817 lines
30 KiB
C++
817 lines
30 KiB
C++
/**
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* Copyright (c) 2015, Michael Casadevall
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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**/
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#include "Console.h"
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#include "Core.h"
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#include "DataDefs.h"
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#include "Export.h"
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#include "PluginManager.h"
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#include "modules/EventManager.h"
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#include "modules/Units.h"
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#include "modules/Buildings.h"
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#include "modules/Maps.h"
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#include "modules/Job.h"
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#include "df/animal_training_level.h"
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#include "df/building_type.h"
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#include "df/caste_raw.h"
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#include "df/caste_raw_flags.h"
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#include "df/creature_raw.h"
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#include "df/job.h"
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#include "df/general_ref_unit_workerst.h"
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#include "df/profession.h"
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#include "df/ui.h"
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#include "df/unit.h"
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#include "df/unit_health_info.h"
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#include "df/unit_health_flags.h"
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#include "df/world.h"
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#include <map>
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#include <vector>
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using namespace DFHack;
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using namespace DFHack::Units;
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using namespace DFHack::Buildings;
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using namespace std;
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DFHACK_PLUGIN("dwarfvet");
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DFHACK_PLUGIN_IS_ENABLED(dwarfvet_enabled);
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REQUIRE_GLOBAL(ui);
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REQUIRE_GLOBAL(world);
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static vector<int32_t> tracked_units;
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static int32_t howOften = 100;
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struct hospital_spot {
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int32_t x;
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int32_t y;
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int32_t z;
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};
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class Patient {
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public:
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// Constructor/Deconstrctor
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Patient(int32_t id, size_t spot_index, int32_t x, int32_t y, int32_t z);
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int32_t getID() { return this->id; };
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size_t getSpotIndex() { return this->spot_index; };
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int32_t returnX() { return this->spot_in_hospital.x; };
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int32_t returnY() { return this->spot_in_hospital.y; };
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int32_t returnZ() { return this->spot_in_hospital.z; };
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private:
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struct hospital_spot spot_in_hospital;
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int32_t id;
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size_t spot_index;
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};
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Patient::Patient(int32_t id, size_t spot_index, int32_t x, int32_t y, int32_t z){
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this->id = id;
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this->spot_index = spot_index;
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this->spot_in_hospital.x = x;
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this->spot_in_hospital.y = y;
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this->spot_in_hospital.z = z;
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}
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class AnimalHospital {
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public:
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// Constructor
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AnimalHospital(df::building *, color_ostream &out);
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~AnimalHospital();
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int32_t getID() { return id; }
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bool acceptPatient(int32_t id, color_ostream&);
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void processPatients(color_ostream &out);
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void dischargePatient(Patient * patient, color_ostream &out);
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void calculateHospital(bool force, color_ostream &out);
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void reportUsage(color_ostream &out);
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// GC
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bool to_be_deleted;
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private:
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int spots_open;
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int32_t id;
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int32_t x1;
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int32_t x2;
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int32_t y1;
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int32_t y2;
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int32_t z;
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int height;
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int length;
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// Doing an actual array in C++ is *annoying*, bloody copy constructors */
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vector<bool> spots_in_use;
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vector<int32_t> building_in_hospital_notification; /* If present, we already notified about this */
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vector<Patient*> accepted_patients;
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};
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AnimalHospital::AnimalHospital(df::building * building, color_ostream &out) {
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// Copy in what we need to know
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id = building->id;
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x1 = building->x1;
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x2 = building->x2;
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y1 = building->y1;
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y2 = building->y2;
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z = building->z;
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// Determine how many spots we have for animals
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this->length = x2-x1+1;
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this->height = y2-y1+1;
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// And calculate the hospital!
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this->calculateHospital(true, out);
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}
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AnimalHospital::~AnimalHospital() {
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// Go through and delete all the patients
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for (vector<Patient*>::iterator accepted_patient = this->accepted_patients.begin(); accepted_patient != this->accepted_patients.end(); accepted_patient++) {
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delete (*accepted_patient);
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}
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}
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bool AnimalHospital::acceptPatient(int32_t id, color_ostream &out) {
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// This function determines if we can accept a patient, and if we will.
