492 lines
15 KiB
C++
492 lines
15 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/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/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/job.h"
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#include "df/general_ref_building_holderst.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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// 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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// Exclude weapons used by miners, wood cutters etc
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switch (type) {
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case item_type::WEAPON:
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if (binsearch_index(ui->equipment.work_weapons, item->id) >= 0)
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return false;
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break;
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default:
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break;
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}
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return true;
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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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return belongs_to_position(item, holder);
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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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DEFINE_VMETHOD_INTERPOSE(bool, isCollected, ())
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{
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// Normally this vmethod is used to prevent stockpiling of uncollected webs.
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// This uses it to also 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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// Also never let items in process of being removed from uniform be stockpiled at once
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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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if (holder && ::binsearch_index(holder->military.uniform_drop, this->id) >= 0)
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{
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if (is_assigned_item(this))
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return false;
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}
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}
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return INTERPOSE_NEXT(isCollected)();
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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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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->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_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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// 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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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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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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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;
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auto job = new df::job();
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job->pos = tpos;
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// Choose the job type - correct matching is needed so that
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// later canStoreItem calls would take the job into account.
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switch (target->getType()) {
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case building_type::Weaponrack:
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job->job_type = job_type::StoreWeapon;
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// Without this flag dwarves will pick up the item, and
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// then dismiss the job and put it back into the stockpile:
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job->flags.bits.specific_dropoff = true;
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break;
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case building_type::Armorstand:
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job->job_type = job_type::StoreArmor;
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job->flags.bits.specific_dropoff = true;
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break;
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case building_type::Cabinet:
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job->job_type = job_type::StoreItemInCabinet;
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break;
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default:
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job->job_type = job_type::StoreItemInChest;
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break;
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}
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// job <-> item link
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if (!Job::attachJobItem(job, item, df::job_item_ref::Hauled))
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{
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delete job;
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delete href;
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return false;
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}
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// job <-> building link
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href->building_id = target->id;
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target->jobs.push_back(job);
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job->references.push_back(href);
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// add to job list
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Job::linkIntoWorld(job);
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return true;
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}
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// Store the item into the first building in the list that would accept it.
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static void try_store_item(std::vector<int32_t> &vec, df::item *item)
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{
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for (size_t i = 0; i < vec.size(); i++)
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{
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auto target = df::building::find(vec[i]);
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if (!target)
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continue;
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if (try_store_item(target, item))
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return;
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}
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}
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// Store the items into appropriate armory buildings
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static void try_store_item_set(std::vector<int32_t> &items, df::squad *squad, df::squad_position *pos)
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{
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for (size_t j = 0; j < items.size(); j++)
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{
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auto item = df::item::find(items[j]);
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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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continue;
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// not loose
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if (!can_store_item(item))
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continue;
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if (item->isWeapon())
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try_store_item(squad->rack_combat, item);
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else if (item->isClothing())
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try_store_item(pos->preferences[barrack_preference_category::Cabinet], item);
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else if (item->isArmorNotClothing())
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try_store_item(pos->preferences[barrack_preference_category::Armorstand], item);
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else
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try_store_item(pos->preferences[barrack_preference_category::Box], item);
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}
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}
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static bool is_enabled = false;
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DFhackCExport command_result plugin_onupdate(color_ostream &out, state_change_event event)
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{
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if (!is_enabled)
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return CR_OK;
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// Process every 50th frame, sort of like regular stockpiling does
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if (DF_GLOBAL_VALUE(cur_year_tick,1) % 50 != 0)
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return CR_OK;
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// Loop over squads
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auto &squads = df::global::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 (size_t i = 0; i < squad->positions.size(); i++)
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{
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auto pos = squad->positions[i];
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try_store_item_set(pos->assigned_items, squad, pos);
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}
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}
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return CR_OK;
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}
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static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, bool enable)
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{
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if (!hook.apply(enable))
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out.printerr("Could not %s hook.\n", enable?"activate":"deactivate");
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}
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static void enable_hooks(color_ostream &out, bool enable)
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{
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is_enabled = enable;
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, isCollected), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_weaponst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_armorst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_helmst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_pantsst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shoesst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_glovesst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_shieldst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_flaskst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_backpackst>, moveToGround), enable);
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enable_hook(out, INTERPOSE_HOOK(armory_hook<df::item_quiverst>, moveToGround), enable);
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}
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static void enable_plugin(color_ostream &out)
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{
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auto entry = World::GetPersistentData("fix-armory/enabled", NULL);
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if (!entry.isValid())
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{
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out.printerr("Could not save the status.\n");
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return;
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}
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enable_hooks(out, true);
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}
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static void disable_plugin(color_ostream &out)
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{
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auto entry = World::GetPersistentData("fix-armory/enabled");
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World::DeletePersistentData(entry);
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enable_hooks(out, false);
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}
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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_MAP_LOADED:
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if (!gamemode || *gamemode == game_mode::DWARF)
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{
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bool enable = World::GetPersistentData("fix-armory/enabled").isValid();
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if (enable)
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{
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out.print("Enabling the fix-armory plugin.\n");
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enable_hooks(out, true);
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}
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else
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enable_hooks(out, false);
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}
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break;
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case SC_MAP_UNLOADED:
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enable_hooks(out, false);
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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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static command_result fix_armory(color_ostream &out, vector <string> ¶meters)
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{
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CoreSuspender suspend;
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if (parameters.empty())
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return CR_WRONG_USAGE;
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string cmd = parameters[0];
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if (cmd == "enable")
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{
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enable_plugin(out);
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}
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else if (cmd == "disable")
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{
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disable_plugin(out);
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}
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else
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return CR_WRONG_USAGE;
|
|
|
|
return CR_OK;
|
|
}
|