432 lines
14 KiB
C++
432 lines
14 KiB
C++
// Create arbitrary items
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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 "MiscUtils.h"
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#include "modules/Maps.h"
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#include "modules/MapCache.h"
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#include "modules/Gui.h"
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#include "modules/Items.h"
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#include "modules/Materials.h"
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#include "modules/World.h"
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#include "DataDefs.h"
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#include "df/game_type.h"
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#include "df/world.h"
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#include "df/ui.h"
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#include "df/unit.h"
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#include "df/historical_entity.h"
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#include "df/world_site.h"
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#include "df/item.h"
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#include "df/creature_raw.h"
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#include "df/caste_raw.h"
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#include "df/reaction_reagent.h"
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#include "df/reaction_product_itemst.h"
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#include "df/tool_uses.h"
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using std::string;
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using std::vector;
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using namespace DFHack;
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using namespace df::enums;
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DFHACK_PLUGIN("createitem");
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REQUIRE_GLOBAL(cursor);
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REQUIRE_GLOBAL(world);
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REQUIRE_GLOBAL(ui);
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REQUIRE_GLOBAL(gametype);
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int dest_container = -1, dest_building = -1;
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command_result df_createitem (color_ostream &out, vector <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("createitem", "Create arbitrary items.", df_createitem, false,
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"Syntax: createitem <item> <material> [count]\n"
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" <item> - Item token for what you wish to create, as specified in custom\n"
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" reactions. If the item has no subtype, omit the :NONE.\n"
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" <material> - The material you want the item to be made of, as specified\n"
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" in custom reactions. For REMAINS, FISH, FISH_RAW, VERMIN,\n"
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" PET, and EGG, replace this with a creature ID and caste.\n"
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" [count] - How many of the item you wish to create.\n"
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"\n"
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"To use this command, you must select which unit will create the items.\n"
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"By default, items created will be placed at that unit's feet.\n"
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"To change this, type 'createitem <destination>'.\n"
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"Valid destinations:\n"
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"* floor - Place items on floor beneath maker's feet.\n"
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"* item - Place items inside selected container.\n"
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"* building - Place items inside selected building.\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 makeItem (df::reaction_product_itemst *prod, df::unit *unit, bool second_item = false, bool move_to_cursor = false)
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{
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vector<df::reaction_product*> out_products;
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vector<df::item *> out_items;
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vector<df::reaction_reagent *> in_reag;
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vector<df::item *> in_items;
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bool is_gloves = (prod->item_type == item_type::GLOVES);
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bool is_shoes = (prod->item_type == item_type::SHOES);
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df::item *container = NULL;
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df::building *building = NULL;
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if (dest_container != -1)
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container = df::item::find(dest_container);
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if (dest_building != -1)
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building = df::building::find(dest_building);
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prod->produce(unit, &out_products, &out_items, &in_reag, &in_items, 1, job_skill::NONE,
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df::historical_entity::find(unit->civ_id), 0,
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(World::isFortressMode()) ? df::world_site::find(ui->site_id) : NULL, 0);
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if (!out_items.size())
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return false;
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// if we asked to make shoes and we got twice as many as we asked, then we're okay
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// otherwise, make a second set because shoes are normally made in pairs
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if (is_shoes && out_items.size() == prod->count * 2)
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is_shoes = false;
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MapExtras::MapCache mc;
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for (size_t i = 0; i < out_items.size(); i++)
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{
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bool on_ground = true;
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if (container)
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{
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on_ground = false;
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out_items[i]->flags.bits.removed = 1;
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if (!Items::moveToContainer(mc, out_items[i], container))
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out_items[i]->moveToGround(container->pos.x, container->pos.y, container->pos.z);
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}
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if (building)
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{
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on_ground = false;
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out_items[i]->flags.bits.removed = 1;
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if (!Items::moveToBuilding(mc, out_items[i], (df::building_actual *)building, 0))
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out_items[i]->moveToGround(building->centerx, building->centery, building->z);
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}
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if (move_to_cursor)
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out_items[i]->moveToGround(cursor->x, cursor->y, cursor->z);
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else if (on_ground)
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out_items[i]->moveToGround(unit->pos.x, unit->pos.y, unit->pos.z);
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if (is_gloves)
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{
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// if the reaction creates gloves without handedness, then create 2 sets (left and right)
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if (out_items[i]->getGloveHandedness() > 0)
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is_gloves = false;
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else
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out_items[i]->setGloveHandedness(second_item ? 2 : 1);
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}
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}
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if ((is_gloves || is_shoes) && !second_item)
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return makeItem(prod, unit, true, move_to_cursor);
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return true;
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}
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command_result df_createitem (color_ostream &out, vector <string> & parameters)
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{
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string item_str, material_str;
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df::item_type item_type = item_type::NONE;
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int16_t item_subtype = -1;
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int16_t mat_type = -1;
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int32_t mat_index = -1;
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int count = 1;
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bool move_to_cursor = false;
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if (parameters.size() == 1)