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this->calculateHospital(true, out);
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// First, do we have room?
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if (!spots_open) return false;
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// Yup, let's find the next open spot,
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// and give it to our patient
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int spot_cur = 0;
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for (vector<bool>::iterator spot = this->spots_in_use.begin(); spot != this->spots_in_use.end(); spot++) {
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if (*spot == false) {
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*spot = true;
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break;
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}
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spot_cur++;
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}
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spots_open--;
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// Convert the spot into x/y/z cords.
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int offset_y = spot_cur/length;
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int offset_x = spot_cur%length;
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// Create the patient!
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Patient * patient = new Patient(id,
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spot_cur,
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this->x1+offset_x,
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this->y1+offset_y,
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this->z
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);
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accepted_patients.push_back(patient);
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return true;
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}
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// Before any use of the hospital, we need to make calculate open spots
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// and such. This can change (i.e. stuff built in hospital) and
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// such so it should be called on each function.
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void AnimalHospital::reportUsage(color_ostream &out) {
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// Debugging tool to see parts of the hospital in use
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int length_cursor = this->length;
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for (vector<bool>::iterator spot = this->spots_in_use.begin(); spot != this->spots_in_use.end(); spot++) {
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if (*spot) out.print("t");
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if (!(*spot)) out.print("f");
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length_cursor--;
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if (length_cursor < 0) {
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out.print("\n");
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length_cursor = this->length;
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}
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}
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out.print("\n");
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}
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void AnimalHospital::calculateHospital(bool force, color_ostream &out) {
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// Only calculate out the hospital if we actually have a patient in it
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// (acceptPatient will forcibly rerun this to make sure everything OK
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// Should reduce FPS impact of each calculation tick when the hospitals
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// are not in use
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//if (!force || (spots_open == length*height)) {
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// Hospital is idle, don't recalculate
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// return;
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//}
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// Calculate out the total area of the hospital
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// This can change if a hospital has been resized
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this->spots_open = length*height;
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this->spots_in_use.assign(this->spots_open, false);
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// The spots_in_use maps one to one with a spot
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// starting at the upper-left hand corner, then
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// across, then down. i.e.
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//
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// given hospital zone:
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//
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// UU
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// uU
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//
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// where U is in use, and u isn't, the array
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// would be t,t,f,t
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// Walk the building array and see what stuff is in the hospital,
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// then walk the patient array and remark those spots as used.
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// If a patient is in an invalid spot, reassign it
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for (df::building *building : world->buildings.all) {
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// Check that we're not comparing ourselves;
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if (building->id == this->id) {
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continue;
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}
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// Check if the building is on our z level, if it isn't
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// then it can't overlap the hospital (until Toady implements
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// multi-z buildings
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if (building->z != this->z) {
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continue;
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}
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// DF defines activity zones multiple times in the building structure
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// If axises agree with each other, we're looking at a reflection of
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// ourselves
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if (building->x1 == this->x1 &&
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building->x2 == this->x2 &&
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building->y1 == this->y1 &&
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building->y2 == this->y2) {
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continue;
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}
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// Check for X/Y overlap
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// I can't believe I had to look this up -_-;
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// http://stackoverflow.com/questions/306316/determine-if-two-rectangles-overlap-each-other
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if ((this->x1 > building->x2 ||
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building->x1 > this->x2 ||
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this->y1 > building->y2 ||
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building->y1 > this->y2)) {
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continue;
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}
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// Crap, building overlaps, we need to figure out where it is in the hospital
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// NOTE: under some conditions, this generates a false warning. Not a lot I can do about it
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// Mark spots used by that building as used; FIXME: handle special logic for traction benches and such
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int building_offset_x = building->x1 - this->x1;
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int building_offset_y = building->y1 - this->y1;
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int building_length = building->x2 - building->x1 + 1;
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int building_height = building->y2 - building->y1 + 1;
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// Cap the used calculation to only include the part in the hospital
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if (this->x1 > building->x1) {
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building_offset_x -= (this->x1 - building->x1);
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}
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if (this->y1 > building->y1) {
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building_offset_y -= (building->y1 - this->y1);
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}
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if ((this->x2 < building->x2) && building_offset_x) {
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building_length -= (this->x2 - building->x2) + 1;
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}
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if ((this->y2 < building->y2) && building_offset_y) {
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building_height = (building->y2 - this->y2) + 1;
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}
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// Quick explination, if a building is north or east of the activity zone,
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// we get a negative offset, we'll just skip those lines below. If its
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// south or west, we make the building length/height lower to compinsate.
