true))
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return false;
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// Create the job
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auto href = df::allocate<df::general_ref_building_holderst>();
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if (!href)
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return false;
|
|
|
|
auto job = new df::job();
|
|
|
|
job->pos = tpos;
|
|
|
|
bool dest = false;
|
|
|
|
// Choose the job type - correct matching is needed so that
|
|
// later canStoreItem calls would take the job into account.
|
|
switch (target->getType()) {
|
|
case building_type::Weaponrack:
|
|
job->job_type = job_type::StoreWeapon;
|
|
// Without this flag dwarves will pick up the item, and
|
|
// then dismiss the job and put it back into the stockpile:
|
|
job->flags.bits.specific_dropoff = true;
|
|
break;
|
|
case building_type::Armorstand:
|
|
job->job_type = job_type::StoreArmor;
|
|
job->flags.bits.specific_dropoff = true;
|
|
break;
|
|
case building_type::Cabinet:
|
|
job->job_type = job_type::StoreOwnedItem;
|
|
dest = true;
|
|
break;
|
|
default:
|
|
job->job_type = job_type::StoreItemInHospital;
|
|
dest = true;
|
|
break;
|
|
}
|
|
|
|
// job <-> item link
|
|
if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
|
|
{
|
|
delete job;
|
|
delete href;
|
|
return false;
|
|
}
|
|
|
|
// job <-> building link
|
|
href->building_id = target->id;
|
|
target->jobs.push_back(job);
|
|
job->general_refs.push_back(href);
|
|
|
|
// Two of the jobs need this link to find the job in canStoreItem().
|
|
// They also don't actually need BUILDING_HOLDER, but it doesn't hurt.
|
|
if (dest)
|
|
{
|
|
auto rdest = df::allocate<df::general_ref_building_destinationst>();
|
|
|
|
if (rdest)
|
|
{
|
|
rdest->building_id = target->id;
|
|
job->general_refs.push_back(rdest);
|
|
}
|
|
}
|
|
|
|
// add to job list
|
|
Job::linkIntoWorld(job);
|
|
return true;
|
|
}
|
|
|
|
// Store the item into the first building in the list that would accept it.
|
|
static void try_store_item(std::vector<int32_t> &vec, df::item *item)
|
|
{
|
|
for (size_t i = 0; i < vec.size(); i++)
|
|
{
|
|
auto target = df::building::find(vec[i]);
|
|
if (!target)
|
|
continue;
|
|
|
|
if (try_store_item(target, item))
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Store the items into appropriate armory buildings
|
|
static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df::squad_position *pos)
|
|
{
|
|
for (size_t j = 0; j < items.size(); j++)
|
|
{
|
|
auto item = df::item::find(items[j]);
|
|
|
|
// not loose
|
|
if (!can_store_item(item))
|
|
continue;
|
|
|
|
// queue jobs to put it in the appropriate container
|
|
if (item->isWeapon())
|
|
try_store_item(squad->rack_combat, item);
|
|
else if (item->isClothing())
|
|
try_store_item(pos->preferences[barrack_preference_category::Cabinet], item);
|
|
else if (item->isArmorNotClothing())
|
|
try_store_item(pos->preferences[barrack_preference_category::Armorstand], item);
|
|
else
|
|
try_store_item(pos->preferences[barrack_preference_category::Box], item);
|
|
}
|
|
}
|
|
|
|
// For storing ammo, use a data structure sorted by free space, to even out the load
|
|
typedef std::map<int, std::set<df::building*> > ammo_box_set;
|
|
|
|
// Enumerate boxes in the room, adding them to the set
|
|
static void index_boxes(df::building *root, ammo_box_set &group, int squad_id)
|
|
{
|
|
if (root->getType() == building_type::Box)
|
|
{
|
|
int id = root->getSpecificSquad();
|
|
|
|
if (id < 0 || id == squad_id)
|
|
{
|
|
//color_ostream_proxy out(Core::getInstance().getConsole());
|
|
//out.print("%08x %d\n", unsigned(root), root->getFreeCapacity(true));
|
|
|
|
group[root->getFreeCapacity(true)].insert(root);
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < root->children.size(); i++)
|
|
index_boxes(root->children[i], group, squad_id);
|
|
}
|
|
|
|
// Loop over the set from most empty to least empty
|
|
static bool try_store_ammo(df::item *item, ammo_box_set &group)
|
|
{
|
|
int volume = item->getVolume();
|
|
|
|
for (auto it = group.rbegin(); it != group.rend(); ++it)
|
|
{
|
|
if (it->first < volume)
|
|
break;
|
|
|
|
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2)
|
|
{
|
|
auto bld = *it2;
|
|
|
|
if (try_store_item(bld, item))
|
|
{
|
|
it->second.erase(bld);
|
|
group[bld->getFreeCapacity(true)].insert(bld);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Collect chests for ammo storage
|
|
static void index_ammo_boxes(df::squad *squad, ammo_box_set &train_set, ammo_box_set &combat_set)
|
|
{
|
|
for (size_t j = 0; j < squad->rooms.size(); j++)
|
|
{
|
|
auto room = squad->rooms[j];
|
|
auto bld = df::building::find(room->building_id);
|
|
|
|
// Chests in rooms marked for Squad Equipment used for combat ammo
|
|
if (room->mode.bits.squad_eq)
|
|
index_boxes(bld, combat_set, squad->id);
|
|
|
|
// Chests in archery ranges used for training ammo
|
|
if (room->mode.bits.train && bld->getType() == building_type::ArcheryTarget)
|
|
index_boxes(bld, train_set, squad->id);
|
|
}
|
|
}
|
|
|
|
// Store ammo into appropriate chests
|
|
static void try_store_ammo(df::squad *squad)
|
|
{
|
|
bool indexed = false;
|
|
ammo_box_set train_set, combat_set;
|
|
|
|
for (size_t i = 0; i < squad->ammunition.size(); i++)
|
|
{
|
|
auto spec = squad->ammunition[i];
|
|
bool cs = spec->flags.bits.use_combat;
|
|
bool ts = spec->flags.bits.use_training;
|
|
|
|
for (size_t j = 0; j < spec->assigned.size(); j++)
|
|
{
|
|
auto item = df::item::find(spec->assigned[j]);
|
|
|
|
// not loose
|
|
if (!can_store_item(item))
|
|
continue;
|
|
|
|
// compute the maps lazily
|
|
if (!indexed)
|
|
{
|
|
indexed = true;
|
|
index_ammo_boxes(squad, train_set, combat_set);
|
|
}
|
|
|
|
// BUG: if the same container is in both sets,
|
|
// when a job is queued, the free space in the other
|
|
// set will not be updated, which could lead to uneven
|
|
// loading - but not to overflowing the container!