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{
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if (parameters[0] == "floor")
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{
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dest_container = -1;
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dest_building = -1;
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out.print("Items created will be placed on the floor.\n");
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return CR_OK;
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}
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else if (parameters[0] == "item")
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{
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dest_building = -1;
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df::item *item = Gui::getSelectedItem(out);
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if (!item)
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{
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out.printerr("You must select a container!\n");
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return CR_FAILURE;
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}
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switch (item->getType())
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{
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case item_type::FLASK:
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case item_type::BARREL:
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case item_type::BUCKET:
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case item_type::ANIMALTRAP:
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case item_type::BOX:
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case item_type::BIN:
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case item_type::BACKPACK:
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case item_type::QUIVER:
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break;
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case item_type::TOOL:
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if (item->hasToolUse(tool_uses::LIQUID_CONTAINER))
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break;
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if (item->hasToolUse(tool_uses::FOOD_STORAGE))
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break;
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if (item->hasToolUse(tool_uses::SMALL_OBJECT_STORAGE))
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break;
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if (item->hasToolUse(tool_uses::TRACK_CART))
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break;
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default:
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out.printerr("The selected item cannot be used for item storage!\n");
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return CR_FAILURE;
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}
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dest_container = item->id;
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string name;
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item->getItemDescription(&name, 0);
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out.print("Items created will be placed inside %s.\n", name.c_str());
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return CR_OK;
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}
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else if (parameters[0] == "building")
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{
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dest_container = -1;
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df::building *building = Gui::getSelectedBuilding(out);
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if (!building)
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{
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out.printerr("You must select a building!\n");
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return CR_FAILURE;
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}
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switch (building->getType())
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{
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case building_type::Coffin:
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case building_type::Furnace:
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case building_type::TradeDepot:
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case building_type::Shop:
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case building_type::Box:
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case building_type::Weaponrack:
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case building_type::Armorstand:
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case building_type::Workshop:
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case building_type::Cabinet:
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case building_type::SiegeEngine:
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case building_type::Trap:
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case building_type::AnimalTrap:
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case building_type::Cage:
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case building_type::Wagon:
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case building_type::NestBox:
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case building_type::Hive:
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break;
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default:
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out.printerr("The selected building cannot be used for item storage!\n");
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return CR_FAILURE;
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}
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if (building->getBuildStage() != building->getMaxBuildStage())
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{
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out.printerr("The selected building has not yet been fully constructed!\n");
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return CR_FAILURE;
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}
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dest_building = building->id;
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string name;
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building->getName(&name);
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out.print("Items created will be placed inside %s.\n", name.c_str());
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return CR_OK;
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}
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else
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return CR_WRONG_USAGE;
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}
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if ((parameters.size() < 2) || (parameters.size() > 3))
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return CR_WRONG_USAGE;
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item_str = parameters[0];
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material_str = parameters[1];
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if (parameters.size() == 3)
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{
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stringstream ss(parameters[2]);
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ss >> count;
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if (count < 1)
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{
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out.printerr("You cannot produce less than one item!\n");
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return CR_FAILURE;
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}
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}
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ItemTypeInfo item;
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MaterialInfo material;
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vector<string> tokens;
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if (item.find(item_str))
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{
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item_type = item.type;
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item_subtype = item.subtype;
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}
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if (item_type == item_type::NONE)
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{
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out.printerr("You must specify a valid item type to create!\n");
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return CR_FAILURE;
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}
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switch (item.type)
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{
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case item_type::INSTRUMENT:
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case item_type::TOY:
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case item_type::WEAPON:
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case item_type::ARMOR:
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case item_type::SHOES:
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case item_type::SHIELD:
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case item_type::HELM:
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case item_type::GLOVES:
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case item_type::AMMO:
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case item_type::PANTS:
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case item_type::SIEGEAMMO:
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case item_type::TRAPCOMP:
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case item_type::TOOL:
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if (item_subtype == -1)