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/* if we have a negative x offset, we correct that */
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if (building_offset_x < 0) {
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building_height += building_offset_x;
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building_offset_x = 0;
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}
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/* Handle negative y offset */
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if (building_offset_y < 0) {
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building_length += building_offset_y;
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building_offset_y = 0;
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};
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/* Advance the pointer to first row we need to mark */
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int spot_cur = 0;
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if (building_offset_y) {
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spot_cur = (length+1) * building_offset_y;
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}
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spot_cur += building_offset_x;
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/* Start marking! */
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for (int i = 0; i < building_height; i++) {
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for (int j = 0; j < building_length; j++) {
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spots_in_use.at(spot_cur+j) = true;
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}
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// Wind the cursor to the start of the next row
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spot_cur += length+1;
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}
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// *phew*, done. Now repeat the process for the next building!
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}
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}
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// Self explanatory
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void AnimalHospital::dischargePatient(Patient * patient, color_ostream &out) {
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int32_t id = patient->getID();
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// Remove them from the hospital
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// We can safely iterate here because once we delete the unit
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// we no longer use the iterator
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for (vector<Patient*>::iterator accepted_patient = this->accepted_patients.begin(); accepted_patient != this->accepted_patients.end(); accepted_patient++) {
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if ( (*accepted_patient)->getID() == id) {
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out.print("Discharging unit %d from hospital %d\n", id, this->id);
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// Reclaim their spot
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spots_in_use.at((*accepted_patient)->getSpotIndex()) = false;
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this->spots_open++;
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delete (*accepted_patient);
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this->accepted_patients.erase(accepted_patient);
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break;
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}
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}
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// And the master list
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for (vector<int32_t>::iterator it = tracked_units.begin(); it != tracked_units.end(); it++) {
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if ((*it) == id) {
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tracked_units.erase(it);
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break;
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}
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}
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return;
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}
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void AnimalHospital::processPatients(color_ostream &out) {
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// Where the magic happens
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for (vector<Patient*>::iterator patient = this->accepted_patients.begin(); patient != this->accepted_patients.end(); patient++) {
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int id = (*patient)->getID();
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df::unit *real_unit = df::unit::find(id);
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// Check to make sure the unit hasn't expired before assigning a job, or if they've been healed
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if (!real_unit || !Units::isActive(real_unit) || !real_unit->health->flags.bits.needs_healthcare) {
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// discharge the patient from the hospital
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this->dischargePatient(*patient, out);
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return;
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}
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// Give the unit a job if they don't have any
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if (!real_unit->job.current_job) {
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// Create REST struct
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df::job * job = new df::job;
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DFHack::Job::linkIntoWorld(job);
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job->pos.x = (*patient)->returnX();
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job->pos.y = (*patient)->returnY();
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job->pos.z = (*patient)->returnZ();
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job->flags.bits.special = 1;
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job->job_type = df::enums::job_type::Rest;
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df::general_ref *ref = df::allocate<df::general_ref_unit_workerst>();
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ref->setID(real_unit->id);
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job->general_refs.push_back(ref);
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real_unit->job.current_job = job;
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job->wait_timer = 1600;
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out.print("Telling intelligent unit %d to report to the hospital!\n", real_unit->id);
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}
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}
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}
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static vector<AnimalHospital*> animal_hospital_zones;
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void delete_animal_hospital_vector(color_ostream &out) {
