310 lines
12 KiB
C++
310 lines
12 KiB
C++
#include "plannedbuilding.h"
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#include "buildingplan.h"
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#include "Debug.h"
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#include "modules/Items.h"
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#include "modules/Job.h"
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#include "modules/Maps.h"
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#include "modules/Materials.h"
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#include "df/building_design.h"
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#include "df/item.h"
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#include "df/job.h"
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#include "df/map_block.h"
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#include "df/world.h"
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#include <unordered_map>
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using std::map;
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using std::string;
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using std::unordered_map;
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namespace DFHack {
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DBG_EXTERN(buildingplan, cycle);
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}
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using namespace DFHack;
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struct BadFlags {
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uint32_t whole;
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BadFlags() {
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df::item_flags flags;
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#define F(x) flags.bits.x = true;
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F(dump); F(forbid); F(garbage_collect);
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F(hostile); F(on_fire); F(rotten); F(trader);
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F(in_building); F(construction); F(in_job);
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F(owned); F(in_chest); F(removed); F(encased);
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F(spider_web);
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#undef F
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whole = flags.whole;
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}
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};
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bool itemPassesScreen(df::item * item) {
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static const BadFlags bad_flags;
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return !(item->flags.whole & bad_flags.whole)
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&& !item->isAssignedToStockpile();
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}
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df::job_item getJobItemWithHeatSafety(const df::job_item *job_item, HeatSafety heat) {
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df::job_item jitem = *job_item;
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if (heat >= HEAT_SAFETY_MAGMA) {
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jitem.flags2.bits.magma_safe = true;
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jitem.flags2.bits.fire_safe = false;
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} else if (heat == HEAT_SAFETY_FIRE && !jitem.flags2.bits.magma_safe)
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jitem.flags2.bits.fire_safe = true;
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return jitem;
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}
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bool matchesFilters(df::item * item, const df::job_item * job_item, HeatSafety heat, const ItemFilter &item_filter) {
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// check the properties that are not checked by Job::isSuitableItem()
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if (job_item->item_type > -1 && job_item->item_type != item->getType())
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return false;
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if (job_item->item_subtype > -1 &&
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job_item->item_subtype != item->getSubtype())
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return false;
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if (job_item->flags2.bits.building_material && !item->isBuildMat())
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return false;
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if (job_item->metal_ore > -1 && !item->isMetalOre(job_item->metal_ore))
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return false;
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if (job_item->has_tool_use > df::tool_uses::NONE
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&& !item->hasToolUse(job_item->has_tool_use))
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return false;
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df::job_item jitem = getJobItemWithHeatSafety(job_item, heat);
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return Job::isSuitableItem(
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&jitem, item->getType(), item->getSubtype())
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&& Job::isSuitableMaterial(
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&jitem, item->getMaterial(), item->getMaterialIndex(),
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item->getType())
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&& item_filter.matches(item);
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}
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bool isJobReady(color_ostream &out, const std::vector<df::job_item *> &jitems) {
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int needed_items = 0;
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for (auto job_item : jitems) { needed_items += job_item->quantity; }
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if (needed_items) {
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DEBUG(cycle,out).print("building needs %d more item(s)\n", needed_items);
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return false;
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}
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return true;
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}
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static bool job_item_idx_lt(df::job_item_ref *a, df::job_item_ref *b) {
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// we want the items in the opposite order of the filters
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return a->job_item_idx > b->job_item_idx;
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}
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// this function does not remove the job_items since their quantity fields are
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// now all at 0, so there is no risk of having extra items attached. we don't
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// remove them to keep the "finalize with buildingplan active" path as similar
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// as possible to the "finalize with buildingplan disabled" path.
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void finalizeBuilding(color_ostream &out, df::building *bld) {
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DEBUG(cycle,out).print("finalizing building %d\n", bld->id);
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auto job = bld->jobs[0];
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// sort the items so they get added to the structure in the correct order
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std::sort(job->items.begin(), job->items.end(), job_item_idx_lt);
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// derive the material properties of the building and job from the first
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// applicable item. if any boulders are involved, it makes the whole
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// structure "rough".
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bool rough = false;
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for (auto attached_item : job->items) {
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df::item *item = attached_item->item;
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rough = rough || item->getType() == df::item_type::BOULDER;
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if (bld->mat_type == -1) {
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bld->mat_type = item->getMaterial();
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job->mat_type = bld->mat_type;
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}
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if (bld->mat_index == -1) {
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bld->mat_index = item->getMaterialIndex();
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job->mat_index = bld->mat_index;
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}
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}
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if (bld->needsDesign()) {
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auto act = (df::building_actual *)bld;
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if (!act->design)
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act->design = new df::building_design();
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act->design->flags.bits.rough = rough;
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}
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// we're good to go!
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job->flags.bits.suspend = false;
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Job::checkBuildingsNow();
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}
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static df::building * popInvalidTasks(color_ostream &out, Bucket &task_queue,
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unordered_map<int32_t, PlannedBuilding> &planned_buildings) {
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while (!task_queue.empty()) {
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auto & task = task_queue.front();
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auto id = task.first;
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if (planned_buildings.count(id) > 0) {
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auto bld = planned_buildings.at(id).getBuildingIfValidOrRemoveIfNot(out);
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if (bld && bld->jobs[0]->job_items[task.second]->quantity)
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return bld;
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}
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DEBUG(cycle,out).print("discarding invalid task: bld=%d, job_item_idx=%d\n", id, task.second);
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task_queue.pop_front();
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}
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return NULL;
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}
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// This is tricky. we want to choose an item that can be brought to the job site, but that's not
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// necessarily the same as job->pos. it could be many tiles off in any direction (e.g. for bridges), or
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// up or down (e.g. for stairs). For now, just return if the item is on a walkable tile.