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{
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out.printerr("You must specify a subtype!\n");
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return CR_FAILURE;
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}
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default:
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if (!material.find(material_str))
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{
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out.printerr("Unrecognized material!\n");
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return CR_FAILURE;
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}
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mat_type = material.type;
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mat_index = material.index;
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break;
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case item_type::REMAINS:
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case item_type::FISH:
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case item_type::FISH_RAW:
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case item_type::VERMIN:
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case item_type::PET:
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case item_type::EGG:
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split_string(&tokens, material_str, ":");
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if (tokens.size() != 2)
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{
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out.printerr("You must specify a creature ID and caste for this item type!\n");
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return CR_FAILURE;
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}
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for (size_t i = 0; i < world->raws.creatures.all.size(); i++)
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{
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df::creature_raw *creature = world->raws.creatures.all[i];
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if (creature->creature_id == tokens[0])
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{
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for (size_t j = 0; j < creature->caste.size(); j++)
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{
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df::caste_raw *caste = creature->caste[j];
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if (creature->caste[j]->caste_id == tokens[1])
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{
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mat_type = i;
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mat_index = j;
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break;
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}
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}
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if (mat_type == -1)
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{
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out.printerr("The creature you specified has no such caste!\n");
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return CR_FAILURE;
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}
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}
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}
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if (mat_type == -1)
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{
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out.printerr("Unrecognized creature ID!\n");
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return CR_FAILURE;
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}
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break;
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case item_type::CORPSE:
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case item_type::CORPSEPIECE:
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case item_type::FOOD:
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out.printerr("Cannot create that type of item!\n");
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return CR_FAILURE;
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break;
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}
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CoreSuspender suspend;
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df::unit *unit = Gui::getSelectedUnit(out, true);
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if (!unit)
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{
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if (*gametype == game_type::ADVENTURE_ARENA || World::isAdventureMode())
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{
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// Use the adventurer unit
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unit = world->units.active[0];
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}
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else if (!world->units.active.empty() && cursor->x >= 0)
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{
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// Use the first possible unit and the cursor position
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unit = world->units.active[0];
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move_to_cursor = true;
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}
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else
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{
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out.printerr("No unit selected!\n");
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return CR_FAILURE;
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}
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}
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if (!Maps::IsValid())
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{
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out.printerr("Map is not available.\n");
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return CR_FAILURE;
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}
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df::map_block *block = Maps::getTileBlock(unit->pos.x, unit->pos.y, unit->pos.z);
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if (block == NULL)
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{
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out.printerr("Unit does not reside in a valid map block, somehow?\n");
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return CR_FAILURE;
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}
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df::reaction_product_itemst *prod = df::allocate<df::reaction_product_itemst>();
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prod->item_type = item_type;
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prod->item_subtype = item_subtype;
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prod->mat_type = mat_type;
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prod->mat_index = mat_index;
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prod->probability = 100;
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prod->count = count;
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switch (item_type)
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{
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case item_type::BAR:
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case item_type::POWDER_MISC:
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case item_type::LIQUID_MISC:
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case item_type::DRINK:
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prod->product_dimension = 150;
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break;
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case item_type::THREAD:
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prod->product_dimension = 15000;
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break;
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case item_type::CLOTH:
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prod->product_dimension = 10000;
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break;
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default:
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prod->product_dimension = 1;
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break;
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}
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if ((dest_container != -1) && !df::item::find(dest_container))
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{
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dest_container = -1;
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out.printerr("Previously selected container no longer exists - item will be placed on the floor.\n");
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}
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if ((dest_building != -1) && !df::building::find(dest_building))
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{
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dest_building = -1;
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out.printerr("Previously selected building no longer exists - item will be placed on the floor.\n");
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}
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bool result = makeItem(prod, unit, false, move_to_cursor);
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delete prod;
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if (!result)
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{
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out.printerr("Failed to create item!\n");
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return CR_FAILURE;
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}
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return CR_OK;
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}
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