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if (dwarfvet_enabled) {
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out.print("Clearing all animal hospitals\n");
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}
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for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
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delete (*animal_hospital);
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}
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animal_hospital_zones.clear();
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}
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command_result dwarfvet(color_ostream &out, std::vector <std::string> & parameters);
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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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"dwarfvet",
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"Allows animals to be cared for in animal hospitals (activity zones that are animal training + hospital combined).",
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dwarfvet,
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false, //allow non-interactive use
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"dwarfvet enable\n"
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" enables animals to use animal hospitals (requires dwarf with Animal Caretaker labor enabled)\n"
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"dwarfvet report\n"
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" displays all zones dwarfvet considers animal hospitals and their current location on the map\n"
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));
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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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bool isActiveAnimalHospital(df::building * building) {
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if (Buildings::isHospital(building) && Buildings::isAnimalTraining(building) && Buildings::isActive(building)) {
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return true;
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}
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return false;
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}
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bool compareAnimalHospitalZones(df::building * hospital1, df::building * hospital2) {
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// We compare hospitals by checking if positions are identical, not by ID
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// since activity zones can easily be changed in size
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if ( hospital1->x1 == hospital2->x1 &&
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hospital1->x2 == hospital2->x2 &&
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hospital1->y1 == hospital2->y1 &&
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hospital1->y2 == hospital2->y2 &&
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hospital1->z == hospital2->z) {
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return true;
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}
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return false;
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}
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void tickHandler(color_ostream& out, void* data) {
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if ( !dwarfvet_enabled )
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return;
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CoreSuspender suspend;
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int32_t own_race_id = df::global::ui->race_id;
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/**
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* Generate a list of animal hospitals on the map
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*
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* Since activity zones can change any instant given user interaction
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* we need to be constantly on the lookout for changed zones, and update
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* our cached list on the fly if necessary.
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**/
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vector<df::building*> hospitals_on_map;
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// Because C++ iterators suck, we're going to build a temporary vector with the AHZ, and then
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// copy it for my own bloody sanity (and compilance with the STL spec)
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vector<AnimalHospital*> ahz_scratch;
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// Holding area for things to be added to the scratch
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vector<df::building*> to_be_added;
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// Walk the building tree, and generate a list of animal hospitals on the map
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for (df::building* building : df::building::get_vector()) {
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if (isActiveAnimalHospital(building)) {
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hospitals_on_map.push_back(building);
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}
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}
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int count_of_hospitals = hospitals_on_map.size();
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int hospitals_cached = animal_hospital_zones.size();
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//out.print ("count_of_Hospitals: %d, hospitals_cached: %d\n", count_of_hospitals, hospitals_cached);
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// It's possible our hospital cache is empty, if so, simply copy it, and jump to the main logic
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if (!hospitals_cached && count_of_hospitals) {
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out.print("Populating hospital cache:\n");
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for (df::building *current_hospital : hospitals_on_map) {
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AnimalHospital * hospital = new AnimalHospital(current_hospital, out);
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out.print(" Found animal hospital %d at x1: %d, y1: %d, z: %d from valid hospital list\n",
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hospital->getID(),
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current_hospital->x1,
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current_hospital->y1,
|
|
current_hospital->z
|
|
);
|
|
animal_hospital_zones.push_back(hospital);
|
|
}
|
|
|
|
goto processUnits;
|
|
}
|
|
|
|
if (!count_of_hospitals && !hospitals_cached) {
|
|
// No hospitals found, cache is empty, just return
|
|
goto cleanup;
|
|
}
|
|
|
|
// Now walk our list of known hospitals, do a bit of checking, then compare
|
|
// TODO: this doesn't handle zone resizes at all
|
|
|
|
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
|
|
// If a zone is changed at all, DF seems to reallocate it.
