109 lines
3.6 KiB
C++
109 lines
3.6 KiB
C++
// Adamantine tube filler. It fills the hollow ones.
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#include <stdint.h>
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#include <iostream>
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#include <map>
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#include <vector>
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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/Maps.h"
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#include "modules/World.h"
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#include "modules/Gui.h"
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#include "TileTypes.h"
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using namespace DFHack;
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using namespace DFHack::Simple;
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using namespace df::enums;
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using df::global::world;
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command_result tubefill(DFHack::Core * c, std::vector<std::string> & params);
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DFHACK_PLUGIN("tubefill");
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DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
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{
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commands.clear();
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commands.push_back(PluginCommand("tubefill","Fill in all the adamantine tubes again.",tubefill));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( Core * c )
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{
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return CR_OK;
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}
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command_result tubefill(DFHack::Core * c, std::vector<std::string> & params)
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{
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uint64_t count = 0;
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for(size_t i = 0; i < params.size();i++)
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{
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if(params[i] == "help" || params[i] == "?")
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{
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c->con.print("Replenishes mined out adamantine and hollow adamantine tubes.\n"
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"May cause !!FUN!!\n"
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);
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return CR_OK;
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}
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}
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CoreSuspender suspend(c);
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if (!Maps::IsValid())
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{
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c->con.printerr("Map is not available!\n");
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return CR_FAILURE;
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}
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// walk the map
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for (size_t i = 0; i < world->map.map_blocks.size(); i++)
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{
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df::map_block *block = world->map.map_blocks[i];
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df::map_block *above = Maps::getBlockAbs(block->map_pos.x, block->map_pos.y, block->map_pos.z + 1);
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if (block->local_feature == -1)
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continue;
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DFHack::t_feature feature;
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DFCoord coord(block->map_pos.x >> 4, block->map_pos.y >> 4, block->map_pos.z);
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if (!Maps::GetLocalFeature(feature, coord, block->local_feature))
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continue;
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if (feature.type != feature_type::deep_special_tube)
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continue;
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for (uint32_t x = 0; x < 16; x++)
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{
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for (uint32_t y = 0; y < 16; y++)
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{
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if (!block->designation[x][y].bits.feature_local)
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continue;
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// Is the tile already a wall?
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if (tileShape(block->tiletype[x][y]) == tiletype_shape::WALL)
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continue;
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// Does the tile contain liquid?
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if (block->designation[x][y].bits.flow_size)
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continue;
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// Set current tile, as accurately as can be expected
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// block->tiletype[x][y] = findSimilarTileType(block->tiletype[x][y], WALL);
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// Check the tile above this one, in case we need to add a floor
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if (above)
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{
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if ((tileShape(above->tiletype[x][y]) == tiletype_shape::EMPTY) || (tileShape(above->tiletype[x][y]) == tiletype_shape::RAMP_TOP))
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{
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// if this tile isn't a local feature, it's likely the tile underneath was originally just a floor
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// it's also possible there was just solid non-feature stone above, but we don't care enough to check
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if (!above->designation[x][y].bits.feature_local)
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continue;
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above->tiletype[x][y] = findRandomVariant(tiletype::FeatureFloor1);
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}
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}
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block->tiletype[x][y] = tiletype::FeatureWall;
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++count;
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}
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}
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}
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c->con.print("Found and changed %d tiles.\n", count);
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return CR_OK;
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}
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