|
|
|
|
// As said above, combat goes into Squad Equipment
|
|
if (cs && try_store_ammo(item, combat_set))
|
|
continue;
|
|
// Training goes into Archery Range with Train
|
|
if (ts && try_store_ammo(item, train_set))
|
|
continue;
|
|
// No use goes into combat
|
|
if (!(ts || cs) && try_store_ammo(item, combat_set))
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
|
|
|
|
DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
|
|
{
|
|
if (!is_enabled)
|
|
return CR_OK;
|
|
|
|
// Process every 50th frame, sort of like regular stockpiling does
|
|
if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
|
|
return CR_OK;
|
|
|
|
// Loop over squads
|
|
auto &squads = world->squads.all;
|
|
|
|
for (size_t si = 0; si < squads.size(); si++)
|
|
{
|
|
auto squad = squads[si];
|
|
|
|
for (size_t i = 0; i < squad->positions.size(); i++)
|
|
{
|
|
auto pos = squad->positions[i];
|
|
|
|
try_store_item_set(pos->assigned_items, squad, pos);
|
|
}
|
|
|
|
try_store_ammo(squad);
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, bool enable)
|
|
{
|
|
if (!hook.apply(enable))
|
|
out.printerr("Could not %s hook.\n", enable?"activate":"deactivate");
|
|
}
|
|
|
|
static void enable_hooks(color_ostream &out, bool enable)
|
|
{
|
|
is_enabled = enable;
|
|
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, isCollected), enable);
|
|
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
|
|
enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_ammost>, moveToGround), enable);
|
|
}
|
|
|
|
static void enable_plugin(color_ostream &out)
|
|
{
|
|
auto entry = World::GetPersistentData("fix-armory/enabled", NULL);
|
|
if (!entry.isValid())
|
|
{
|
|
out.printerr("Could not save the status.\n");
|
|
return;
|
|
}
|
|
|
|
enable_hooks(out, true);
|
|
}
|
|
|
|
static void disable_plugin(color_ostream &out)
|
|
{
|
|
auto entry = World::GetPersistentData("fix-armory/enabled");
|
|
World::DeletePersistentData(entry);
|
|
|
|
enable_hooks(out, false);
|
|
}
|
|
|
|
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
|
|
{
|
|
switch (event) {
|
|
case SC_MAP_LOADED:
|
|
if (!gamemode || *gamemode == game_mode::DWARF)
|
|
{
|
|
bool enable = World::GetPersistentData("fix-armory/enabled").isValid();
|
|
|
|
if (enable)
|
|
{
|
|
out.print("Enabling the fix-armory plugin.\n");
|
|
enable_hooks(out, true);
|
|
}
|
|
else
|
|
enable_hooks(out, false);
|
|
}
|
|
break;
|
|
case SC_MAP_UNLOADED:
|
|
enable_hooks(out, false);
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
|
|
{
|
|
if (!Core::getInstance().isWorldLoaded()) {
|
|
out.printerr("World is not loaded: please load a game first.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
if (enable)
|
|
enable_plugin(out);
|
|
else
|
|
disable_plugin(out);
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
static command_result fix_armory(color_ostream &out, vector <string> ¶meters)
|
|
{
|
|
CoreSuspender suspend;
|
|
|
|
if (parameters.empty())
|
|
return CR_WRONG_USAGE;
|
|
|
|
string cmd = parameters[0];
|
|
|
|
if (cmd == "enable")
|
|
return plugin_enable(out, true);
|
|
else if (cmd == "disable")
|
|
return plugin_enable(out, false);
|
|
else
|
|
return CR_WRONG_USAGE;
|
|
|
|
return CR_OK;
|
|
}
|