|
|
//
|
|
// Each AnimalHospital has a "to_be_deleted" bool. We're going to set that to true, and clear it if we can't
|
|
// find a matching hospital. This limits the number of times we need to walk through the AHZ list to twice, and
|
|
// lets us cleanly report it later
|
|
//
|
|
// Surviving hospitals will be copied to scratch which will become the new AHZ vector
|
|
|
|
(*animal_hospital)->to_be_deleted = true;
|
|
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
|
|
|
|
/* Keep the hospital if its still valid */
|
|
if ((*animal_hospital)->getID() == (*current_hospital)->id) {
|
|
ahz_scratch.push_back(*animal_hospital);
|
|
(*animal_hospital)->to_be_deleted = false;
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Report what we're deleting by checking the to_be_deleted bool.
|
|
//
|
|
// Whatsever left is added to the pending add list
|
|
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
|
|
if ((*animal_hospital)->to_be_deleted) {
|
|
out.print("Hospital #%d removed\n", (*animal_hospital)->getID());
|
|
delete *animal_hospital;
|
|
}
|
|
}
|
|
|
|
/* Now we need to walk the scratch and add anything that is a hospital and wasn't in the vector */
|
|
|
|
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
|
|
bool new_hospital = true;
|
|
|
|
for (vector<AnimalHospital*>::iterator animal_hospital = ahz_scratch.begin(); animal_hospital != ahz_scratch.end(); animal_hospital++) {
|
|
if ((*animal_hospital)->getID() == (*current_hospital)->id) {
|
|
// Next if we're already here
|
|
new_hospital = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add it if its new
|
|
if (new_hospital == true) to_be_added.push_back(*current_hospital);
|
|
}
|
|
|
|
/* Now add it to the scratch AHZ */
|
|
for (vector<df::building*>::iterator current_hospital = to_be_added.begin(); current_hospital != to_be_added.end(); current_hospital++) {
|
|
// Add it to the vector
|
|
out.print("Adding new hospital #id: %d at x1 %d y1: %d z: %d\n",
|
|
(*current_hospital)->id,
|
|
(*current_hospital)->x1,
|
|
(*current_hospital)->y1,
|
|
(*current_hospital)->z
|
|
);
|
|
AnimalHospital * hospital = new AnimalHospital(*current_hospital, out);
|
|
ahz_scratch.push_back(hospital);
|
|
}
|
|
|
|
/* Copy the scratch to the AHZ */
|
|
animal_hospital_zones = ahz_scratch;
|
|
|
|
// We always recheck the cache instead of counts because someone might have removed then added a hospital
|
|
/* if (hospitals_cached != count_of_hospitals) {
|
|
out.print("Hospitals on the map changed, rebuilding cache\n");
|
|
|
|
for (vector<df::building*>::iterator current_hospital = hospitals_on_map.begin(); current_hospital != hospitals_on_map.end(); current_hospital++) {
|
|
bool add_hospital = true;
|
|
|
|
for (vector<AnimalHospital*>::iterator map_hospital = animal_hospital_zones.begin(); map_hospital != animal_hospital_zones.end(); map_hospital++) {
|
|
if (compareAnimalHospitalZones(*map_hospital, *current_hospital)) {
|
|
// Same hospital, we're good
|
|
add_hospital = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add it to the list
|
|
if (add_hospital) {
|
|
out.print("Adding zone at x1: %d, y1: %d to valid hospital list\n", (*current_hospital)->x1, (*current_hospital)->y1);
|
|
animal_hospital_zones.push_back(*current_hospital);
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
processUnits:
|
|
/* Code borrowed from petcapRemover.cpp */
|
|
for (df::unit *unit : df::unit::get_vector()) {
|
|
/* As hilarious as it would be, lets not treat FB :) */
|
|
if ( !Units::isActive(unit) || unit->flags1.bits.active_invader || unit->flags2.bits.underworld || unit->flags2.bits.visitor_uninvited || unit->flags2.bits.visitor ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !Units::isTamable(unit)) {
