277 lines
9.1 KiB
C++
277 lines
9.1 KiB
C++
#include "Core.h"
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#include "Console.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/Units.h"
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#include "modules/Maps.h"
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#include "df/map_block.h"
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#include "df/unit.h"
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#include "df/unit_action.h"
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#include "df/unit_relationship_type.h"
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#include "df/units_other_id.h"
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#include "df/world.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("fastdwarf");
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DFHACK_PLUGIN_IS_ENABLED(active);
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REQUIRE_GLOBAL(world);
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using df::global::debug_turbospeed; // not required
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static bool enable_fastdwarf = false;
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static bool enable_teledwarf = false;
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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if (debug_turbospeed)
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*debug_turbospeed = false;
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return CR_OK;
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}
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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// do we even need to do anything at all?
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if (!enable_fastdwarf && !enable_teledwarf)
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return CR_OK;
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// make sure the world is actually loaded
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if (!world || !world->map.block_index)
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{
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enable_fastdwarf = enable_teledwarf = false;
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return CR_OK;
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}
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for (size_t i = 0; i < world->units.active.size(); i++)
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{
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df::unit *unit = world->units.active[i];
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// citizens only
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if (!Units::isCitizen(unit))
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continue;
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if (enable_teledwarf) do
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{
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// skip dwarves that are dragging creatures or being dragged
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if ((unit->relationship_ids[df::unit_relationship_type::Draggee] != -1) ||
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(unit->relationship_ids[df::unit_relationship_type::Dragger] != -1))
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break;
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// skip dwarves that are following other units
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if (unit->following != 0)
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break;
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// skip unconscious units
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if (unit->counters.unconscious > 0)
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break;
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// don't do anything if the dwarf isn't going anywhere
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if (!unit->pos.isValid() || !unit->path.dest.isValid() || unit->pos == unit->path.dest) {
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break;
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}
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// make sure source and dest map blocks are valid
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auto old_occ = Maps::getTileOccupancy(unit->pos);
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auto new_occ = Maps::getTileOccupancy(unit->path.dest);
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if (!old_occ || !new_occ)
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break;
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// clear appropriate occupancy flags at old tile
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if (unit->flags1.bits.on_ground)
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// this is technically wrong, but the game will recompute this as needed
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old_occ->bits.unit_grounded = 0;
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else
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old_occ->bits.unit = 0;
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// if there's already somebody standing at the destination, then force the unit to lay down
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if (new_occ->bits.unit)
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unit->flags1.bits.on_ground = 1;
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// set appropriate occupancy flags at new tile
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if (unit->flags1.bits.on_ground)
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new_occ->bits.unit_grounded = 1;
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else
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new_occ->bits.unit = 1;
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// move unit to destination
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unit->pos = unit->path.dest;
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unit->path.path.clear();
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//move unit's riders(including babies) to destination
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if (unit->flags1.bits.ridden)
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{
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for (size_t j = 0; j < world->units.other[units_other_id::ANY_RIDER].size(); j++)
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{
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df::unit *rider = world->units.other[units_other_id::ANY_RIDER][j];
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if (rider->relationship_ids[df::unit_relationship_type::RiderMount] == unit->id)
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rider->pos = unit->pos;
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}
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}
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} while (0);
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if (enable_fastdwarf)
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{
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for (size_t i = 0; i < unit->actions.size(); i++)
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{
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df::unit_action *action = unit->actions[i];
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switch (action->type)
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{
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case unit_action_type::None:
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break;
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case unit_action_type::Move:
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action->data.move.timer = 1;
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break;
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case unit_action_type::Attack:
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// Attacks are executed when timer1 reaches zero, which will be
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// on the following tick.
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if (action->data.attack.timer1 > 1)
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action->data.attack.timer1 = 1;
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// Attack actions are completed, and new ones generated, when
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// timer2 reaches zero.
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if (action->data.attack.timer2 > 1)
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action->data.attack.timer2 = 1;
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break;
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case unit_action_type::HoldTerrain:
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action->data.holdterrain.timer = 1;
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break;
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case unit_action_type::Climb:
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action->data.climb.timer = 1;
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break;
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case unit_action_type::Job:
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action->data.job.timer = 1;
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// could also patch the unit->job.current_job->completion_timer
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break;
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case unit_action_type::Talk:
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action->data.talk.timer = 1;
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break;
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case unit_action_type::Unsteady:
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action->data.unsteady.timer = 1;
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break;
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case unit_action_type::Dodge:
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action->data.dodge.timer = 1;
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break;
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case unit_action_type::Recover:
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action->data.recover.timer = 1;
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break;
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case unit_action_type::StandUp:
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action->data.standup.timer = 1;
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break;
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case unit_action_type::LieDown:
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action->data.liedown.timer = 1;
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break;
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case unit_action_type::Job2:
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action->data.job2.timer = 1;
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// could also patch the unit->job.current_job->completion_timer
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break;
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case unit_action_type::PushObject:
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action->data.pushobject.timer = 1;
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break;
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case unit_action_type::SuckBlood:
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action->data.suckblood.timer = 1;
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break;
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case unit_action_type::Jump:
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case unit_action_type::ReleaseTerrain:
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case unit_action_type::Parry:
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case unit_action_type::Block:
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case unit_action_type::HoldItem:
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case unit_action_type::ReleaseItem:
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default:
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break;
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}
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}
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}
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}
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return CR_OK;
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}
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static command_result fastdwarf (color_ostream &out, vector <string> & parameters)
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{
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if (parameters.size() > 2)
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return CR_WRONG_USAGE;
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if ((parameters.size() == 1) || (parameters.size() == 2))
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{
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if (parameters.size() == 2)
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{
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if (parameters[1] == "0")
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enable_teledwarf = false;
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else if (parameters[1] == "1")
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enable_teledwarf = true;
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else
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return CR_WRONG_USAGE;
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}
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else
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enable_teledwarf = false;
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if (parameters[0] == "0")
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{
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enable_fastdwarf = false;
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if (debug_turbospeed)
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*debug_turbospeed = false;
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}
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else if (parameters[0] == "1")
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{
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enable_fastdwarf = true;
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if (debug_turbospeed)
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*debug_turbospeed = false;
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}
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else if (parameters[0] == "2")
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{
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if (debug_turbospeed)
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{
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enable_fastdwarf = false;
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*debug_turbospeed = true;
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}
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else
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{
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out.print("Speed level 2 not available.\n");
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return CR_FAILURE;
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}
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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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active = enable_fastdwarf || enable_teledwarf;
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out.print("Current state: fast = %d, teleport = %d.\n",
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(debug_turbospeed && *debug_turbospeed) ? 2 : (enable_fastdwarf ? 1 : 0),
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enable_teledwarf ? 1 : 0);
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return CR_OK;
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}
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DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
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{
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if (active != enable)
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{
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active = enable_fastdwarf = enable;
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enable_teledwarf = false;
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}
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return CR_OK;
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}
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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("fastdwarf",
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"let dwarves teleport and/or finish jobs instantly",
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fastdwarf, false,
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"fastdwarf: make dwarves faster.\n"
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"Usage:\n"
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" fastdwarf <speed> (tele)\n"
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"Valid values for speed:\n"
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" * 0 - Make dwarves move and work at standard speed.\n"
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" * 1 - Make dwarves move and work at maximum speed.\n"
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" * 2 - Make ALL creatures move and work at maximum speed.\n"
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"Valid values for (tele):\n"
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" * 0 - Disable dwarf teleportation (default)\n"
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" * 1 - Make dwarves teleport to their destinations instantly.\n"
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));
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return CR_OK;
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}
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