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static bool isAccessibleFrom(color_ostream &out, df::item *item, df::job *job) {
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df::coord item_pos = Items::getPosition(item);
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df::map_block *block = Maps::getTileBlock(item_pos);
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bool is_walkable = false;
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if (block) {
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uint16_t walkability_group = index_tile(block->walkable, item_pos);
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is_walkable = walkability_group != 0;
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TRACE(cycle,out).print("item %d in walkability_group %u at (%d,%d,%d) is %saccessible from job site\n",
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item->id, walkability_group, item_pos.x, item_pos.y, item_pos.z, is_walkable ? "" : "not ");
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}
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return is_walkable;
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}
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static void doVector(color_ostream &out, df::job_item_vector_id vector_id,
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map<string, Bucket> &buckets,
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unordered_map<int32_t, PlannedBuilding> &planned_buildings) {
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auto other_id = ENUM_ATTR(job_item_vector_id, other, vector_id);
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auto item_vector = df::global::world->items.other[other_id];
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DEBUG(cycle,out).print("matching %zu item(s) in vector %s against %zu filter bucket(s)\n",
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item_vector.size(),
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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buckets.size());
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for (auto item_it = item_vector.rbegin();
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item_it != item_vector.rend();
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++item_it) {
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auto item = *item_it;
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if (!itemPassesScreen(item))
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continue;
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for (auto bucket_it = buckets.begin(); bucket_it != buckets.end(); ) {
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auto & task_queue = bucket_it->second;
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auto bld = popInvalidTasks(out, task_queue, planned_buildings);
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if (!bld) {
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DEBUG(cycle,out).print("removing empty bucket: %s/%s; %zu bucket(s) left\n",
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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bucket_it->first.c_str(),
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buckets.size() - 1);
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bucket_it = buckets.erase(bucket_it);
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continue;
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}
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auto & task = task_queue.front();
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auto id = task.first;
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auto job = bld->jobs[0];
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auto filter_idx = task.second;
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auto &pb = planned_buildings.at(id);
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if (isAccessibleFrom(out, item, job)
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&& matchesFilters(item, job->job_items[filter_idx], pb.heat_safety,
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pb.item_filters[filter_idx])
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&& Job::attachJobItem(job, item,
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df::job_item_ref::Hauled, filter_idx))
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{
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MaterialInfo material;
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material.decode(item);
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ItemTypeInfo item_type;
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item_type.decode(item);
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DEBUG(cycle,out).print("attached %s %s to filter %d for %s(%d): %s/%s\n",
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material.toString().c_str(),
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item_type.toString().c_str(),
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filter_idx,
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ENUM_KEY_STR(building_type, bld->getType()).c_str(),
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id,
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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bucket_it->first.c_str());
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// keep quantity aligned with the actual number of remaining
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// items so if buildingplan is turned off, the building will
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// be completed with the correct number of items.
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--job->job_items[filter_idx]->quantity;
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task_queue.pop_front();
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if (isJobReady(out, job->job_items)) {
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finalizeBuilding(out, bld);
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planned_buildings.at(id).remove(out);
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}
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if (task_queue.empty()) {
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DEBUG(cycle,out).print(
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"removing empty item bucket: %s/%s; %zu left\n",
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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bucket_it->first.c_str(),
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buckets.size() - 1);
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buckets.erase(bucket_it);
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}
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// we found a home for this item; no need to look further
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break;
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}
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++bucket_it;
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}
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if (buckets.empty())
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break;
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}
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}
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struct VectorsToScanLast {
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std::vector<df::job_item_vector_id> vectors;
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VectorsToScanLast() {
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// order is important here. we want to match boulders before wood and
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// everything before bars. blocks are not listed here since we'll have
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// already scanned them when we did the first pass through the buckets.
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vectors.push_back(df::job_item_vector_id::BOULDER);
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vectors.push_back(df::job_item_vector_id::WOOD);
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vectors.push_back(df::job_item_vector_id::BAR);
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vectors.push_back(df::job_item_vector_id::IN_PLAY);
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}
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};
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void buildingplan_cycle(color_ostream &out, Tasks &tasks,
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unordered_map<int32_t, PlannedBuilding> &planned_buildings) {
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static const VectorsToScanLast vectors_to_scan_last;
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DEBUG(cycle,out).print(
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"running buildingplan cycle for %zu registered buildings\n",
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planned_buildings.size());
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for (auto it = tasks.begin(); it != tasks.end(); ) {
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auto vector_id = it->first;
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// we could make this a set, but it's only a few elements
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if (std::find(vectors_to_scan_last.vectors.begin(),
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vectors_to_scan_last.vectors.end(),
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vector_id) != vectors_to_scan_last.vectors.end()) {
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++it;
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continue;
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}
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auto & buckets = it->second;
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doVector(out, vector_id, buckets, planned_buildings);
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if (buckets.empty()) {
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DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n",
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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tasks.size() - 1);
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it = tasks.erase(it);
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}
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else
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++it;
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}
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for (auto vector_id : vectors_to_scan_last.vectors) {
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if (tasks.count(vector_id) == 0)
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continue;
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auto & buckets = tasks[vector_id];
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doVector(out, vector_id, buckets, planned_buildings);
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if (buckets.empty()) {
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DEBUG(cycle,out).print("removing empty vector: %s; %zu vector(s) left\n",
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ENUM_KEY_STR(job_item_vector_id, vector_id).c_str(),
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tasks.size() - 1);
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tasks.erase(vector_id);
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}
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}
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DEBUG(cycle,out).print("cycle done; %zu registered building(s) left\n",
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planned_buildings.size());
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}
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