|
|
continue;
|
|
}
|
|
|
|
/**
|
|
* So, for a unit to be elligable for the hospital, all the following must be true
|
|
*
|
|
* 1. It must be a member of our civilization
|
|
* 2. It must be tame (semi-wild counts for this)
|
|
* 2.1 If its not a dwarf, AND untame clear its civ out so traps work
|
|
* 3. It must have a health struct (which is generated by combat)
|
|
* 4. health->needs_healthcare must be set to true
|
|
* 5. If health->requires_recovery is set, the creature can't move under its own power
|
|
* and a Recover Wounded or Pen/Pasture job MUST be created by hand - TODO
|
|
* 6. An open spot in the "Animal Hospital" (activity zone with hospital+animal training set)
|
|
* must be available
|
|
*
|
|
* I apologize if this excessively verbose, but the healthcare system is stupidly conplex
|
|
* and there's tons of edgecases to watch out for, and I want someone else to ACTUALLY
|
|
* beside me able to understand what's going on
|
|
*/
|
|
|
|
// 1. Make sure its our own civ
|
|
if (!Units::isOwnCiv(unit)) {
|
|
continue;
|
|
}
|
|
|
|
// 2. Check for tameness
|
|
if (unit->training_level == df::animal_training_level::WildUntamed) {
|
|
// We don't IMMEDIATELY continue here, if the unit is
|
|
// part of our civ, it indiciates it WAS tamed, and reverted
|
|
// from SemiWild. Clear its civ flag so it looses TRAPAVOID
|
|
//
|
|
// Unfortunately, dwarves (or whatever is CIV_SELECTABLE)
|
|
// also have a default taming level of WildUntamed so
|
|
// check for this case
|
|
//
|
|
// Furthermore, it MIGHT be a werebeast, so check THAT too
|
|
// and exclude those as well.
|
|
//
|
|
// Finally, this breaks makeown. I might need to write a patch
|
|
// to set the tameness of "makeowned" units so dwarfvet can notice
|
|
// it
|
|
|
|
if (unit->race == own_race_id || unit->enemy.normal_race == own_race_id) {
|
|
continue;
|
|
} else {
|
|
unit->civ_id = -1;
|
|
out.print ("Clearing civ on unit: %d", unit->id);
|
|
}
|
|
}
|
|
|
|
// 3. Check for health struct
|
|
if (!unit->health) {
|
|
// Unit has not been injured ever; health struct MIA
|
|
continue;
|
|
}
|
|
|
|
// 4. Check the healthcare flags
|
|
if (unit->health->flags.bits.needs_healthcare) {
|
|
/**
|
|
* So, for dwarves to care for a unit it must be resting in
|
|
* in a hospital zone. Since non-dwarves never take jobs
|
|
* this why animal healthcare doesn't work for animals despite
|
|
* animal caretaker being coded in DF itself
|
|
*
|
|
* How a unit gets there is dependent on several factors. If
|
|
* a unit can move under its own power, it will take the rest
|
|
* job, with a position of a bed in the hospital, then move
|
|
* into that bed and fall asleep. This triggers a doctor to
|
|
* treat the unit.
|
|
*
|
|
* If a unit *can't* move, it will set needs_recovery, which
|
|
* creates a "Recover Wounded" job in the job list, and then
|
|
* create the "Rest" job as listed above. Another dwarf with
|
|
* the right labors will go recover the unit, then the above
|
|
* logic kicks off.
|
|
*
|
|
* The necessary flags seem to be properly set for all units
|
|
* on the map, so in theory, we just need to make the jobs and
|
|
* we're in business, but from a realism POV, I don't think
|
|
* non-sentient animals would be smart enough to go to the
|
|
* hospital on their own, so instead, we're going to do the following
|
|
*
|
|
* If a unit CAN_THINK, and can move let it act like a dwarf,
|
|
* it will try and find an open spot in the hospital, and if so,
|
|
* go there to be treated. In vanilla, the only tamable animal
|
|
* with CAN_THINK are Gremlins, so this is actually an edge case
|
|
* but its the easiest to code.
|
|
*
|
|
* TODO: figure out exact logic for non-thinking critters.
|
|
*/
|
|
|
|
// Now we need to find if this unit can be accepted at a hospital
|
|
bool awareOfUnit = false;
|
|
for (vector<int32_t>::iterator it = tracked_units.begin(); it != tracked_units.end(); it++) {
|
|
if ((*it) == unit->id) {
|
|
awareOfUnit = true;
|
|
}
|
|
}
|
|
// New unit for dwarfvet to be aware of!
|
|
if (!awareOfUnit) {
|
|
// The master list handles all patients which are accepted
|
|
// Check if this is a unit we're already aware of
|
|
|
|
for (auto animal_hospital : animal_hospital_zones) {
|
|
if (animal_hospital->acceptPatient(unit->id, out)) {
|
|
out.print("Accepted patient %d at hospital %d\n", unit->id, animal_hospital->getID());
|
|
tracked_units.push_back(unit->id);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The final step, process all patients!
|
|
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
|
|
(*animal_hospital)->calculateHospital(true, out);
|
|
(*animal_hospital)->processPatients(out);
|
|
}
|
|
|
|
cleanup:
|
|
EventManager::unregisterAll(plugin_self);
|
|
EventManager::EventHandler handle(tickHandler, howOften);
|
|
EventManager::registerTick(handle, howOften, plugin_self);
|
|
}
|
|
|
|
command_result dwarfvet (color_ostream &out, std::vector <std::string> & parameters)
|
|
{
|
|
CoreSuspender suspend;
|
|
|
|
for ( size_t a = 0; a < parameters.size(); a++ ) {
|
|
if ( parameters[a] == "enable" ) {
|
|
out.print("dwarfvet enabled!\n");
|
|
dwarfvet_enabled = true;
|
|
}
|
|
if ( parameters[a] == "disable") {
|
|
out.print("dwarvet disabled!\n");
|
|
dwarfvet_enabled = false;
|
|
}
|
|
if ( parameters[a] == "report") {
|
|
out.print("Current animal hospitals are:\n");
|
|
for (size_t b =0 ; b < world->buildings.all.size(); b++) {
|
|
df::building* building = world->buildings.all[b];
|
|
if (isActiveAnimalHospital(building)) {
|
|
out.print(" at x1: %d, x2: %d, y1: %d, y2: %d, z: %d\n", building->x1, building->x2, building->y1, building->y2, building->z);
|
|
}
|
|
}
|
|
return CR_OK;
|
|
}
|
|
if ( parameters[a] == "report-usage") {
|
|
out.print("Current animal hospitals are:\n");
|
|
for (vector<AnimalHospital*>::iterator animal_hospital = animal_hospital_zones.begin(); animal_hospital != animal_hospital_zones.end(); animal_hospital++) {
|
|
(*animal_hospital)->calculateHospital(true, out);
|
|
(*animal_hospital)->reportUsage(out);
|
|
}
|
|
return CR_OK;
|
|
}
|
|
}
|
|
|
|
if ( !dwarfvet_enabled ) {
|
|
return CR_OK;
|
|
}
|
|
|
|
EventManager::unregisterAll(plugin_self);
|
|
EventManager::EventHandler handle(tickHandler, howOften);
|
|
EventManager::registerTick(handle, howOften, plugin_self);
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
|
|
{
|
|
if (enable && !dwarfvet_enabled) {
|
|
dwarfvet_enabled = true;
|
|
}
|
|
else if (!enable && dwarfvet_enabled) {
|
|
delete_animal_hospital_vector(out);
|
|
dwarfvet_enabled = false;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
|
|
{
|
|
switch (event)
|
|
{
|
|
case DFHack::SC_MAP_LOADED:
|
|
break;
|
|
case DFHack::SC_MAP_UNLOADED:
|
|
delete_animal_hospital_vector(out);
|
|
dwarfvet_enabled = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return CR_OK;
|
|
}
|